Shiv3r
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2Gen-redux is not a finshed method yet crafto22. as soon as it is finished he will make a tutorial, I have been talking with him.
Let me Repost this because evidently no one was listening the first time:(also it got drowned by posts asking about 2GR)
Hey guys. There is a 4x4 method like Yau but for ZZ me and Neuro came up with. It is called NS4. You start 3x3 stage with EOXcross every time.
it also allows you to figure out if you have OLL parity even when finishing edgepairing, and by adding a few algs to EPLL you will never have to waste another look to resolve PLL parity.
Here are the steps:
-Solve L & R centers
-Solve the Line edges, place them at DL and DR, so a D/D' move would place them correctly. Also place an oriented cross dedge and an oriented E-slice edge at FL/FR.
-Solve last 4 centers
-Solve last cross dedge (solving another dedge with 2-at-a-time at this point is good), then Resolve the cross. Pair up the E-slice edge with a corner to make an F2L pair and place in one of the back slots oriented.
-Edgepairing+EO. You can either EOpair, or solve 2-at-a-time while orienting the edges afterwards, it's up to your taste. Resolve OLL parity now if you have it.
-ZZF2L. You should have full EOCross, and one F2L pair already solved in the back. there is a 50/50 chance it is in the correct spot already, but if it isnt, now place it in the right spot. You now have EOXcross, and continue with ZZF2L/Rotationless F2L or whatever you want to call it
-Last layer. I HEAVILY suggest using COLL-EPLL, because by adding ~ 4 algs and the 2 pure parities to the EPLL algset, you get EPLL+parity, which solves PLL parity at the same time as well. EPLL+ parity algs here.
The original thinking behind this method was this: CFOP has Yau/Hoya, Roux has Meyer, but what does ZZ have? a shittier form of redux+beginner edgepairing, Z4(which no one uses). but after playing with this, I have found that having a yau-like version of ZZ wasn't the only advantage of this method. You also get a really fast 3x3 stage, and with only a few extra EPLL+parity algs you have a purely 2-look last layer(CFOP LL on 4x4 varies and can go as high as 4 with double parity). And movecount isn't a disadvantage as well; with help from Teoidus, we found that the average movecount is about 128, which is only a little worse than Yau(which is 120-140 moves), and more efficient than Meyer(130-150).
Anyone think this is interesting?
Let me Repost this because evidently no one was listening the first time:(also it got drowned by posts asking about 2GR)
Hey guys. There is a 4x4 method like Yau but for ZZ me and Neuro came up with. It is called NS4. You start 3x3 stage with EOXcross every time.
it also allows you to figure out if you have OLL parity even when finishing edgepairing, and by adding a few algs to EPLL you will never have to waste another look to resolve PLL parity.
Here are the steps:
-Solve L & R centers
-Solve the Line edges, place them at DL and DR, so a D/D' move would place them correctly. Also place an oriented cross dedge and an oriented E-slice edge at FL/FR.
-Solve last 4 centers
-Solve last cross dedge (solving another dedge with 2-at-a-time at this point is good), then Resolve the cross. Pair up the E-slice edge with a corner to make an F2L pair and place in one of the back slots oriented.
-Edgepairing+EO. You can either EOpair, or solve 2-at-a-time while orienting the edges afterwards, it's up to your taste. Resolve OLL parity now if you have it.
-ZZF2L. You should have full EOCross, and one F2L pair already solved in the back. there is a 50/50 chance it is in the correct spot already, but if it isnt, now place it in the right spot. You now have EOXcross, and continue with ZZF2L/Rotationless F2L or whatever you want to call it
-Last layer. I HEAVILY suggest using COLL-EPLL, because by adding ~ 4 algs and the 2 pure parities to the EPLL algset, you get EPLL+parity, which solves PLL parity at the same time as well. EPLL+ parity algs here.
The original thinking behind this method was this: CFOP has Yau/Hoya, Roux has Meyer, but what does ZZ have? a shittier form of redux+beginner edgepairing, Z4(which no one uses). but after playing with this, I have found that having a yau-like version of ZZ wasn't the only advantage of this method. You also get a really fast 3x3 stage, and with only a few extra EPLL+parity algs you have a purely 2-look last layer(CFOP LL on 4x4 varies and can go as high as 4 with double parity). And movecount isn't a disadvantage as well; with help from Teoidus, we found that the average movecount is about 128, which is only a little worse than Yau(which is 120-140 moves), and more efficient than Meyer(130-150).
Anyone think this is interesting?
