转自SS,原帖由Lucas Garron原创,地址为http://www.speedsolving.com/forum/showthread.php?t=21942
以下是原文以及R2的译文,原文为黑色,译文是蓝色的,红色的是我的注解,建议各位不了解ZZ的先去看一下相关的帖子~
ZZ-TOP is a newspeedsolving method that combines all the worst aspects of ZZ and Fridrich toproduce a brand-new mashup method. ZZ-TOP是一种新的速解方法,它将ZZ法(ZZ-EoLine)和Fridrich法(即CFOP)的所有不尽人意的方面相结合起来(这里指的应该【不】是取长补短),形成了一种全新的混合解法。 The steps are as follows: - 1.ZZOrientation: Orient all 8 edges that do not belong to the top layer. The 4 top layer edges can conveniently be used as wildcards
- 2.Three Slices. Solve each of the three slices of the first two layers using the oriented edges, without rotations: middle, left, and right.
- 3.OLL - If you look ahead during orientation or the solve, you can even predict the number of flipped edges, since those stay fixed during the Three Slices step.
- 4.PLL
具体的步骤如下 1. ZZ棱块方向: 调正所有的8个不属于顶层的棱块(即不包括OLL涉及到的4个棱块)的方向。4个顶层棱块则可以自由、灵活、随意地使用
(当作“万能牌”使用,因为这四块的方向是否正确,无关紧要 可以把它们同需要调整的8块,放到同一个Slice再作调整)。【这步具体解法和思想,基本与ZZ的第一步相同,各位可以先去研究一下ZZ,这一步的确不容易快速入门】 2. 三片夹层:利用之前调正的棱块,将前两层的三个夹层分别以不通过整体转动的方式来还原。 这三个夹层为:中间层,左层,右层
(中间层,如果忽略中心块的话,就是FD,BD两棱;左层为左边的1x2x3块;右层为右边的1x2x3块)【注意,在执行这步时,不要使用F,F’,B和B’,否则会扰乱已经调正的棱块】 3. OLL:如果你在棱块调整阶段事先预判,甚至可以预测出方向正确的棱块的个数,因为它们在做第二步时仍然保持不变
4. PLL
Here is an example using the scramble
这是一个例子,打乱如下(单击以查看Java演示)
D2 F2 U FB2 L D2 U' B' L' U2 D' L2 R F2 L2 B2 D L F2 U2 R' B2 R F' :y'L'U'R//Orientation y'RDF2 //FirstSlice UR'U2'LU2'LU2'R'URU'LUL'//Second Slice UR2URUR2'U'RUR'U2RUR'U'R//Third Slice R'U'FURU'R'F'R//OLL R2'URUR'U'R'U'R'UR'U//PLL Thanks to pixelhateshisrouter for the accidental suggestion. 感谢pixelhateshisrouter歪打正着的建议 J | Quote: | lgarron ‣ ZZ-CBOP. 5:58:23 PM lgarron ‣ ZZ-CBCE! 5:58:37 PM qq ‣ how about BFOOP 5:58:46 PM qq ‣ block, f2l, occasionally oll/pll 5:58:50 PM Kirjava ‣ heh 5:58:58 PM pixelhateshisrouter ‣ ZZ-TOP | | (呵呵,这段我就不做解释了)注:原帖的楼下还有更多例子~
[ 本帖最后由 2rabbits 于 2010-6-22 21:46 编辑 ] |