Adaptation of Roux/Petrus method for 4x4 (with no/least reduction)

coldsun0630

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Here, is my recent attempt to adapt Roux/Petrus method for 4x4. I tried not to do reduction as far as I could, and the results are the below:

- Roux for 4x4 ("R4" or whatever)
1. Build 2 opposite centers. (F2Ce)
2. Build 1x3x4 block on left.
3. Build 1x3x3 block on right.
4. Build 2x3x4 block on left. (Build 1x3x4 block in l slice)
5. Finish 1x3x4 block on right. (Insert 1x1x3 pair in FR)
6. Solve corners of last layer. (CLL)
7. Solve UL/UR (or UF/UB+AUF by condition of center blocks' oritentation in U layer)
8. Solve the last 16 pieces/11 blocks (LEB: Last Eleven Blocks)
[Example 1 - Original Concept]
[Example 2 - Switched Step 4 & 5]*
[Example 3 - Variation for K4 users]
*I reused the first one's scramble & part of solution to compare the move count.

- Petrus for 4x4 ("P4" or whatever)
1-1. Build 2 opposite centers.
1-2. Build another 2 adjacent centers. (F4Ce, same with Hoya method)
2. Build 3x3x3 block. (pairing the E slice dedge at first is recommended)
3. Extend to 3x3x4 block. (pairing the E slice dedge at first is recommended)
4. Solve the last two centers. (L2Ce)
5. Pair the edges. (Reduce to 3x3)
6. Orient the dedges. (EO)
7. Solve the rest.
[Example 1 - Original Concept]
[Example 2 - Variation for CFOP users]

But I'm not sure if these are useful enough in actual solve. (For instance, the step 7~8 of "R4" is pretty intuitive and indefinite to solve directly; I was unable to solve it only with <r, U>.) So I want to show and discuss here if it could be more developed/systematized, or if there're any better ideas. Any suggestions would be welcomed.
 
Last edited:
Here, is my recent attempt to adapt Roux/Petrus method for 4x4. I tried not to do reduction as far as I could, and the results are the below:

- Roux for 4x4 ("R4" or whatever)
1. Build 2 opposite centers. (F2Ce)
2. Build 1x3x4 block on left.
3. Build 1x3x3 block on right.
4. Build 2x3x4 block on left. (Build 1x3x4 block in l slice)
5. Finish 1x3x4 block on right. (Insert 1x1x3 pair in FR)
6. Solve corners of last layer. (CLL)
7. Solve UL/UR (or UF/UB+AUF by condition of center blocks' oritentation in U layer)
8. Solve the last 16 pieces/11 blocks (LEB: Last Eleven Blocks)
[Example 1 - Original Concept]
[Example 2 - Switched Step 4 & 5]*
[Example 3 - Variation for K4 users]
*I reused the first one's scramble & part of solution to compare the move count.

- Petrus for 4x4 ("P4" or whatever)
1-1. Build 2 opposite centers.
1-2. Build another 2 adjacent centers. (F4Ce, same with Hoya method)
2. Build 3x3x3 block. (pairing the E slice dedge at first is recommended)
3. Extend to 3x3x4 block. (pairing the E slice dedge at first is recommended)
4. Solve the last two centers. (L2Ce)
5. Pair the edges. (Reduce to 3x3)
6. Orient the dedges. (EO)
7. Solve the rest.
[Example 1 - Original Concept]
[Example 2 - Variation for CFOP users]

But I'm not sure if these are useful enough in actual solve. (For instance, the step 7~8 of "R4" is pretty intuitive and indefinite to solve directly; I was unable to solve it only with <r, U>.) So I want to show and discuss here if it could be more developed/systematized, or if there're any better ideas. Any suggestions would be welcomed.
This Petrus style method seems similar to mine, with the sense of building the 3x3x4, then pairing edges. What I do, is I build the opposite two centers, and then I build 1x3x3 blocks on both centers, and then centers, + BD edge. After that, its just edge pairing and 3x3. I feel like we could get a pretty good method if we tried to combine these somehow
 
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