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Okay guys, I have already converted some Freeslice Users to this big cube method I call 3dux (Threedux) .
Basically it's a variation of Yaudux(I used to call "Gay redux" turns out it has already been named), and I suggest using it on 6x6+ however you can do it on 5x5.(I main it on 6x6 but not 5x5).
so here are the steps:
1.Centers
2.with freeslice, pair up 3 cross edges and place them correctly
3.freeslice 5 more edges, and place the first edge you solve on the D layer with the intuitive 5-move Shiv3r's variation algs I posted earlier
4. A modified M-slice Freeslice L4E, where when you need to "flip" two pieces with a U2, adjust with a big wide move so you don't disturb the 3 cross dedges and do a U2. besides that it's basically normal Freeslice L4E
5. Solve 3x3, by first solving the 4th cross edge. You can usually track the cross dedge's position while finishing L4E.

any Questions/Critique? Me and Pedro Seca are the only people who I know who main this method at the moment.
 
Hm, I'm not sure if corner separation in 3 moves is possible while preserving the E slice.

Also, having generated random CP algs in the past I'm tempted to say CP + DL will be more around 10-11 moves. That's just a guess though.
Even whilst preserving the E-slice it's 4 moves at most, and that's including AUF. The idea was bad though, so it doesn't really matter.
 
New LSLL idea:
1. Orient three U-layer corners, intuitive (4/4)
2. Finish F2L and solve CP, 36 cases with good recog, same as TTLL for the corners (8/12)
3. ELL, 29 cases (9/21)

Compared to regular LSLL:
1. Finish F2L (7/7)
2. OLL (9/16)
3. PLL (12/28)

Saves 7 moves and only requires 65 algs compared to CFOP's 78
 
". . . my first proposals were absolutely awful (ZZ with UL/UR in the line to do LSE . . ."
Why is this bad? It's just ZZ-L6E. I found out about it a little while ago and have used it over ZZ-VH since (I switch methods incessantly). Are you just talking about in terms of compared to ZZ-CT and such? Also, I'm planning on learning WVCP (and probably SVCP) for the R U' R' (and R U R') case(s) to increase COLL skips from 1/162 to 1/27 (I use way too many parentheses).
 
Why is this bad? It's just ZZ-L6E. I found out about it a little while ago and have used it over ZZ-VH since (I switch methods incessantly). Are you just talking about in terms of compared to ZZ-CT and such? Also, I'm planning on learning WVCP (and probably SVCP) for the R U' R' (and R U R') case(s) to increase COLL skips from 1/162 to 1/27 (I use way too many parentheses).
Yeah honestly ZZ-L6E seems pretty good. L6EP is like 9 moves, only a bit higher than EPLL which is like 7.5, so why not?
 
New LSLL idea:
1. Orient three U-layer corners, intuitive (4/4)
2. Finish F2L and solve CP, 36 cases with good recog, same as TTLL for the corners (8/12)
3. ELL, 29 cases (9/21)

Compared to regular LSLL:
1. Finish F2L (7/7)
2. OLL (9/16)
3. PLL (12/28)

Saves 7 moves and only requires 65 algs compared to CFOP's 78

I like this idea, but are you sure about the alg count and recogniton for step 2? It seems a bit off to me (I might be wrong). You might want to check that out.
 
Okay so I was looking into L5C and stuff and basically here's what I came up with:

1) F2L-1. Anywhere from 18 to 30 moves depending on the method.

1.5) If edges are not already oriented, orient them whilst inserting the FR edge. 3 moves at most for Heise, ZZ, Petrus, etc. Around 6 moves for non-EO first methods.

2) Orient three U-layer corners. 7 moves, mostly intuitive.

3) Solve the corners. 9 moves, 16 cases.

4. EPLL. About 7 moves, 4 easy cases.

This would give a 26 move LSLL (versus 23 for pair + COLL + EPLL) for EO first methods, or 29 (versus 28 for pair + OLL + PLL) for non-EO first methods. This is done with only 20 algs and produces solutions that are only very slightly less efficient than regular LSLL.
 
I like this idea, but are you sure about the alg count and recogniton for step 2? It seems a bit off to me (I might be wrong). You might want to check that out.
No worries, I have all the cases generated already, only 36 surprisingly. And recog is the same as TTLL for corners since the only one that is twisted on the U-layer is the DFR corner (not necessary for recog) and identifying the location of the edge is instant.
 
No worries, I have all the cases generated already, only 36 surprisingly. And recog is the same as TTLL for corners since the only one that is twisted on the U-layer is the DFR corner (not necessary for recog) and identifying the location of the edge is instant.
Oh you never specified the DFR corner was the one twisted, so I thought it would be way more algs. Could you show us the algs? (Im pretty interested).
 
Yea so VOP is sorta like the equivalent of what I'm doing except for 2x2. Also, I'm making better algs, I'll post them in a separate thread once I'm done.
 
Okay so I was looking into L5C and stuff and basically here's what I came up with:

1) F2L-1. Anywhere from 18 to 30 moves depending on the method.

1.5) If edges are not already oriented, orient them whilst inserting the FR edge. 3 moves at most for Heise, ZZ, Petrus, etc. Around 6 moves for non-EO first methods.

2) Orient three U-layer corners. 7 moves, mostly intuitive.

3) Solve the corners. 9 moves, 16 cases.

4. EPLL. About 7 moves, 4 easy cases.

This would give a 26 move LSLL (versus 23 for pair + COLL + EPLL) for EO first methods, or 29 (versus 28 for pair + OLL + PLL) for non-EO first methods. This is done with only 20 algs and produces solutions that are only very slightly less efficient than regular LSLL.
I had a similar idea to this, it went:

F2l-1
Insert FR corner while orienting edges
COLL
L5E
I think it could work though.
 
@crafto22 you may be interested in the VOP method (2x2) Here's a link to the wiki page and here's a solve
If you think about it, VOP is ZZ-CT for 2x2.
What if you mixed this with an EG-style V? You would only need 26 algs, I think. Making the V is really easy, I'm not sure it can even be over 2 moves. With ~4 moves for orientation, all that's left is permutation.
Method
1) Match 3 stickers on a face, ~1.5 moves (can someone explain what the movecount things in brackets are, and how to get them?)
2) Orientation ~4 moves
3) Permutation -I don't know, I'll generate some algs
 
I had a similar idea to this, it went:

F2l-1
Insert FR corner while orienting edges
COLL
L5E
I think it could work though.
Your movecount would be roughly:
DFR + EO: 5
COLL: 10
L5EP: ~11 (according to this)
Total is 26.

This method would have 54 algs. Although you might as well use VH:
VHLS: 9
COLL: 10
EPLL: 7
Total is 26 too, but only 46 algs.

My method's (estimated) stats:
Orient 3 U-layer corners: 4
CP + FR: 9
ELL: 9
Total is 22, 65 algs.
 
Example solve, EG VOP
Scramble: R2 F R2 F R U' F2 R2 F'
x y'
V: R'
Orientation: U R F R F' R'
I guess these will be longer than I thought because the V has to be preserved.
Permutation: (U D) R2 U R2 U'
13 moves total. EG's average is 12.35 moves.
 
You mean what these mean? --> (x/y)
x is the number of moves required for the step.
y is the total number of moves so far after this step.

That 2x2 method looks phenomenal!! I strongly recommend you develop it! I would definitely use it.
 
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