• Welcome to SpeedSolving.com — the world’s largest puzzle community!

    You’re currently browsing as a guest, which means you have limited access to discussions, resources, member profiles, and community features.

    Join 50,000+ cubers and puzzle enthusiasts from around the world to ask questions, share solves, improve faster, and be part of the community.

    Registration is free, fast, and easy — create your account today.

    Already a member? Log in here to hide this message and start participating.
I tried this once, we called it 1LLLLL, where we solved a solved line of pieces and EO solved. We had some algs to set it up from EOF2L-1, and it had only 15 cases for LL. I can send you the algs if you want.
I'm really interested. I just finished learning the 57 Olls a few days ago, but my recognition isn't that great. with only 15 algs, my recognition shouldn't suffer that much. you can go send them to me via conversation, unless you can find my Email, in which case, please Email them to me. I really appreciate it. Thanks!
 
If movecount for getting to 2gll is comparable to movecount for getting to zzll/zbll, then it's an advantage.

Otherwise you have a tradeoff between efficiency and ergonomics
 
So what times are you getting with it atm?
Although it's very efficient, it is extremely difficult to execute the CO + E-slice step quickly. Although I have had some perhaps sub-40 ATM speedsolves I'm averaging around 20-22 seconds currently. Not nearly as fast as I was with regular ECE, but I'm confident that with practice this method will be far better. It just takes some getting used to.
 
Although it's very efficient, it is extremely difficult to execute the CO + E-slice step quickly. Although I have had some perhaps sub-40 ATM speedsolves I'm averaging around 20-22 seconds currently. Not nearly as fast as I was with regular ECE, but I'm confident that with practice this method will be far better. It just takes some getting used to.
Yeah, I've been playing around with it for a few months as well and I think it would be faster than straight SSC-O as well because as you said the lookahead can be very tough especially when you have to deal with all the edges (though likewise I'm still faster with the other variant.
 
Hey so I have been playing around with skewb, and I was wondering about the case count for a substep Im working on.
method is this:
-Solve first block(2 corners + center) - optimal for x2 y neutrality is I believe at most 3 moves(thats the most I ever have had to do)
-solve the last 2 corners on the D face
-CLL
-L5C

I was wondering what the case count would be for a subset that solves CLL and the R center so you always get a L4C case on the "M" slice. can you guys help?
 
Yeah, I've been playing around with it for a few months as well and I think it would be faster than straight SSC-O as well because as you said the lookahead can be very tough especially when you have to deal with all the edges (though likewise I'm still faster with the other variant.
Yeah, I'm also trying to find a more efficient way to solve the last eight edges, I'm not too fond with the way I solve them atm...
 
Hey so I have been playing around with skewb, and I was wondering about the case count for a substep Im working on.
method is this:
-Solve first block(2 corners + center) - optimal for x2 y neutrality is I believe at most 3 moves(thats the most I ever have had to do)
-solve the last 2 corners on the D face
-CLL
-L5C

I was wondering what the case count would be for a subset that solves CLL and the R center so you always get a L4C case on the "M" slice. can you guys help?
Isn't this just Skroux but with the steps switched up a bit?
 
Hey guys, been playing around with skewb. Is there an alg set out there for TCLL on a skewb? I think that it may make first payer building more efficient if you can leave one corner twisted, because you can save a few moves.(Also, in scroux, it is a lot easier to get SB with a twisted corner)
 
I've been experimenting with this method for a little bit and thought I'd mention it in here, it seems pretty interesting. The steps are:

1. EOline
2. Left block
2b. CP (optional)
4. BR block (cross piece + pair)
5. U-layer block (2x2x1) and parity fix
6. Permutation of last 3 edges and last 4 corners
7. Corner orientation

So, assuming you don't do CP, you get to F2L-1 through blockbuilding. Then you can use the open slot to make the U-layer block intuitively, this isn't that hard. Once this is done, place the block and check the last three edges for parity. If there is, the solution is intuitive (the U center must be rotated 90 degrees), but you can use an alg for this. I use U R U R' U' R U' R' U2 R U2 R' U'.
After parity, solve EP (using U' R U R' or its inverse) and corners can be placed using the same trigger in sets of three. For example, doing the trigger three times swaps UFL and DBR, and swaps UFR and UBR. Rotating and doing the trigger left-handed produces a similar result, so corner placement isn't bad, although if CP was done earlier, the triple trigger is only needed once if at all, and without rotations.
CO to finish, I just use a CLS alg for this which only affects two corners.

Example solve: B2 L' B2 U2 R D2 B2 R D2 R' B2 F' R' D U2 F2 R2 D' B F' U

EOline: F D U L B' R' D2
Left block: U2 L' U L2 U' L' R U2 R U L' U' L
CP: L' U R2 U' L
BR Block: U R U R2 U' R U R2 U' R2
U Block: R U R' U2 R U2 R' U2 R U' R' U' R U2 R'
Parity fix: (U' R U R') U R U R' U' R U' R' U2 R U2 R' U'
Corner Placement: (U' R U R')3
CO: U R U' R2 U' R U' R' U2 R' U2 R' U' R U' R2 U2

I think this method really shines in its stats, the chances of parity skip is 1/2, the chances of edges being cycled is 1/3, and the chances of corners being placed (assuming CP is done beforehand) is 1/2, so the total probability of only having to twist corners after blockbuilding is 1/12. I'm not sure about the probability if CP isn't done, but this by itself is really good.
 
I've been experimenting with this method for a little bit and thought I'd mention it in here, it seems pretty interesting. The steps are:

1. EOline
2. Left block
2b. CP (optional)
4. BR block (cross piece + pair)
5. U-layer block (2x2x1) and parity fix
6. Permutation of last 3 edges and last 4 corners
7. Corner orientation

So, assuming you don't do CP, you get to F2L-1 through blockbuilding. Then you can use the open slot to make the U-layer block intuitively, this isn't that hard. Once this is done, place the block and check the last three edges for parity. If there is, the solution is intuitive (the U center must be rotated 90 degrees), but you can use an alg for this. I use U R U R' U' R U' R' U2 R U2 R' U'.
After parity, solve EP (using U' R U R' or its inverse) and corners can be placed using the same trigger in sets of three. For example, doing the trigger three times swaps UFL and DBR, and swaps UFR and UBR. Rotating and doing the trigger left-handed produces a similar result, so corner placement isn't bad, although if CP was done earlier, the triple trigger is only needed once if at all, and without rotations.
CO to finish, I just use a CLS alg for this which only affects two corners.

Example solve: B2 L' B2 U2 R D2 B2 R D2 R' B2 F' R' D U2 F2 R2 D' B F' U

EOline: F D U L B' R' D2
Left block: U2 L' U L2 U' L' R U2 R U L' U' L
CP: L' U R2 U' L
BR Block: U R U R2 U' R U R2 U' R2
U Block: R U R' U2 R U2 R' U2 R U' R' U' R U2 R'
Parity fix: (U' R U R') U R U R' U' R U' R' U2 R U2 R' U'
Corner Placement: (U' R U R')3
CO: U R U' R2 U' R U' R' U2 R' U2 R' U' R U' R2 U2

I think this method really shines in its stats, the chances of parity skip is 1/2, the chances of edges being cycled is 1/3, and the chances of corners being placed (assuming CP is done beforehand) is 1/2, so the total probability of only having to twist corners after blockbuilding is 1/12. I'm not sure about the probability if CP isn't done, but this by itself is really good.
It's not too bad but some of the algs will really suck because it's basically tripod (and the "parity fix" looks pretty horrible which is usually included in the algs and it's not very nice). Put simply, the first few steps are reasonbly good, the last two are horrible even when combined into one alg.
 
Put simply, the first few steps are reasonbly good, the last two are horrible even when combined into one alg.

Might be interesting to note that once you have EO and the tripod done, you can set up to a ZBLL in two moves, or only one move if you don't count AUF. It's not that bad… except for having hundreds of cases.
 
Hi.guys!
im not sure if here is the right place to ask my question ,but i can not find a better place...
my question is '' Is there any set of algs for the CO part of the Human Thistlethwaite method?''
 
Hi.guys!
im not sure if here is the right place to ask my question ,but i can not find a better place...
my question is '' Is there any set of algs for the CO part of the Human Thistlethwaite method?''
There is an alg which is on Ryan Heise's site and a few other useful links on the wiki. It's also possible to use WV, SLS or the ECO from SSC (check the wiki). In future, it would probably be better to use create a thread or preferably use the one question answer forum.
 
loving this thread ive been waiting for one of these, okay ill give you my idea.....

Stages:
1. cross
2. Build F2L but with any edge(not paring the correct edge per corner, orientation can be anything)
3. One algorithm to solve the remaining edges F2L.
4. Last layer

Me and my friend have already made 17 algs for this.

Pros: look ahead can go very far
very few moves are needed per pair
the algs are easy to use

Cons:
the algs can flow poorly
building pairs with any edge can confuse you.

I will be making a separate thread when all the algs are made, tell me what you think.
 
loving this thread ive been waiting for one of these, okay ill give you my idea.....

Stages:
1. cross
2. Build F2L but with any edge(not paring the correct edge per corner, orientation can be anything)
3. One algorithm to solve the remaining edges F2L.
4. Last layer

Me and my friend have already made 17 algs for this.

Pros: look ahead can go very far
very few moves are needed per pair
the algs are easy to use

Cons:
the algs can flow poorly
building pairs with any edge can confuse you.

I will be making a separate thread when all the algs are made, tell me what you think.
Why not just solve directly? It will have just as good lookahead and will be more efficient as you won't need to do the extra alg (also you will need an extra pause which will not be very good as you waste a lot more time than you would save especially when you need to do the extra alg).
 
Hey guys.
Just an update on the Lewis method(Thats what I called the 4x4 direct solving Method I posted ).
I have optimised step 5a a little bit, making it more efficient, although I do the old way if I find the DB edge is alreasy solved when I finish the D center.

Also, 4-look L5E has turned out to be really smooth and lookahead friendly(That's because it's basically sighted 3-style with two buffer spots, both the wing slots at DF/FD) You can see the piece that will be out in the buffer you are using when you are finishing the comm, and then AUF immediately afterwards for the next comm.

Me and this guy on facebook,(Ill keep him anonymous for now) are trying to outdo the other's fastest time with this method. I got a 59.68 last friday, then he got a 59.3(just hours after learning it) last weekend, then just two days ago I got a 56.102.

I also made an example solve with Lewis method, and it's on youtube here(using the most current version).

I use Lewis method as my main method and have for like 3 or so weeks now, and I really like it, not to mention it has dropped my times to sub-1:15 average of 100, with a PB ao12 of sub-1:10 (edgepairing added >20 secs to my meyer solves, so Im not surprised). If you are interested in learning this method or have any questions, feel free to shoot me a Message.
Thanks for reading,
Shiv3r
 
Not a method exactly but it's a concept so whatever

Basically an extension to the sim in cstimer that helps train lookahead more efficiently

So it comes preloaded with a method definition file that tells it what pieces need to be solved in what order and stuff, then when you start solving a pair (it'll detect this somehow i guess) it'll remove those stickers from the sim cube; when you make moves it'll give arrow cues (like in Posner cue paradigm) to direct your attention towards where new information is coming from (so for example if you do an R' an arrow will point to whatever was just on the B face to direct your attention there, since those pieces will be about to be revealed).

So the end result is it forces you not to pay attention to what you're currently solving and it trains you to direct your attention efficiently

Even better but more complex: an augmented reality type app that videos you solving, detects moves, and adds the arrows and hides pieces accordingly.
 
Back
Top