This method is literally Briggs and Briggs is LEOR but you solve CP. For TH, this is pointless. ZBLL is good enough and doing CP for alg reduction is dumb. You also restrict how you can solve EO. For OH, this is also dumb for exactly the same reasons as for TH. The movecount of the method is good, the lookahead is not super great, especially as you're not gonna be inspecting EO in inspection (which is necessary for good LEOR). This means that you're gonna be doing a difficult step followed by a step with bad recog, before 2 nice steps. It's nice to see CP being explored at least, but there are definitely better ways to improve speedsolving (conjugation maybe, or writing an AI that finds good methods). If this were the Roux killer, Roux would've died 4 years ago, yet, as we can see from Sean, Kian and others, that isn't the case. From a cube theory/maybe fancy niche FMC, understanding CP is cool and I'm glad that I learnt, but it's not speedsolving useful (except maybe maybe maybe ZZ OH last slot using full CPLS [solving the pair and CP], but even then just OH ZBLL).
TL;DR solving CP early doesn't benefit anything and this isn't new (it is fun though), but keep up searching for new methods.
There are multiple flaws in this argument; but rather than dissecting, I’ll suggest we wait for some time and let the results by people who’re trying it out speak for themselves.
A way to optimise EO is to standardise the way it is solved; this will not only improve efficiency, TPS and look ahead, but also vastly help recognition.
[The way I suggest to recognise EO is perhaps an unscientific one, but it seems to work for me more and more with practice.
You’ll have either 0, 2, 4, 6 or 8 edges flipped. That’s a pretty discrete set; so rather than looking for flipped edges, simply give the cube a glance and “intuit” how many edges are flipped; with familiarity it becomes automatic. The accuracy will improve with time.
If this seems like crap, it probably is; just ignore this bracket and read on.]
0 bad edges (1/256): EO skip
8 bad edges (<5%):
a. The good edge is in DB or DF:
(r U’ r) U R U (r U’ r) / mirror from back
b. The good edge is in R or U layer:
Bring the good edge to DR and do
(r U’ r’) U’ (r’ U’ r)
2 bad edges (~15%):
a. Adjacent bad edges in U layer:
Place them at UF, UR and do
r U R’ U’ r
b. Opposite bad edges in U layer:
Place them at UF, UB and do
(r U r’) U’ R’ (r U’ r)
c. Both Bad edges in R layer:
Convert to case a.
d. One bad edge in U layer and one bad edge in R layer:
Place the U edge in UF and the R edge anywhere except FR, and do a trigger similar to case a.
e. One Bad edge in DF and other not in DB
Place the second edge in UR (or BR or DR) and do
(r U’ r’) R’ (r U’ r)
f. Bad edges in DF and DB:
(r’ U r’) U’ R’ (r U’ r)
[in each case, you can also perform a mirror from back]
4 bad edges (~50%):
a. Bad edge in DF, not in DB, 3 in U layer
Create a Roux arrow and do R’ r U’ r
b. Bad edge in DF, not in DB, 2 bad edges opposite in U layer:
Convert to case a.
c. Bad edge in DF, not in DB, rest of the cases:
Make a staircase pattern and do r U’ r
d. Bad edges in DF and DB, opposite bad edges in U layer:
Place the U layer edges in UR, UL and do
(r U’ r’) R U (r’ U’ r)
e. Bad edges in DF and DB, rest of the cases:
Place one bad edge in UB, none in UF, and do r2 to get an arrow in the next move.
f. No bad edges in DF, DB:
Either do an r2 to get cases a, b or c; or place bad edges in UF, UR, UB, FR and do
(r U’ r’) U2 (r U’ r)
The terrible 6 Bad edges case (~30%):
Solution 1:
Spam TPS to somehow make a Full or partial staircase and convert to a case of 2 or 4 edges.
Solution 2:
Using an r2, ensure DF and DB are bad, place bad edges in FR, BR, UL, UB and do
r U’ r2 U’ r
Note that the final move in each of these algorithms can be either r or r’; both will always solve EO. In most cases, you should pick the move that brings the D centre to the top.
Note that the second last move in each of these algorithms can either be U or U’; both will always solve EO. In most cases, you should pick the move the attached a D edge to the D centre and/or puts a D edge in UL.
[This categorisation is quite effective to use, especially if you “intuit” the number of misoriented edges; but suppose you made an error and got a wrong intuition; then in the RU gen part of the solve, you would more often than not have 2 misoriented edges. You can fix this by placing the bad edges in UF and UR, and doing r U R’ U’ r’; which almost preserves F2L as well.]
This post should certainly remove the notion that EO of YruRU is “hard” and “inefficient”; this almost algorithmises the step and structurally solves it efficiently. This is best looked at like F2L; with patience it has huge potential.