Ok.  So a post on the other group got me thinking.  If, after ZBF2L,
you are left with three steps, what ways can you divide them?  Not
dividing at all gives you full ZB.  Dividing between corner
orientation/permutation and edge permutation leaves us with COLL. 
What if we divided between corner permutation and corner orientation?

We would have a two step LL: Corner permutation, and then no corner
perm ZB cases.  The corner permutation can be fixed in an average of 7
moves, and I believe the final step can be performed in 16 or fewer,
and generally requires only Sune type moves.  This gives us a 23 move
LL, but you retain the benefits of the 1/6 chance to skip corner perm.
 That's an almost 18% chance for a 1 look LL.

The other way to go with this would be to learn how to orient edges
and permute corners simultaneously.  I know it can be done, but I'm
having trouble coming up with algs for a few of the cases.  If it can
be done in 10 or fewer moves per case, that system ought to be at
least comparable to standard CFOP in terms of number of moves and
potential speed.  Especially if you can avoid most of the 4 incorrect
edges cases using simple ZBF2L tricks.

Any thoughts?

-Mike






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