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It has the same LSE cases as Roux, just the bad edges ones. Then you will ALWAYS have at MAX 8 moves to finish your F2L, and then, bring you to EPLL. Look at the example to see more clearly
I will post a vid in a moment on how to solve it how I mean to solve it
It has the same LSE cases as Roux, just the bad edges ones. Then you will ALWAYS have at MAX 8 moves to finish your F2L, and then, bring you to EPLL. Look at the example to see more clearly
I will post a vid in a moment on how to solve it how I mean to solve it
First, it's not really a modification on the cage method, it's more of just another corners first method. Seems to me it's the most similar to Waterman. Generally the term corners first is just a blanket term for methods that solve the corners first, you could solve the edges anyway you like. Also, one thing I like doing is going on the wiki and browsing on the methods list, it's pretty cool how many methods are out there, and you can learn a lot.I dont know if it exists but I modified the cage method (its for big cubes) to work in 3x3. Its not the fastest but I like to solve the cube way different.Starts like this.
1.- Solve all the cornes in the way you want, I solve with ortega
2.-Move the centers to the right position
3.- Insert the bottom face edges, it can be inseted from the top or with E slices
4.- Rotate 180 and insert the bottoms edges. First locating the edges, moving to the color's face and in the oposite side do R' D R or L D' L' (according to the case), then insert edge and reverse algorithm.
5.- The midle edges can be oriented doing R2 and E moves intuitively. There are 4 cases, all in pure flips, 2 edges in vertical (almost all the time) , 2 diagonal (sometimes), all 4 (very few times) or solved (rare)
The first two cases can be solved with a ELL and the third doing it twice. As I said before it is just an idea not to speedsolve. [emoji28]
I have discovered in the last 5 minutes a technique that I originally used for OH but can be advantageously applied to 2H. It is designed for my main method of CFOP but there might well be applications to block building in other methods.
When I was OHing, I found it annoying how I could not insert pairs into certain slots easily without doing y. I overcame this by transferring my Cross on B to a COL and reverting after the insertion. In 2H, it could be used for certain inserts into BL and BR which would require a y, the core of this method being that you do a z to put make the insert or even to pair the CE if you can spot bad EO.
Why not do normal F2L, you may think but my response is that a z rotation is far quicker to do than a y and the z (insert) z' clause that would be used can be executed in the same wrist position and without regripping.
Why does y instead of x mean a faster F2L, it is because ys, is the generally accepted slowest rotation to do since it requires a total regrip of the RH; whereas z can be executed with the thumb static around the F center and the index finger can be ready to flick U both before and after z with the LH only requied to let gravity rotate the cube.
This technique can be used to free your F2L of ys, the appropriate adjustments for each slot's insert can be made by doing wide Ls as needed.
I will put together an example soon, any initial thoughts or feedback?
Some names for this technique could be:
The Z technique / ZF2L
or
Goodhead F2L / GF2L
GZF2L
F2L-Goodhead handling
Wat? So it's like edges first and then doing the corners with a really slow Old Pochmann variant?
Interesting idea. I'm surprised that I was able to follow it. I'll try it out later and think of some ways to make it a fast-ish methodIf this doesn't exist, I'm calling it CRY for sure (CRosses, Y perm).
1. Make a cross.
2. Put in 3 middle layer edges.
3. Solve last layer cross, making use of the empty slot.
4. Identify where the UBL corner should go.
5. Bring it to DFR. The corner does NOT have to be moved so that it will have correct orientation after best step.
6. Y perm.
7. Repeat for all corners.
8. Find two unoriented diagonals and put them at UBL and DFR.
8a. If there are none, move one diagonally opposite the other. After the Y perms, undo this move.
9. Y perm, then x' z2 (rotate so other corner is in DFR).
10. Y perm. Repeat 3 times.
11. If the two corners are now oriented, repeat step 8. Otherwise, repeat step 9.
12. Solved.
Probably hard to follow, I'll do an image guide later today.
Interesting idea. I'm surprised that I was able to follow it. I'll try it out later and think of some ways to make it a fast-ish method
Edit: By LL cross, do you mean orient and permute, or just orient?
Not sure if this idea is taken before but:
1. 2x2x2 block
2. Expand to 2x2x3
3. Then expand to F2L minus 1CE
4. Orient the remaining edges
5. Solve the F2L and the last layer edges (2-gen)
6. Solve the last the remaining corners using L4C
Minimum amount of moves can be 25 with L4C skip and at least maximum of 55 moves (bad L4C case or block)
2x2x2-8 moves (8)
2x2x3-5 moves (13)
F2L- 1CE-6 moves (19)
Orient edges-3 to 6 moves (22 to 25)
F2L and LL edges- 7 moves (29 to 32)
L4C-12 moves (41 to 44)
Total of 84 algorithms
I believe I have a keyhole variant:
Cross
F2l-Corner edge pairs do not have to match, but do however have to be in correct orientation so when you do a D, D' or D2 move, it pairs up the corner and edge, then orient LL edges (2-look OLL step), and then you pair up the corner edge pair, remove, correctly place corner edge pair, repeat
OLL
PLL
Pros-F2l pairs dont have to match, making for more options, LL edges oriented
Cons-LOTS of moves.
I'm not trying to hate on newness or originality, I just feel like there really aren't very many ways to solve a 3x3 outside of all the different ways everyone has already come up with (or small variations on these).
or an X-cross minus one edge (a.k.a. a 2x2x2 + one edge) and then do it Fridrich style with a free M-slice, limiting rotations, but I'll fill in the final edge piece as a 2x2x1 block if I see it can be done easily. And I almost always orient the edges before I get to the LL, often using VHLS (only like 5 cases) and I know EJF2L as well.
One thing that you could do is after the "2x2x2 + one cross edge" is build and insert the next F2L pair (into the open F2L slot that you made) while either:
1) orienting the edges.
2) permuting the corners via ZZ-Porky V2, or some alternative
the former will leave you with a ZZ-esque finish (my ZZ soft-spot is showing)
and the latter will leave you in some stupidly awkward cube state with messed up edges, but really nicely permuted corners (so you only need to use 2 faces of the cube, and slices to solve) which is mad weird, but would probably be kind of ergonomic and efficient.
You should give these a try!
or another idea for option 2)
you could expand your first step to be "2x2x2 + 1 cross edge + orienting the E-slice edges"
and then solve the missing F2L pair in your second step while solving the Corner Permutation
third, solve the next two F2L pairs without solving the last cross edge, but inserting the last F2L pair with winter variation so your corners are completely 100% solved relative to each other, but have a ton of screwed edges floating around in between
fourth, solve the remaining 5 edges of the cube with either 1) commutators or 2) EO and EP5 (which is, in my opinion, how the roux method should ACTUALLY finish)
lol That's a horribly complicated method if I ever saw one! but it probably outperforms CFOP movewise, which makes me frown and smile at the same time.