(insert promotion for VHLS here even though nobody else likes it)
VHLS is fine if you then do a ZBLL, just most people who use it don't know full ZBLL.
Interesting, but it loses too much in efficiency and having to check EO in the middle of a solve. It seems like most of the time you'll spend three or more moves to fix only two bad edges, whereas the EO step in beginner's ZZ fixes up to four bad edges in one move. I did ten solves each with EO-then-cross (x2 neutral) and cross-then-EO (full CN) to compare the move count, and the former is a clear winner (9.9 moves versus 12.5 moves). I'm not particularly efficient at the cross, so the difference might be smaller for better CFOPers. However, determining EO during inspection takes just a bit of practice, and I actually think that planning EO (as in, EO by itself, not EOline) is a lot easier than planning cross.

I think the best "advanced" CFOP variant is to influence edge orientation throughout F2L by using alternative inserts (sledgehammer, F R U/U' R' F'). Doing EO by itself is definitely a waste of moves; doing EO while solving F2L is fine.
Could you send the scrambles so I could try eocross (not eo+cross). Probably should save 1/2 a move. Also, an advantage that doing this over normal cfop is that you can end with zbll, saving ~7 moves on last layer, while keeping ergonomics. Yeah, eo is slightly annoying, but it's not hard to practice and get kinda good.
 
Could you send the scrambles so I could try eocross (not eo+cross). Probably should save 1/2 a move.
I didn't save the scrambles, sorry. There wasn't anything particularly lucky or unlucky about those scrambles though.
 
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Interesting, but it loses too much in efficiency and having to check EO in the middle of a solve. It seems like most of the time you'll spend three or more moves to fix only two bad edges, whereas the EO step in beginner's ZZ fixes up to four bad edges in one move. I did ten solves each with EO-then-cross (x2 neutral) and cross-then-EO (full CN) to compare the move count, and the former is a clear winner (9.9 moves versus 12.5 moves). I'm not particularly efficient at the cross, so the difference might be smaller for better CFOPers. However, determining EO during inspection takes just a bit of practice, and I actually think that planning EO (as in, EO by itself, not EOline) is a lot easier than planning cross.

I think the best "advanced" CFOP variant is to influence edge orientation throughout F2L by using alternative inserts (sledgehammer, F R U/U' R' F'). Doing EO by itself is definitely a waste of moves; doing EO while solving F2L is fine.

The motivation behind proposing the above is not towards move count efficiency but finger friendly triggers that change 2 edges quickly, It more meant for CFOP users , new CFOP users or just learning for fun. I added another recommendation in regards to solving solving without fixing edges but by doing just one rotation.

In fact all F2L can be solved with at most one rotation. if we solved by those pairs having F and B colors first and bring bad edges to the U face and rotate 90 degrees after solving the F/B color pairs about Y axis and then solve all remaining pairs. All difficult F2L cases can be avoided. The trade off is solving selected pair rather than solving any pairs you see in usual F2L which may slow you down initially.
 
I'm not going to lie, this looks an awful lot like stadler. If you can find a mostly intuitive approach to LSE I'll be pretty interested though.


Hey man, so I actually did.

I have come to a few situations and I noticed a few things.

I want this to be a thorough post such that it is plausible, looks good on paper, and is applicable so that others can implement and test this approach.

I will share different iterations of the method. For the simple fact that I realized certain behaviors and recurring themes as I was implementing the approach.

My initial thought was to

1. Solve L/R Centers
2. L 1x3x4 Block
3. R 1x3x4 Block
4. Last 4 Centers.
5. LSE (Solving 5 wings is considered an optimal case)
6. Commutators to permute the unsolved wings.
7. Parity Fix.

I usually reduced the cube to a parity where I swapped the UBl and FUl with rU2 rU2F2 rF2 (l'U2lU2) r2. Once you reduced down to parity, you'll do either a quick setup or cube rotation. (You may use the mirror as well).

I then noticed that my approach to Commutators prevented even (PLL) parity. Because each piece was being solved directly. So, therein I found a benefit to utilizing the method.

Ultimately every method has pros and cons. Some methods correlate better to others. I felt that Commutators would carry over from my BLD experience and blend nicely with my Roux solving.

So, you avoid PLL parity however cannot predict odd (OLL) parity mid solve. It was my hope that you could deduce this sooner looking at the "LSE" state of the cube pre-commuators. And I found a simple case that debunked that misconception. Apply this Commutator and you'll see what looks like a "flipped" edge. b' R'uR U2 R'u'R U2 b.

So, next I realized that a 5 cycle could be solved by two 3-cycles. Such that the original (A -> B -> C -> D -> E) could be solved as (A -> B -> C) + (A -> D -> E).

Normally 7 wings are unsolved in the LSE reduction. So, it is a 7 cycle. So, it would take three 3-cycle Commutators to solve that case (in general). So, what if you did a 3 cycle and then a 5 cycle. In blindfolded solving we proposed that the 3 cycle system was plausible because of the congruency with letter pair systems and also it was applicable across centers, wings, corners, and edges. There were a total of 23 x 22 possible cases for wing 3-cycle Commutators for blindfolded solving.

You get 23x22 by taking the number of possible permutations of the first piece. Followed by the possible number permutations of that following piece. If you were to apply 5-cycles to blindfolded solving to create a comprehensive list you would have 23x22x21x20 possible algorothims. It at first seemed daunting.

Remember, we create rules to define subset cases (like PLL, OLL, CMLL, LSE)

So, I proposed then to be able to permute the last 8 wings rather than the last 12. All of them would be on the layer. There were a finite number of cases.

At this point, I am considering an illustrious ZBLL of 4x4 Last wings. I found some cases that were fast.

As I was playing with some 5 cycles, I noticed more patterns. So, I played with doing the 5 cycle once, then twice, inverting it once, and inverting twice as well. I realized that 5 had one solved stae and 4 unsolved states.

And it was interesting because there were nice cancellations and conjugations as well that came into play.

I also noticed that if I was able to "track and permute" a few pieces, I was getting certain patterns as a resultant. Basically a 2 look OLL. With the limited algorithm subset, I realized that simplicity was going to trump complexity.

So, I abandoned a 1-look wing solution. Another side effect to mention was that the algorithm subset actually was not centers safe. Some of the cases would disturb the U/F centers. They would actually only disrupt the Fur and Fdr. My hope was that I would find center safe solutions as I tested further to create the comprehensive list.

So then I played with a few algorithms.

I'll share these with you now.

rUr'U2rUr'
rUr'UrU2r'
(Rw)UR'URU2(Rw)'

And now I am looking at the opportunity to rather than permute the last 12 wings, you now pair the last 12 wings.

I liked the fix of the centers post 3x3 reduction.

Basically, the Roux reduction had a recurring pattern of First 2 blocks, centers. Pair wings in the DB slot. Then Pair wings in the DF slot. Then there were some "shapes" that popped up on the U Layer.

I called them D, L, H, and Z. This is important, because a lot of the post this far has been iterations that led to this development.

D -- 1 single edge pair is paired, the other 3 are scrambled.
L -- 2 adjacent edge pairs are paired, the other 2 are scrambled.
H -- 2 opposite edge pairs are paired, the other 2 are scrambled.
Z -- All 4 edge pairs are scrambled.

Basically look at the D, L, or H case and apply and algorithm and all 4 edge pairs are paired.

For now, apply a favorable algorithm to the Z case and transform it into a D, L, or H, case.

I liked this case nomenclature because you would notice that there are only 2 possible L cases, 2 possible H cases, 4 possible D cases. This case reduction is very similar to a 2 look OLL reduction method.

Next it is interesting because there good cases and bad cases (and by bad, meaning I haven't found a good solution in this infant development stage of the method.)

So, we want to remember the good cases. I shared them earlier.

Here is an H case solution. (Rw)UR'U R'FRF' RU2(Rw)'

So, I am working through the steps and look at how pairing at DF affects the U Layer. Basically, I ask myself do I insert with rUr', rU'r', or rU2r'.

Now, here is where it gets interesting. Apply this algorithm to a solved cube and notice what happens.

rU2r'

...

And I'll follow up later with the rest.
 
This is an experimental method which combines the efficiency of roux block building with CFOPs last LL to create a low move count CFOP variant. Do you think this method is viable/could be improved? (After BB you insert the last 2 bottom layer edges - algorithms could be devised for this and this step used to influence LL EO). If any new developments are made I will post them here
 
Solving LL EO while solving the bottom edges is definitely the best way to go, so that you end up with ZBLL. This method is already a thing, called ZBRoux, and although it has potential it probably isn't faster than regular Roux.
 
I like it. But, isn’t using Roux just easier? Or would you insert the two bottom edges while completing the last layer? I’m sure algs could be developed for that.



Also it should be called Rouxop. Or like Rouxep (edges pll)
 
I’m thinking if you did the two roux blocks, then did a inserting edge oll then finished up with pll that could be very fast.
 
I’m thinking if you did the two roux blocks, then did an inserting edge oll then finished up with pll that could be very fast.
That is a good suggestion as it could be modeled to incorporate into OLL and as I said could possibly help in reducing dot cases on LL resulting in a better OLL as well as developing a OLL subset that also deals with these last two edges. When compared to CFOP f2l, even with separate edge insertions, it is almost always more efficient
 
Example solve:

Scramble R D L2 R2 B' U2 L2 U2 B2 U2 F' R2 F' R' F' R' D' R D R

Inspection x2

First block: D L2 D' R2 B2 U' B

Second block: U M2 U2 M U2 R2 U' R' U' f R' f'

Edge insertion oll: R U R D R' U' R D' R2 U' M

Pll: U2 R perm

That’s 43 moves excluding AUF




Also my blockbuilding sucks, and my alg for edge insertion oll is just an oll alg then inserting the edge, so it can be improved a lot.
 
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So it is really interesting that rU2r' actually maintains the UL and UR pairs. The UF pair is flipped (but still in tact).

The UBl went to the FDr. Now we could use this algorithm to finish the DF pair and continue with those D, H, L, and Z, cases.

So notice that l'U2l has the same effect except that it brings the BUr to the DFl and flips the UF pair. So you can intiutively pair the DB and DF slots. (D2) setup to pair the DB slot.

So, I played with some M'UM setups which helped transform bad cases into good cases. I could make a bad L case into a good H case, for example.

I realized then that sometimes I would do rU2r' to pair at the DF only to immediately do M'UM to transform a bad case to a good one. I didn't have a complete algorithm set, so I was wasting moves and taking extra steps. As such, this method leans towards a more forward nature.

Intuitively pair the DB slot.
Intuitively pair any U slot.

This leaves you with 4 unpaired slots.

So, the next interesting concept.

Look at the FDr and DFl. Find it's match on the U. And line it up at the BUr or UBl respectively. There is a 50 percent chance that you can do a U turn only setup to do this for each pair.

If you line up the DFl and UBl, then do l'U2l.

If you line up the FDr and BUr, then do rU2r.

You've now solved 3 edge pairs.
Do this again, you've now paired 4 edge pairs.

Now the last 2 edge pairs can either line up at (DF and UB) or (DF and UF).

If it lines up at DF and UB, then simply apply rU2r' and proceed to fix the U/F centers and then finish Roux.

If the pairs line up at DF and UF, there are a couple algorithms.

One case is M'UMU', this transforms it into that H case that I had mentioned earlier. (Rw)UR'U R'FRF' RU2(Rw)'.

And to clarify, this is just a get it done algorithm. So, let's dive deeper.

I have been solving non matching first two blocks for years, Roux F2B. I also can regonize non matching CmLL. I am reworking my alg set for 4x4 (and also looking forward to speedcubing after I open my Christmas presents, haha).

So this leads to even more development of the method.

I played with a couple things along the way. I was solving the cube in this order. It may seem mundane to point this out, but it does bear some significance.

L/R Centers.
1x3x4 L block
1x3x4 R block
Centers (using half centers)
3x3 Reduction
Finish Roux
Fix Parity.

So, I tried limiting my moves to R, r, and U to preserve the Ful and Fdl centers. So that I only had to fix at most two F centers. But, as I further developed the method into what is described above, I realized that I was limiting myself.

A speedsolve has several components. Such that the inspection is a big part of the solve. So planning is key, so what if you are planning the wrong thing? It would be silly to plan the cross for Roux or plan the first block for CFOP.

I propose to plan the first (L) 1x3x4 block during inspection. Ignore the R Centers until you have complete the L block. Solve the R Centers as a sub-step of the second block.

Next, solve any 2 adjacent centers. It doesn't matter which center you solve first (it could be U, F, D, B) then solve an adjacent centers. I'll use colors, because I want to illustrate the versatility to this.

I solve white and yellow as my L/R blocks. So, if I was to solve a White first block with an Orange D. U would be red, F would be Green, D would be Orange, and B would be Blue. Let's say that I solved Red first, I could then either select Blue or Green Next. If I choose Red and Green, then the Red Center would be stored on the D Face. And Green would be stored on the B Face. I would leave Blue and Orange scrambled and transition into the last six edges pairing, then center fix, next CMLL, and finally LSE + Parity.

Let's say that I solved a yellow first block. I do my F2B. Then transition into solving the Blue Center. Then I solve the Orange Center. But the Blue Center would be stored on the D Face, and the Orange Center would be stored on the B Face. Now, if I had chosen (Blue then Red) or (Red then Blue) then you would store Red on the D Face and Blue on the B Face.

So the Last Six Edge Wing reduction really has 3 sub steps like Roux LSE. A free style section where you start pairing edge pairs freely and intuitively. rU*r' and l'U*like moves are allowed in this stage. The Toss Up phase where you limit yourself to rU2r' and l'U2l moves. Then you make a break and Sprint into any special cases. There are several cases that I'll illustrate later.

Certain special cases can actually finish the pairing process very quickly.

Fix U/F centers, CMLL, LSE, Fix Parity.

So the steps:
1. First Block
2. Second Block
3. +2 Centers
4. Last Six Edge Wing Reduction
5. +2 Center
6. CMLL
7. LSE + Parity Fix
 
Example solve:

Scramble R D L2 R2 B' U2 L2 U2 B2 U2 F' R2 F' R' F' R' D' R D R

Inspection x2

First block: D L2 D' R2 B2 U' B

Second block: U M2 U2 M U2 R2 U' R' U' f R' f'

Edge insertion oll: R U R D R' U' R D' R2 U' M

Pll: U2 R perm

That’s 43 moves excluding AUF




Also my blockbuilding sucks, and my alg for edge insertion oll is just an oll alg then inserting the edge, so it can be improved a lot.
So how are you rating it;'s effieceny and whtat sort of times could you get with it? My block building sucks even more and recognition and block building is also bad so I'd be interested to see the times others could get
 
So how are you rating it;'s effieceny and whtat sort of times could you get with it? My block building sucks even more and recognition and block building is also bad so I'd be interested to see the times others could get
Well, I by no means am a professional Cuber, or am even good. However, if a really good rouxer were to do this, and someone created the edge insertion pll, then it could have a mid 30 to mid 40 move count. So, just depends on the Cuber. If someone made a edge insertion oll subset, I would totally learn this method.
 
Well, I by no means am a professional Cuber, or am even good. However, if a really good rouxer were to do this, and someone created the edge insertion pll, then it could have a mid 30 to mid 40 move count. So, just depends on the Cuber. If someone made a edge insertion oll subset, I would totally learn this method.
As an alternative to the edge insertion oll subset, you could use it affect your oll by dong a few moves extra to insert the two last edges? This is only theorectical so far, but I'm looking into affecting your oll. Another advantage of the method is that it is effectivly rotationless while still encorporating OLL PLL and other possible advanced LL alg sets
 
As an alternative to the edge insertion oll subset, you could use it affect your oll by dong a few moves extra to insert the two last edges? This is only theorectical so far, but I'm looking into affecting your oll. Another advantage of the method is that it is effectivly rotationless while still encorporating OLL PLL and other possible advanced LL alg sets
Well, the blockbuilding May have rotations if you are inexperienced (like me). But yes, almost rotationless. I believe that it should use some sort of subset to insert the edges, or it is just the same as CFOP. However, how that is used I don’t know.
 
Some further interesting cases to note.

This will pair UFr with FDr and also pair DFl with FUl.
(l'U2l) (r [U2l'U2l] U2r')

Also a nice set of algs to throw in during the pairing phase include r'F2rF2, lF2l'F2 and their inverses. Very similar to the rU2r' core algorithms to the pairing Last Six Edge Wing stage.

If you come to a good D case, then you can use either wide sunes or wide anti-sunes to pair the wings on the final 3 edge pairs.
examples are
(Rw)UR'URU2(Rw)'
(Lw)U2L'U'LU'(Lw)'

Also a cool alternate algorithm to these D cases play off of the FRUR'U'F'. The UB pair is preserved on this algorithm. (Fw)RUR'U'(Fw)'

rUr'U2rUr' solves the L Case where the First pair is located at URb and BUr, while the second pair is located at UBl and RUf.

F2r'F2r Solves the H case where the first pair is at UBl and UFr, while the other pair is at BUr and FUl.
 
The problem with solving the two D-layer edges while solving OLL is 1) too many algorithms and 2) most of those algorithms are going to be bad. I stand by my earlier point.
 
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