I love this, though once I'd solved the F2L slots and the upper corners the temptation was there to use 3-style BLD edgecycles to solve everything else. I'm averaging ~30-35s in the first hour of practicing solving it that way
I love this, though once I'd solved the F2L slots and the upper corners the temptation was there to use 3-style BLD edgecycles to solve everything else. I'm averaging ~30-35s in the first hour of practicing solving it that way
Before we can polish these methods, we should put more effort in building a stable foundation and a better documentation for these methods, but that's just my opinion.
I have a 13.30 avg5 and 14.17 avg12 with this columns first method.
Patch PLL into any method and suddenly it appeals to more people.
It's not just "oh, it's PLL, I'll use this method", though - I honestly do think that when PLL is a choice you need a pretty solid reason to choose something else. PLL has had a ton of experimentation go into every single case, has pretty short and fast algs on average, and has easy recognition (permutation only, so you can literally look at only one sticker from each piece, which also means good lookahead). It's certainly worth it to try to improve on it, but honestly I think the vast majority of ideas end up slower.
If it's fast, it's fast. And PLL is fast. I'm saying that I think it's possible there are fast alternatives that better fit the theme of a method or make the method more its own thing. Or at least wish more people were spending time searching for these alternatives.
I was actually just thinking about a similar method
4 F2Ls
CMSLL (Corners [ignoring M and S] Last Layer)
F and B centers + DF, DB
cube rotation <<<
LSE
I was able to get sub40 with it after just a few minutes (normally 26)
Last edited by Ickathu; 07-05-2012 at 08:09 PM.
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