The first idea, I already do this in accordance with Chris's use of 
transformations to practice ZBLL algs. I am almost done with 
learning all the no CP ZBLL algs, just 4 more left (though this has 
been the case for a few weeks). I think it's a good short-term thing 
to do, but for the long run, I definately want to finish learning 
the rest of ZBLL.

In regards of the second idea, a few of us in the community already 
do this... CP and EO together. Most notably, Masayuki and I. A few 
years ago we where working on completing the list where you do 
CP+EO+CO. There are a lot of algs here, but I still use many of the 
algs in this set. I know that a CP+EO set can't be found anywhere on 
the net, that kinda sucks. I just happen to know all of them as 
subsets of other sets I know. Which ones are you having trouble with?

Hem there are so few of these, i should just list them out somewhere 
for you guys. Though the ugly part is that I still do about half of 
those algs with LL on D.

Also, which alg do you use for Diagonal Corner Swap while preserving 
edge flip? I don't think the one I have been using is very fast.


--- In, "Mike Bennett" 
> Ok.  So a post on the other group got me thinking.  If, after 
> 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 
> 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 
> and generally requires only Sune type moves.  This gives us a 23 
> LL, but you retain the benefits of the 1/6 chance to skip corner 
>  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 
> 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 
> edges cases using simple ZBF2L tricks.
> Any thoughts?
> -Mike

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