I've been generating 2x2 algorithms over the past couple weeks for a 2x2 method I've been working on, but recently hit a snag. As most people have, I've generated all of my algs so far on CubeExplorer by emptying the edges and then using the corners. However, I'm now realizing some of the...
So far I've generated the DFR- set (DFR and DFL corners are switched, DFR is twisted out to the right), the DFL- set (DFR and DFL are switched, DFL is twisted out to the left) and about half of the DBL- set (DFR and DFL are switched, DBL is facing out to the left). The algs are really nice, the...
I've been generating Twisty EG-1 algs for about a month now. There are actually 430 algs total (if you count TEG-2) and 8 sets of 43 algs each for TEG-1. I personally think it's worth it, but I'm not really looking back now now that I've already generated 3 out of the 8 sets... Also I've been...
I've thought of this before, and it's not really worth it. Right now I'm genning Twisty EG algs which are both more ergonomic and more useful in the long run than this.
Hey everyone, sorry I've been gone for a while, I decided to take a long break from cubing. Anyone able to catch me up on what's happened in the last couple months?
I'll try to find that for you, I saved it somewhere on my computer.
Hard to say, though considering it has a lower average movecount than EG (with slightly worse ergonomics) I'd say like 2 seconds is probably around the limit.
Cool! This really isn't that much considering PSC is only about 50 algs. I'll probably start working on this method next year.
Your calculations look correct to me, I forgot to count the "parity" cases on the D-layer. Here's a replacement method that's pretty close to the original:
1. CSP
2...
It sounds like HD-G (I think we should come up with a better name for it) could really change the viability of the method; though I wish you could go a little more in depth on how you're doing the first two steps for your statistics. Otherwise I really like how this is shaking out, I think times...
I was thinking of including this same method in my list. It looks pretty good to me.
Good point, though I feel like not solving the DB edge here improves ergonomics a lot. I still probably won't pursue this anyway.
Did you account for AUFs? For method B if you bring the edge that goes at DF...
This looks like a pretty decent idea, and could probably be a decent transition method from CFOP to Roux. Problem is I just don't really see how this is better in any way than Vanilla Roux. Also, how exactly would step 2 be done? (maybe you could show some example solves.)
I'm still not...
I sort of figured this would be the case considering manipulating 12 pieces at once is way too many for a sub-1000 algset. Here's a question I have though: is there an algset for three wings? This sounds more feasible and could be useful in someway probably, but idk it might be way too many...
If the edges have already been paired, you could do ELL. Otherwise, I don't think such an algset exists for when the edges aren't paired (though you might be able to use some sort of commutators to solve them).
This has been thought of before, and although pretty efficient, it's not really worth learning. The algs for step three have already been created, they're known as "WVCP". The main problem with this method is that inserting the pair and then doing CMLL only adds about 1-2 moves (at most) with...
Okay but the method has already been proposed. It's called "LLOB". I believe CriticalCubing has a video on it (you couldn't claim this as "your" method since it's already been created).
This is a very efficient method; although it's been proposed many times before as "LLOB". A couple of youtubers such as Tao Yu and CriticalCubing have gotten sub 10 averages with it (using ZBLL) but overall it's not super significant. You're on the right track, though.
Interesting, I'd never heard of Yau-1 until now, it looks pretty cool. The method proposed was pretty much just Yau-1, but the pieces don't have to be permuted on the d-layer in the second step. This allows the solve to flow much more smoothly since you don't have to check the actual colors of...
Not a terrible idea, but I don't feel like saving 3-4 slices per solve is worth an extra ~350 algs.
A long time ago I proposed a squan method that I'm coming back around to and sorta starting to like:
1) CSP
2) Seperate the pieces on the U and D layers so you have at least 3 correct corners...
My computer completely shut down and wouldn't turn on without some weird error messages- so I wiped the disk completely clean. There was really no other option :/ Next time I'll try save my files to a thumbdrive or something.
I actually just noticed that I uploaded my first Twisty EG file to...