Difference between revisions of "Zipper Method"

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Revision as of 22:00, 18 April 2018

Zipper method
Information about the method
Proposer(s): Justin Taylor
Proposed: October 2017
Alt Names: none
Variants: none
No. Steps: 4
No. Algs: 359 Total; 331 OLLCP, 28 L5E
Avg Moves: Low 40s With Blockbuilding, 45 With CFOP Background, 22 For LS+LL

The Zipper Method is a speedsolving method created by Justin Taylor in 2017, several months after development of the Ribbon Method. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the F2L, along with a smooth transition into LSLL. The method retains every ergonomic advantage of CFOP, while containing one fewer "look" in the solve and saving an average of 9 moves with a CFOP-like approach to F2L. Zipper can either be used as a standalone method, or in conjunction with other CFOP subsets whenever a corner solves itself during F2L.

The Steps

  • Cross + 1 Corner (Fish): This is the most distinctive part of the Zipper Method. Taking an average of 6 moves and no more than 9 moves, this step solves the Cross on the bottom and any first layer corner, forming a "fish" on the bottom layer. This slot is referred to as the Zipper Slot. Technically, the Zipper Slot can be solved at any point during the F2L, such as using Multislotting to insert the lone corner during the solving of another slot. This is done whenever is easiest during F2L execution.
  • F2L: There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Edge. First Block, carried over from Roux, may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.
  • TOLS: This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: TOLS+, TOLS-, and TOLSo. TOLS+ has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. TOLS- has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. TOLSo has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using Partial Corner Control through methods such as VLS can allow you to skip this step consistently.
  • TTLL/PLL: This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.