Orientation and permutation: EO, CO, EP, CP
The four properties every last-layer method splits up.
Every piece has a position (permutation) and a twist or flip in that position (orientation). Methods differ in which of the four they solve together: CFOP does orientation (OLL: EO and CO) then permutation (PLL: EP and CP); COLL does CO and CP together; ZBLL does everything once EO is done.
Edge orientation (EO)
An edge is 'good' if it can be solved with R, L, U and D turns only. Quarter turns of F or B flip the four edges they move; nothing else changes EO. ZZ fixes all twelve in its first step, which is why its F2L needs no F or B turns and its last layer always has a cross.
After F: the four front edges are flipped (bad); all other edges are still good.
Checked by the engine: bad edges: U7/F1 F5/R3 D1/F7 F3/L5
F
The EO mask shows only the stickers that decide EO.
F
Corner orientation (CO)
A corner is oriented when its top or bottom colour faces up or down. Corners twist in thirds: the total twist is always a multiple of a whole turn, so a single twisted corner never happens on a real cube.
Permutation (EP, CP)
Once oriented, pieces only need moving. Permutations come in cycles: a 3-cycle moves three pieces round, a swap exchanges two. On a 3x3 an edge swap always comes with a corner swap (they share a parity), which is why no PLL swaps a single pair of edges alone; 4x4 'PLL parity' is exactly that case.
EP: a 3-cycle of edges (U-perm).
Checked by the engine: 3 edges moved, 0 corners moved, 0 centers moved
CP: a 3-cycle of corners (A-perm).
Checked by the engine: 3 corners moved, 0 edges moved, 0 centers moved