Difference between revisions of "ZBLD"

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Y', R, U, x, M', U, M', U, M', U2, M, U, M, U, M, U2, x', U', R', Y
 
Y', R, U, x, M', U, M', U, M', U2, M, U, M, U, M, U2, x', U', R', Y
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Permute Edges and Orient Corners Simultaneously:
 
Permute Edges and Orient Corners Simultaneously:
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L2, U', (M2, U', M, U2, M', U', M2) U, L2
 
L2, U', (M2, U', M, U2, M', U', M2) U, L2
  
UF -> UL -> FR (since UBL needs a CCW twist, and the set up convieniently places the UFR piece, we can use a fast T set ZBLL)
+
UF -> UL -> FR (since UBL needs a CCW twist, and the set up conveniently places the UFR piece, we can use a fast T set ZBLL)
  
 
R, (U', R', U', R2, U, R2, U, R2, U2, R', U, R' U, R) R'
 
R, (U', R', U', R2, U, R2, U, R2, U2, R', U, R' U, R) R'

Revision as of 01:02, 26 November 2009

ZBLD uses ZBLL algorithms for blindfolded solving.

It has 2 variations, ZBLD 3cycle and ZBLD 2cycle. The benefit of ZBLD is the fact that the setup moves are the same as conventional methods, and it combines multiple steps into one step.

The 3-cycle variation works best with preorientation of the edges and uses 2gen ZBLL algorithms to permute the edges whilst orienting the corners, simplifying the corner phase of the BLD solve.

It uses around 90 algorithms in total, and uses the same setup moves as 3OP methods. It can be considered the next step up in difficulty from 3OP, since 3OP uses a subset of the ZBLL algorithms.

An example of 3-cycle ZBLD:


Scramble: F D2 L' B2 L2 U' R2 U' F' D B2 D' R' B R D' R U2 L U' L2 R D' R' B2

On the U layer, both UFL and UBL need a CCW twist, and DBL and DBR need a CW twist.


Orient Edges:

S2, D', x, M', U, M', U, M', U, M' U, M, U, M, U, M, U, M, U, x', D, S2

Y', R, U, x, M', U, M', U, M', U2, M, U, M, U, M, U2, x', U', R', Y


Permute Edges and Orient Corners Simultaneously:

UF -> FL -> RB (note that during setup, UFL and DBR are brought to the U layer and requires a CCW turn for UFL and a CW turn for DBR. This will look like a T set ZBLL.)

L', R', (U', R', U', R2, U, R2, U, R2, U2, R', U, R' U, R),R, L

UF-> BD -> UR (In this edge permutation, the setup will bring BDL to the U layer, and we use UFR as a buffer, Since, BDL needs a CW twist, we will use an algorithm from the L set.)

D, L2, U', (R, U2, R, U, R2, U, R', U', R, U, R', U2, R', U, R', U2) U, L2, D'

UF-> DL -> UB (No ZBLL is needed, and a simple set up and edge cycle will suffice)

L2, U', (M2, U', M, U2, M', U', M2) U, L2

UF -> UL -> FR (since UBL needs a CCW twist, and the set up conveniently places the UFR piece, we can use a fast T set ZBLL)

R, (U', R', U', R2, U, R2, U, R2, U2, R', U, R' U, R) R'

There is now a parity, and so we save that for last.


Now we can solve corners in a simple 3 cycle way.

UFR -> BDL -> UBL

z2, Y, (R, U, R', U',)x3 (D2) (R, U, R', U',)x3 Y', z2

UFR -> DFL -> URB

L2 ( R', F, R', B2, R, F', R', B2, R2) L2

My fix for parity is very inefficient, but I would do R2, and then U' and then do the most common T perm(R, U, R', U', R', F, R2, U', R', U', R, U, R', F'), then undo the setups with U, R2.

From there, I can do L, and then D, R2, and then an H perm, followed by undoing the setups with R2, D', L'.


The 2-cycle variation is the next step in difficulty from pochmann's classic method for edges. It also orients corners, but does not need preorientation of edges. It replaces the T, and J perms of classic pochmann with the 2 swap algorithms from ZBLL.

It uses slightly less algorithms than 3-cycle ZBLD, but is not 2 gen. It also uses the same setup moves as classic pochmann.