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Chris_Cube

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Scramble: B' D' B' D' U2 L D2 B U' B R' U R2 L' B2
Inspection: z2
D2 U' F U' F' // 1x2x2-block
D' // move block to BL
Uw2 U2 Rw U Rw' // 1. edge
Uw U2 R U' R' // 2. edge
Uw U2 Rw U Rw' // 3. edge
Uw U' Rw U Rw' // 4. edge
U2 M' U2 M U2 S' U2 S // Finish Cross (and solve EO, but it is already solved)
R' U' R U R' U' R U' R' U R // F2L 2 (BR)
R U R' U' R U2 R' U R U' R' // F2L 3 (FR)
L' U L U L' U' L U2 L' U L // F2L 4 (FL)
U2 R U R' U R U2 R' // OLL (Sune)
U M2 U' M U2 M' U' M2 // PLL (U-Perm)

I fixed the example solve. There was a problem with F2L 4 and with the OLL. I replaced the E-Moves with Uw-Moves since (for me at least) they are much easier to do. I also pasted it into alg.cubing.net. You can find it here

Why do you solve the E-Layer? Afterwards you do normal F2L which doesn't need solved edges. Actually the F2L-cases with solved edges generally take longer than when the edges are in the U-Layer. You could use Keyhole to improve your method, but I think it doesn't make sense to solve the E-Layer and you should rethink your method.

Yeah ok I understand what you mean. I found it interesting to solve the E-Layer because some last F2L Cases with this situation can skip OLL, so you just have to make PLL. I thought, that it would be a little bit too silly to solve the last F2L after you solve the E-Layer, but if you are fast at rotating the U and R layer this method could improve your F2L solving a little bit. My avg with CFOP is 25 secs and with ESO I got around 30 to 35 secs.
Greetings
 

ProStar

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Ok, back with another idea that probably already exists. It's a combination of CFOP + Roux.

F2B - Solve First 2 Blocks like you normally would do for Roux
CMLL - Same as Roux
EO - Orient Yellow/White edges like normal for Roux, then use M moves to place the remaining cross edges
EPLL - Same as CFOP

Example Solve(excuse my laughably horrific F2B):

z2 U R2 L' U2 L U2 L' U L U2 L U L' R U R' U' M U' M' y R U R' U2 R' U R U' y R U' R' // F2B ( I don't mean any disrespect to Roux users, I'm just awful lol )

R U R' U' R' F R F' // CMLL

U M' U' M U2 M' U' M // EO pt. 1

M' U2 M // EO pt. 2 (I know I could've done U M' U' M U2 M' U M for EO, this is just so it's easier to understand)

U' M2 U M U2 M' U M2 U' // EPLL(+AUF)
 
C

Cubinwitdapizza

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Ok, back with another idea that probably already exists. It's a combination of CFOP + Roux.

F2B - Solve First 2 Blocks like you normally would do for Roux
CMLL - Same as Roux
EO - Orient Yellow/White edges like normal for Roux, then use M moves to place the remaining cross edges
EPLL - Same as CFOP

Example Solve(excuse my laughably horrific F2B):

z2 U R2 L' U2 L U2 L' U L U2 L U L' R U R' U' M U' M' y R U R' U2 R' U R U' y R U' R' // F2B ( I don't mean any disrespect to Roux users, I'm just awful lol )
R U R' U' R' F R F' // CMLL
U M' U' M U2 M' U' M // EO pt. 1
M' U2 M // EO pt. 2 (I know I could've done U M' U' M U2 M' U M for EO, this is just so it's easier to understand)
U' M2 U M U2 M' U M2 U' // EPLL(+AUF)
This has been proposed by a lot of people, but no EO and before the EO. This is usually not very efficient, but this version might be better than placing L and R and then L4E. I can do some comparison solves for refrence.
 
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Ok, back with another idea that probably already exists. It's a combination of CFOP + Roux.

F2B - Solve First 2 Blocks like you normally would do for Roux
CMLL - Same as Roux
EO - Orient Yellow/White edges like normal for Roux, then use M moves to place the remaining cross edges
EPLL - Same as CFOP

Example Solve(excuse my laughably horrific F2B):

z2 U R2 L' U2 L U2 L' U L U2 L U L' R U R' U' M U' M' y R U R' U2 R' U R U' y R U' R' // F2B ( I don't mean any disrespect to Roux users, I'm just awful lol )
R U R' U' R' F R F' // CMLL
U M' U' M U2 M' U' M // EO pt. 1
M' U2 M // EO pt. 2 (I know I could've done U M' U' M U2 M' U M for EO, this is just so it's easier to understand)
U' M2 U M U2 M' U M2 U' // EPLL(+AUF)
thats how i solve roux
 

PapaSmurf

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For the ESO method: just start off by building a 2x2x2. It averages 6 moves if you get good.
Instead of solving the whole E slice, just solve the FL and BR edges. That will only be another 4 ish moves.
EO+cross is an interesting step. I'd guess about 8-10 moves?
2 keyhole F2L pairs which would be maybe 10 moves.
An F2L pair, around 8 moves.
ZBLL, 16 moves (inc. AUF).
All in all, an interesting method, rotationless and good ergonomics, althougn mixed. Probably a low-ish movecount of <50 moves. Would be cool to see if it's good, but would need ZBLL (493 algs) to unlock its proper potential.

Overall, a pretty lucky solve, but it feels like on of those methods that are lucky just because they are. Could have potential.
 
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I have this idea. It's probably very bad, but here it is :
1. Solve the entire cube ignoring the orientation of every piece.
2. Orient the E-Slice (1 algorithm)
3. Apply pure OLL on one side. Try orienting the side as much as you can, if finish with one twisted corner or edge, don't worry. If you have both, make sure that two bad pieces are next to each other after pure OLL.
4. Do the same thing on the other side.
5. If you have twisted corners, edges, or both, align them so they are on the same layer, then rotate the cube and apply another pure OLL so they are both solved simultaniously.
 
C

Cubinwitdapizza

Guest
I have this idea. It's probably very bad, but here it is :
1. Solve the entire cube ignoring the orientation of every piece.
2. Orient the E-Slice (1 algorithm)
3. Apply pure OLL on one side. Try orienting the side as much as you can, if finish with one twisted corner or edge, don't worry. If you have both, make sure that two bad pieces are next to each other after pure OLL.
4. Do the same thing on the other side.
5. If you have twisted corners, edges, or both, align them so they are on the same layer, then rotate the cube and apply another pure OLL so they are both solved simultaniously.
Seems pretty bad Lol. No offense.
 

ProStar

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So, it's like Petrus, except instead of EO you do CO. Then, when F2L is finished, you have all the corners oriented. Then you can do one alg and solve the rest of the cube. The LL set would have less algs than ZBLL, cause corners instead of edges would be oriented. I can't figure out how to do CO properly though.
 

Etotheipi

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So, it's like Petrus, except instead of EO you do CO. Then, when F2L is finished, you have all the corners oriented. Then you can do one alg and solve the rest of the cube. The LL set would have less algs than ZBLL, cause corners instead of edges would be oriented. I can't figure out how to do CO properly though.
CO is a pain XD. ask WoowyBaby about how to solve it, he's an FMCer who uses domino reduction sometimes, he'd know.
 
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fortissim2

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So I was looking at the Zipper Method, and I kinda thought of a variant for it. It goes like this:
1. Cross
2. F2L - 1 edge
3. CLL
4. L5E
What I like about the second step is that if you get a bad F2L case, you can just insert the corner and continue with the other corner-edge pairs, which can be faster than doing normal F2L.
Instead of doing OLLCP, you could do CLL (smaller alg set) and move on to the first step of L5E.
The L5E part can be split into 2 parts: solve 2 top edges to where they belong in the cube with an algorithm, and L3E, using 1 algorithm to solve the rest of the cube.

There might be more efficient ways on doing the last 5 edges, but for now I think it's good.

Edit: I also included an example solve to show you guys how it works.
 
Last edited:

ProStar

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So I was looking at the Zipper Method, and I kinda thought of a variant for it. It goes like this:
1. Cross
2. F2L - 1 edge
3. CLL
4. L5E
What I like about the second step is that if you get a bad F2L case, you can just insert the corner and continue with the other corner-edge pairs, which can be faster than doing normal F2L.
Instead of doing OLLCP, you could do CLL (smaller alg set) and move on to the first step of L5E.
The L5E part can be split into 2 parts: put 2 yellow edges to where they belong in the cube with an algorithm, and L3E, using 1 algorithm to solve the rest of the cube.

There might be more efficient ways on doing the last 5 edges, but for now I think it's good.

It wouldn't be normal L5E. Normal L5E does the 4 U layer edges and a D layer edge.
 
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