deadmanlsh
Regular
A post just to add to the list of redundant last layer methods.
I decided to generate full sets of algorithms simply because I like the U-layer edge 3-cycles a lot. Like a lot.
Without further ado, allow me to present to you another way of doing the last layer.
Step 0.5:
COLS. Since EO is unnecessary, I found better algorithms for some cases. Of worthy note is the availability of sledgehammers. In case you don't know what COLS is, it's basically WVLS without necessarily preserving the edge orientation, so I'm calling it COLS here.
Step 1:
CP1E. Stands for Corner Permutation and 1 Edge. Exactly as it sounds. There are 3 possible sets of situations, with 8 cases for each.
First, there is the solved set, where the corners are correctly permuted. ELL would solve the cube, but for the sake of consistency, I added algorithms to fit CP1E.
Next, there is the adjacent swap set, where 2 adjacent corners are swapped (if you haven't realised). My method of doing this step would be to place the bar of solved corners at the left, then recognising where the sticker that belongs to UL is. Just look for two identical colours adjacent to each other and the piece with the same colour as those. Recognition should be pretty easy.
Finally, there is the diagonal swap set. Just look for the edge piece with the colour which is identical to the LUF sticker.
Step 2:
L3E. This is the step the whole method was created for. Solve the last 3 edges with an algorithm. 6 algorithms to learn. All of them are superb except maybe the adjacent 2-flip. I love using them in solves.
It's a 2.5-look method. L3E is ridiculously fast, so I would say it isn't that much of a loss speed-wise. You only need to look at 3 stickers at most for CP1E, so recognition should be quite fast. It shouldn't be too hard to decide where the edge piece is when it isn't visible by elimination. You can also just track the edge sticker during COLS (It's like 1 piece, even during algorithms it should be quite easy. It's nothing compared to seeing the first 3 pairs during inspection).
A total of 27 + 23 + 6 = 56 algorithms are required. A lot of them are really short or very obviously related to other algorithms, so you won't really have to learn that many algorithms in reality. Also, for those who just want to try out the method for fun (a.k.a. most of you all), just use set-up moves and PLLs for CP1E to indulge in L3E in all its glory. For those who don't know WVLS, use standard OCLL or other such sets that fulfill the purposes of COLS in a less efficient way.
Algorithms:
Below are the algorithms. For those with B moves, it's really supposed to be done as though you are doing a rotation, but not quite, so figure out the finger trick yourself if possible.
*I have since edited the post. So don't be surprised if you don't find any B moves.
Some of the algorithms may seem really bad, so if you have any suggestions, please drop a reply.
For some cases, I just put "WVLS", "Y Perm" or other such simplifications. I may edit them in the future (or I may not), but for now just look for resources online (PLLs are literally everywhere) or try to figure it out yourself (it won't take much effort, really).
For COLS, refer to algdb.net for the numbering (since you need them for those cases identical to WVLS anyway).
By variants I mean inverses and mirrors of a particular algorithm.
COLS:
1: WVLS
2: WVLS
3: U F' U F R U' R'
4: y Lw' U' L U M
5: U2 F2 L F L' F
6: R' U' F U R U' F'
7: WVLS
8: WVLS
9: WVLS
10: WVLS
11: R' F R2 U R' U' F'
12: WVLS
13:
U2 F R' F' R U' R U' R'
R' F R2 U' R' F' L' U L
14:
WVLS
U2 R' F R F' R U2 R'
15: R' F R F'
16:
U Lw R U' R' U F' Lw'
U2 F R' F' R2 U2 R'
17: WVLS
18: WVLS
19: y U F R U' R' F'
20:
U2 F' U F U' R U2 R'
U2 R U' Lw U' R' U F' R' x
21:
U F' U F U R U2 R'
U F' U L' U2 L U F
22: U' F' U' F (U' R U' R')
23: U2 R Dw' R U' R' F'
24:
(U2 R' F R F')2
R' F R U2 y' R' U' R U' R'
U2 R' U' R U' R' U2 F R F'
25:
WVLS
U2 F2 L F L2 U' L U F
26:
WVLS
U' F' U' F U2 R' F R F'
27: WVLS
CP1E-Solved
//Solve to UL
UL: U4
LU: ((M' U)3 M')2 U2
UF: R2 U R U (R' U' R' U' R') U R' (U Perm)
UB: R2 U' R' U' (R U R U R) U' R (U Perm)
UR: R U' (R U R U R) U' R' U' R2 (Inverse of UF)
FU: (M U M') U2 (M U M')
BU: (M' U' M) U2 (M' U' M)
RU: (U') (R U R' U') M' (U R U' Rw) (U)
CP1E-Adj
//Bar at UL
UL: R U R' F' R U R' U' R' F R2 U' R' (U') (J Perm)
LU:
(U') R' U' R' F' U' F U R2 U2 R' U' R
R' U R U2 R2 U' F' U F R U R (U)
UF: (U2) R2 F2 L F L' F2 R F' R (U')
UB: (U2) Lw R U2 L' U' L U2 R' U Lw' (U)
UR: (R U R' U' R' F R2) U' R' U' R U R' F' (T Perm)
FU: (U') F2 U F L F L2 U L2 F L' F'
BU: F L F' L2 U' L2 F' L' F' U' F2 (U)
RU: (U') Lw U' R U2 L' U L U2 R' Lw' (U2)
CP1E-Diag
//With respect to LUF sticker.
UL: L U F' U2 R' U L' U' R U2 Rw U Rw'
LU:
R' F' U2 F U' R U R2 F R F' U2 R (U')
(U) R' U2 F R' F' R2 U' R' U F' U2 F R
UF: R U' L U' R' U L' U2 F' U F R U' R'
UB: F R U' R' U' R U R' F' (R U R' U' R' F R F') (Y Perm)
UR: (U2) F U' F' U' L2 D' Lw U Lw' D L2
FU: R U R' F' U' F U2 L U' R U L' U R'
BU: R F R' F' R U R' F' U' F R2 U' R2 (U2)
RU: (U) R U' R2 F R F' R U' y R U2 R' F'
L3E:
U Perms
(R U R' U') M' (U R U' Rw') and its variants. It's just sexy M' inverse sexy M with a combined move. Non-optimal, but fast.
(M' U' M) U2 (M' U' M) and its variants. the 7-mover.
Pure Flips:
Opposite (UF, UB being the only case) - (M' U)3 M' U2 (M' U)3 M'
Adjacent - R U R' U' Rw' U2 R U R U' R2 U2 Rw and its variants (or just do U moves to set up).
Recognition for 3-cycles with 2 flipped-edges (use the oriented piece to decide the angle to perform the algorithms):
If the flipped pieces are adjacent,
-If the U-layer stickers are opposite colours, the case is the inverse of [sexy, M'].
-If the U-layer stickers are adjacent colours, the case is the 7-mover.
If the flipped pieces are opposite,
-The case is [sexy, M']. The piece at the front will go to the right (UF to RU to BU), so use that for calibration.
I decided to generate full sets of algorithms simply because I like the U-layer edge 3-cycles a lot. Like a lot.
Without further ado, allow me to present to you another way of doing the last layer.
Step 0.5:
COLS. Since EO is unnecessary, I found better algorithms for some cases. Of worthy note is the availability of sledgehammers. In case you don't know what COLS is, it's basically WVLS without necessarily preserving the edge orientation, so I'm calling it COLS here.
Step 1:
CP1E. Stands for Corner Permutation and 1 Edge. Exactly as it sounds. There are 3 possible sets of situations, with 8 cases for each.
First, there is the solved set, where the corners are correctly permuted. ELL would solve the cube, but for the sake of consistency, I added algorithms to fit CP1E.
Next, there is the adjacent swap set, where 2 adjacent corners are swapped (if you haven't realised). My method of doing this step would be to place the bar of solved corners at the left, then recognising where the sticker that belongs to UL is. Just look for two identical colours adjacent to each other and the piece with the same colour as those. Recognition should be pretty easy.
Finally, there is the diagonal swap set. Just look for the edge piece with the colour which is identical to the LUF sticker.
Step 2:
L3E. This is the step the whole method was created for. Solve the last 3 edges with an algorithm. 6 algorithms to learn. All of them are superb except maybe the adjacent 2-flip. I love using them in solves.
It's a 2.5-look method. L3E is ridiculously fast, so I would say it isn't that much of a loss speed-wise. You only need to look at 3 stickers at most for CP1E, so recognition should be quite fast. It shouldn't be too hard to decide where the edge piece is when it isn't visible by elimination. You can also just track the edge sticker during COLS (It's like 1 piece, even during algorithms it should be quite easy. It's nothing compared to seeing the first 3 pairs during inspection).
A total of 27 + 23 + 6 = 56 algorithms are required. A lot of them are really short or very obviously related to other algorithms, so you won't really have to learn that many algorithms in reality. Also, for those who just want to try out the method for fun (a.k.a. most of you all), just use set-up moves and PLLs for CP1E to indulge in L3E in all its glory. For those who don't know WVLS, use standard OCLL or other such sets that fulfill the purposes of COLS in a less efficient way.
Algorithms:
Below are the algorithms. For those with B moves, it's really supposed to be done as though you are doing a rotation, but not quite, so figure out the finger trick yourself if possible.
*I have since edited the post. So don't be surprised if you don't find any B moves.
Some of the algorithms may seem really bad, so if you have any suggestions, please drop a reply.
For some cases, I just put "WVLS", "Y Perm" or other such simplifications. I may edit them in the future (or I may not), but for now just look for resources online (PLLs are literally everywhere) or try to figure it out yourself (it won't take much effort, really).
For COLS, refer to algdb.net for the numbering (since you need them for those cases identical to WVLS anyway).
By variants I mean inverses and mirrors of a particular algorithm.
COLS:
1: WVLS
2: WVLS
3: U F' U F R U' R'
4: y Lw' U' L U M
5: U2 F2 L F L' F
6: R' U' F U R U' F'
7: WVLS
8: WVLS
9: WVLS
10: WVLS
11: R' F R2 U R' U' F'
12: WVLS
13:
U2 F R' F' R U' R U' R'
R' F R2 U' R' F' L' U L
14:
WVLS
U2 R' F R F' R U2 R'
15: R' F R F'
16:
U Lw R U' R' U F' Lw'
U2 F R' F' R2 U2 R'
17: WVLS
18: WVLS
19: y U F R U' R' F'
20:
U2 F' U F U' R U2 R'
U2 R U' Lw U' R' U F' R' x
21:
U F' U F U R U2 R'
U F' U L' U2 L U F
22: U' F' U' F (U' R U' R')
23: U2 R Dw' R U' R' F'
24:
(U2 R' F R F')2
R' F R U2 y' R' U' R U' R'
U2 R' U' R U' R' U2 F R F'
25:
WVLS
U2 F2 L F L2 U' L U F
26:
WVLS
U' F' U' F U2 R' F R F'
27: WVLS
CP1E-Solved
//Solve to UL
UL: U4
LU: ((M' U)3 M')2 U2
UF: R2 U R U (R' U' R' U' R') U R' (U Perm)
UB: R2 U' R' U' (R U R U R) U' R (U Perm)
UR: R U' (R U R U R) U' R' U' R2 (Inverse of UF)
FU: (M U M') U2 (M U M')
BU: (M' U' M) U2 (M' U' M)
RU: (U') (R U R' U') M' (U R U' Rw) (U)
CP1E-Adj
//Bar at UL
UL: R U R' F' R U R' U' R' F R2 U' R' (U') (J Perm)
LU:
(U') R' U' R' F' U' F U R2 U2 R' U' R
R' U R U2 R2 U' F' U F R U R (U)
UF: (U2) R2 F2 L F L' F2 R F' R (U')
UB: (U2) Lw R U2 L' U' L U2 R' U Lw' (U)
UR: (R U R' U' R' F R2) U' R' U' R U R' F' (T Perm)
FU: (U') F2 U F L F L2 U L2 F L' F'
BU: F L F' L2 U' L2 F' L' F' U' F2 (U)
RU: (U') Lw U' R U2 L' U L U2 R' Lw' (U2)
CP1E-Diag
//With respect to LUF sticker.
UL: L U F' U2 R' U L' U' R U2 Rw U Rw'
LU:
R' F' U2 F U' R U R2 F R F' U2 R (U')
(U) R' U2 F R' F' R2 U' R' U F' U2 F R
UF: R U' L U' R' U L' U2 F' U F R U' R'
UB: F R U' R' U' R U R' F' (R U R' U' R' F R F') (Y Perm)
UR: (U2) F U' F' U' L2 D' Lw U Lw' D L2
FU: R U R' F' U' F U2 L U' R U L' U R'
BU: R F R' F' R U R' F' U' F R2 U' R2 (U2)
RU: (U) R U' R2 F R F' R U' y R U2 R' F'
L3E:
U Perms
(R U R' U') M' (U R U' Rw') and its variants. It's just sexy M' inverse sexy M with a combined move. Non-optimal, but fast.
(M' U' M) U2 (M' U' M) and its variants. the 7-mover.
Pure Flips:
Opposite (UF, UB being the only case) - (M' U)3 M' U2 (M' U)3 M'
Adjacent - R U R' U' Rw' U2 R U R U' R2 U2 Rw and its variants (or just do U moves to set up).
Recognition for 3-cycles with 2 flipped-edges (use the oriented piece to decide the angle to perform the algorithms):
If the flipped pieces are adjacent,
-If the U-layer stickers are opposite colours, the case is the inverse of [sexy, M'].
-If the U-layer stickers are adjacent colours, the case is the 7-mover.
If the flipped pieces are opposite,
-The case is [sexy, M']. The piece at the front will go to the right (UF to RU to BU), so use that for calibration.
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