3x3 <r, U>

G2013

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(Note: r = Rw in this case)
Basically you scramble using r and U twists and then you solve also by using r and U twists (it means you can use r, r2, r', U, U', and U2).
I wonder if anyone ever tried this and if someone figured out a way of doing the LL, or if someone found useful algorithms.
I build the remaining bit of F2L by placing the DR edge, and by building front and back 2x2x1 blocks intuitively.
I've found this OLL:
Solved with: r U' r2 U r2 U r2 U' r
 
Could you do a mini example solve?
Scramble: U Rw U2 Rw U2 Rw2 U Rw' U2 Rw U2 Rw U' Rw U Rw U2 Rw
Only if you remember your method of course.
ben1996123 and I played with this for a bit. I think we posted stuff in the Random Cubing Thread (relatively recently). I don't remember our times but the basic methods were pretty much F2L and then LL. You can also do corners first and edge 3-cycles but it is probably a bit slower.

Here is a sample solve from him:
r' U2 r' U2 r2
r' U' r U2 r' U2 r
U r U' r' U r U' r' U r U2 r'
U r' U r U r' U r U' r' U' r
U r U2 r' U r U' r' U' r U r' U' r U' r' U r U r'
U' r U' r2 U r2 U r2 U' r
U2 r U' r2 U r2 U r U r2 U r2 U' r2 U' r' U' r

EDIT: Oh yeah, also, it's pretty easy to find optimal algs for <r,U> in ksolve.
 
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Ah, darn. What I remembered was [thread=10777]<r,u,f>[/thread]. Sorry. There's an old discussion about <R,u>, though.

I'm not sure I ever did <r,U>, but I might try similarly to my <r,u,f> method:

1) Intuitive D+DRF+DBR.
2) U-corners with Sunes.
3) Edges one by one, bld-style with setups and two buffers (using a 3-cycle, alternating between it and its inverse).

Here are steps 1+2 for your example:
r U2 r' U r' U' r
U r' U' r U' r' U2 r U'
 
Bump

I've found a method for solving with r and U.

1) Place DR edge and D center.
1a: Put DR edge at UL, then align with center and do U2 r2.

2) Solve the rest of the F2L
2a: Do r and U moves until you pair looks like one of this:





The pair could be at DF, FU, UB or BD. Do r U2 r' U2 until the pair is fully aligned, like this:

Then manage to get it like this, with the DF edge also:

And do U' r U' r' U r U r'

1b: For the rest, do y2 and then do all the same than above, using l (Lw) and U, and using U l' U l U' l' U' l for last part.

3) Orientation of Last Layer (OLL)
3a: Use r U' r2 U r2 U r2 U' r to orient UL and UF.
3b: For corner orientation, use:
[r U' r2 U r2 U r2 U' r] U' [r U' r2 U r2 U r2 U' r]
r U r' U' r' U' r U r U' r' U' r' U r U'
And for other cases, use combinations of second algorithm.

4) Permutation of Last Layer (PLL)
4a: Corners are always solved, so you only have 4 cases (Z pll, H pll, U pll clockwise, U pll anticlockwise), solved with this algorithm:
r2 U r2 U2 r2 U2 r2 U r2 U2 r2 U r2 U2 r2 U2 r2 U r2 U2

I hope you liked it. Algorithms found either intuitively or with ksolve. Thanks everyone that helped me with ksolve.

Guido
 
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Why not? Also, earlier you said this about <r,u,f>:
Maybe I misquoted unclearly, but he stated himself that I've found a method for solving with r and U. Than you cannot continue with l moves. He disqualified himself.
But that is just semantics, hence the pat on the back and smiley. I haven't tested his method but it looks well thought out and easy to use
 
Ah, ok, the l moves. Yeah I didn't realize that, as you only mentioned the rotations. So you're right in that very strict sense, but on the other hand it's his thread, so maybe that balances out :). Also, it's only an l turn from the solver's perspective, not from the cube's perspective, where it's still an r turn.

G2013, just curious, why are you doing it that way instead of mirroring front<->back? That would be nicer and probably also faster.
 
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