1 Dec 2005 05:46

### ZBF2L

```Mike, only 14.71%???  Just knowing all 42 F2L cases is 12.5%!

~ Bob

http://us.click.yahoo.com/dpRU5A/wUILAA/yQLSAA/MXMplB/TM
--------------------------------------------------------------------~->

```
1 Dec 2005 05:56

### Re: ZBF2L

```--- In zbmethod <at> yahoogroups.com, "Bob Burton" <bob <at> c...> wrote:
>
> Mike, only 14.71%???  Just knowing all 42 F2L cases is 12.5%!
>
> ~ Bob

That's probably because I forgot to include 38 of those cases...

Oops.

Problem solved.  Now it's 22.875%.

But 100% of VH seems to be enough for the moment. :)

-Mike
team [zb]

P.S. I finally learned the 4 G perms today/last night.  Took me long
enough.  I still have a world of difficulty recognizing them and
keeping the algs straight.  How the hell do you guys do it?

http://us.click.yahoo.com/dpRU5A/wUILAA/yQLSAA/MXMplB/TM
--------------------------------------------------------------------~->

```
1 Dec 2005 10:02

### Re: ZBF2L

```Hi Mike,

I use 2 tricks which I now see simultaneously, but this didnt come
with lots of practice!

First I locate the only connected pair of stickers around the side
of the top layer. At the same time, I look around the other side to
see whether the two stickers around the corner are adjacent to one
another, or opposite to one another (or you could say I identify it
as one of C/A C/O O/C or A/C). This is enough to determine the
permutation.

With a bit of practice you will get the hang of seeing whether it is
a "left hand" G, or a "right hand" G. So now you've broken it into
two possibilities. Next you use the opposite or adjacent trick to
identify which of the 2 it is, and once you know this you then know
exactly where to hold the block of two connected stickers. It seems
a lot when I explain it all but it really is a split second decision!

For my algorithms I have a different starting point for each one, so
it makes the algs a little less similar than they otherwise could be.

So if it was a left hand G, and the stickers were opposite, I hold
the two connected stickers at LFU and LU. If they were opposite,
then I hold the stickers at FU and FRU

If it was a right hand G, and stickers are opposites, then they go
at RFU and RU. And if adjacent, then they go at BRU and BU.

Remember that the first letter in the three letter sticker code
```

1 Dec 2005 10:11

```Hi Bob,

No, I haven't learned any of ZBF2L, apart from knowing a few tricks
which I learned before ZBF2L was even heard of.

I am a firm believer in the fact that to learn a giant amount of cases
you need to chop it up into fine chunks. The way I learn is all about
building pathways and extending out from what I already know, so I
think that the most logical extension of VHF2L in the direction of
ZBF2L is to learn the set of algorithms which covers first the case
which I can't use VHF2L for (my algorithm for the F2L case is U2 R2 U2
R' U' R U' R2) - and then begin learning the ones which cover the most
yucky cases.

You are right to say that the C/E pair trapped in the F2L is a great
place to start also, but for me it's not as useful because I almost
always break the pair up while solving another pair first, and using
the slot as an empty slot. So I don't have these cases very often at
all. In fact, I'm sure they can always be avoided, and give you less
ZBF2L algorithms to learn. But that's only speculation on my part :)

Dan :)

--- In zbmethod <at> yahoogroups.com, "Bob Burton" <bob <at> c...> wrote:
Have you learned all the ZBF2L for when the C/E pair is
> trapped in the F2L?  This seems like the most logical first extension
> to the VH system.
>
> ~ Bob

```

1 Dec 2005 10:27

```I think that the reason he sugguests learning the trapped ZBF2L
cases is that there are so few. It only took me 2-4 days to learn.

(I am assuming he was refering to the ones where both the corner and
edge are in place but not neccessarily correct orientation.)

-Doug

--- In zbmethod <at> yahoogroups.com, "Dan" <dan_j_harris <at> n...> wrote:
>
> Hi Bob,
>
> No, I haven't learned any of ZBF2L, apart from knowing a few
tricks
> which I learned before ZBF2L was even heard of.
>
> I am a firm believer in the fact that to learn a giant amount of
cases
> you need to chop it up into fine chunks. The way I learn is all
> building pathways and extending out from what I already know, so I
> think that the most logical extension of VHF2L in the direction of
> ZBF2L is to learn the set of algorithms which covers first the
case
> which I can't use VHF2L for (my algorithm for the F2L case is U2
R2 U2
> R' U' R U' R2) - and then begin learning the ones which cover the
most
> yucky cases.
>
```

1 Dec 2005 10:44

### Re: ZBF2L

```That took me a few reads to understand, so allow me to explain
another approach to this problem.

I use this method and I believe many other PLL users also do. But
just to warn you, it is tailored towards a specific choice of G-Perm
algs.

First, I determine that it is indeed a G-Perm by readily ruling out
everything else according to the location of "blocks" (c/e pairs).

Assuming it is a G-Perm, I hold "the pair" (typical teamBld lingo
for the two corners that are correct relative to each other), on the
left. It is personal preference whether to just re-grip, or pre-

Next (or really, at the same time) find "the block" (there should be
precisely one and it should be on the r-layers). It can either be on
the back, "upper right", "lower right", or front. (This is then
sometimes numbered G1,G2,G3,G4, respectively for teamBld calls.)

If the block is on the back (UB+uBR), I start with the (R2u')
trigger.
If it is on the "upper right" (UBR+UR), I start with a (R'U'R)
trigger.
If it is on the "lower right" (UR+uFR), I start with a (RUR')
trigger.
If the block is on the front (uFR+UF), I start with the (R2'u)
trigger.

Notice the symmetry in this method.
```

1 Dec 2005 11:26

### Re: ZBF2L

```--- In zbmethod <at> yahoogroups.com, "Doug Lee" <d_funny007 <at> y...> wrote:
>
> That took me a few reads to understand, so allow me to explain
> another approach to this problem.
>
> I use this method and I believe many other PLL users also do. But
> just to warn you, it is tailored towards a specific choice of G-Perm
> algs.
>
> First, I determine that it is indeed a G-Perm by readily ruling out
> everything else according to the location of "blocks" (c/e pairs).
>
> Assuming it is a G-Perm, I hold "the pair" (typical teamBld lingo
> for the two corners that are correct relative to each other), on the
> left. It is personal preference whether to just re-grip, or pre-
>
> Next (or really, at the same time) find "the block" (there should be
> precisely one and it should be on the r-layers). It can either be on
> the back, "upper right", "lower right", or front. (This is then
> sometimes numbered G1,G2,G3,G4, respectively for teamBld calls.)
>
> If the block is on the back (UB+uBR), I start with the (R2u')
> trigger.
> If it is on the "upper right" (UBR+UR), I start with a (R'U'R)
> trigger.
> If it is on the "lower right" (UR+uFR), I start with a (RUR')
> trigger.
> If the block is on the front (uFR+UF), I start with the (R2'u)
> trigger.
```

1 Dec 2005 15:23

### Re: ZBF2L

```From my PLL page:

Cycling Three Corners & Three Edges
Though these look the trickiest to recognize, they are actually quite
simple.  I first AUF to solve the 1x1x2 block.  Then, I rotate the
cube such that the two corners that share the same color on the same
face are on the left side.  Then, based on whether the block is at the
back, front, far part of the right, or close part of the right, I know
whether to apply #14, #15, #16, or #17, respectively.

14 		2.233 	(R2' u' R U') (R U R' u R2) y (R U' R') 	This is fairly
easy to perform at high speeds, even though it looks the most
confusing.  Algorithms #14-#17 are all performed somewhat similarly
because they have some overlapping moves.

15 		1.867 	(R2' u) (R' U R' U' R u') R2' y' (R' U R) 	Ron showed me a
nice modification to this algorithm to make it flow a lot nicer.  It
is quite easy to perform with a little practice.

16 		2.567 	(R' U' R) y (R2' u R' U) (R U' R u' R2') 	This is the
inverse of #15.  Note how similar they look.  I perform this one
almost exactly the same way.

17 		2.100 	(R U R') y' (R2' u' R U') (R' U R' u R2) 	This is just the
inverse of #14.  I execute it very similarly because most of the moves
overlap in the same manner.

~ Bob

--- In zbmethod <at> yahoogroups.com, "Mike Bennett" <mikebennett_one <at> h...>
```

1 Dec 2005 17:16

```Hey Dan,

I also try to avoid the last pair connected in the F2L slot but not
flipped right, even though I can use the ZB alg for it.

I've found that it's faster even when I see that case early on, to
still use that slot as an empty slot and do whatever otehr ZBF2L comes
up than to know which case that slot is, save for last, and just do ZBF2L.

The reason I learned them first though, is that I didn't know any
VHF2L.  So what I did was to just pair up the pieces and place at
least one of them into it's slot.  That way I knew the ZBF2L way to
finish.  It was sort of my pseudo-VH way of doing ZBF2L.

The cases where both pieces are in the F2L slot but the slot is not
solved are mostly slow for me, except for a few which are very very
fast.  So I try to avoid them since a larger proportion of them are
slow for me than just all the rest of the ZBF2Ls.

I do still use those cases though if the last pair is one of them.  I
just try to avoid them if I can.

Just my two cents,
Chris

--- In zbmethod <at> yahoogroups.com, "Dan" <dan_j_harris <at> n...> wrote:
>
> Hi Bob,
>
> No, I haven't learned any of ZBF2L, apart from knowing a few tricks
```

1 Dec 2005 21:20

### ZBF2L progress

```I learned another set of cases (I took some time off of learning to
re-inforce some things and because I have been lazy).  On Chris H's
page, the only ZBF2L cases left for me are #9 and 14-23. :)

~ Bob