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Here is something

Roux 1st Block (on left)
Solve DF+DB edges (2x2x3 block on left
Blockbuild F2L minus FR+DFR pair (without rotating)
EO
TTLS
TTLL

I do not know all the algs but i might as well mention this crappy method with lots of algs.
 
Here is something

Roux 1st Block (on left)
Solve DF+DB edges (2x2x3 block on left
Blockbuild F2L minus FR+DFR pair (without rotating)
EO
TTLS
TTLL

I do not know all the algs but i might as well mention this crappy method with lots of algs.
this is just much worse ZZ-ct or worse LEOR+CT
why not just like build a 2x2x3 normally? theres no point to that step bieng the way it is.
And LEOR+CT is just worse LEOR
 
Im SURE this already exist but was messing around with skewb and decided to post this:
Skewb corners first-
solve any corners around any center
(white corners around orange center will be example)
solve the top corners
(yellow)
know from here you could do 2 things:reduce to sarahs advanced
or solve the yellow/white center and do beginners centers.
-~-
could also solve 3 centers and reduce to last 3 center algorithms.
 
Bruh trying to steal credit. Lmoa
haha lmoa
lmoa lmoa lmoa
PetrusQuber does know alot so he prob thought of this that or something
its now really hard to come by a new good method.
Here is something

Roux 1st Block (on left)
Solve DF+DB edges (2x2x3 block on left
Blockbuild F2L minus FR+DFR pair (without rotating)
EO
TTLS
TTLL

I do not know all the algs but i might as well mention this crappy method with lots of algs.
Click to expand...
this is just much worse ZZ-ct or worse LEOR+CT
why not just like build a 2x2x3 normally? theres no point to that step bieng the way it is.
And LEOR+CT is just worse LEOR

bruh you shoudn't be criticizing people all the time and discouraging them its annoying
afterall anyone can post any method regardless of its usefulness.
 
haha lmoa
lmoa lmoa lmoa
PetrusQuber does know alot so he prob thought of this that or something
its now really hard to come by a new good method.

this is just much worse ZZ-ct or worse LEOR+CT
why not just like build a 2x2x3 normally? theres no point to that step bieng the way it is.
And LEOR+CT is just worse LEOR

bruh you shoudn't be criticizing people all the time and discouraging them its annoying
afterall anyone can post any method regardless of its usefulness.

Sorry, I will try to stop discouraging people.
 
Please read before posting

I'm making this thread for all of those ideas you have that are interesting, yet are not fully developed. This is a place to post them. I have come up with many ideas and didn't want to post a new thread for every one of them when most don't get very far. Perhaps if an idea gets very far, it may deserve its own thread, but until then, it should go here.

Be open and understanding
Everyone should be open to new ideas, yet also understanding if others don't think it will work.

Post all kinds of ideas
Feel free to post all kinds of ideas here. It does not necessarily have to be oriented around speedsolving. Ideas could range from fewest moves, blindfolding, speedsolving, OH, cube designs and more.

Be clear
Please try to be clear in your explanations of why something is a bad/good idea and use evidence to support your thoughts. Also be clear as to what idea you are referring to.

Avoid cluttering the thread
To avoid unnecessary clutter, you should edit a post to add more information rather than create a new one, unless you want to bump your idea. You should wait at a days since your last post on a certain topic to bump it. To present a new idea, you should present it in the same post as your last idea or bump if you do it on the same day.

Do Your Research
There are a lot of different methods out there. Please try to make sure your idea is new/original before posting. You should check out the methods pages on the wiki.

Here is a list of commonly suggested methods:
Belt - Anything that solves the cube like this (the belt does not always have to be made first / many times EO is solved with it). This is a broad category and there is a large variety of belt methods already out there and there is a good chance you will be repeating something.

F2L blocks - Solving a 2x2x3 block (as in Petrus) by solving 3 cross edges and the two pairs that go between them, solving two 1x2x3 blocks on opposite sides (as in Roux) by placing two cross edges and solving F2L pairs, or any other kind of block, but the already previously listed are the most common.

Cross variants - Solving the cross (or EO line) in a different manner to affect the solve later in some way. Common examples are only solving 3 cross edges, purposely solving the last cross edge as a different edge, and swapping two edges in the cross or EO line.

Last layer variants - There are for subgroups that the last layer is commonly broken down into. These are corner permutation, corner orientation, edge permutation, and edge orientation. Any combination of these in any order has been thought of before. Also, influencing any one of these in some way while placing the last F2L slot has most likely been thought of.

Corners/edges first - Solving either all or most of the corners or edges before solving much (if any) of the other is frequently suggested. In fact most of the early speedcubing methods were corners first.

PCMS - This technically is included in the corners first category, but it is suggested often enough that attention should be brought to it.

Big cube reduction variants - Reducing a 4x4 to a 2x2 has been suggested many times. Influencing edge orientation or the permutation of certain pieces while reducing the cube has been thought of as well.


If there is anything you think I should add to this list, you are welcome to suggest it.
_______________________________________________________________________________________________________________________

To start off, here's a idea I had that ended up similar to the Roux method. Because I liked how easy it was to make corner edge pairs using them M layer, I started making an F2L minus the M layer. I then proceeded to make 2 corner edge pairs in the top layer similar to what is done in Heise. These pairs should not interfere with the M layer and should contain either both BU or FU corners. In other words, you have both the left and right side complete minus 1 corner in each of them. You could then solve the remaining 2 corners and the M layer with an algorithm.

I thought this could better be adapted to speed solving by solving 2 corners while solving the last F2L pair. Then you could solve the UL and UR edges with M and U moves. In Roux, there are variants to solve the M layer last rather than the top 4 edges.

After realizing the similarities with roux, and realizing the ability to AUF the M slice separate from the corners of the top layer, I came up with this: Solve 2 1x2x3 blocks on opposite sides, AUF until you get to a CLL case, Solve the UL and UR edges without misplacing the U layer (you may temporarily move the U layer), solve the top 4 corners and the M layer with an algorithm that is reduced by the ability to AUF the M layer. It should be noted that an experienced solver wouldn't need to AUF to find a CLL case just to have to move the U layer to solve the UL and UR edges.

The number of cases could drastically be reduced by orienting edges while placing the UL and UR edges. You could also reduce it even further by using partial corner control while placing the last F2L slot finishing the second 1x2x3 block. Because CLL cases are recognized by swapping 2 corners, when you AUF to a CLL case and have the UR and UL edges solved, you leave only permutations with an odd number of swaps in the M layer giving you 4 possibilities compared to the 5 possibilities (including solved) that there would be with an even number of swaps. This is not true of CLL cases with corners correctly permuted. In all, I calculate 92 algorithms to solve the top 4 corners and the M layer using partial corner control and having edges preoriented (I did include CPLL but not cases with all corners solved and I did not include mirrors).
I agree with a lot of the methods you mentioned; however, the belt method is the one I disagree with because it involves flipping the cube and moving pieces around the cube.
 
Dear fellow speedsolvers,
I do not know if this method for 5x5 has been thought of, or how good it is, so please let me know. Personally, I call it ERedux. anyway, here it is:

Step 1: E-Slice edges first (4)
Step 2: Solve all 6 centres
To solve all the centres, you will need to move the R and L faces the same amount, and the same direction when moving some centrepiece, but not all.​
Step 3: Solve the final 12 edges
Solve these by moving all of the current four solved edges to the U face do an x2, then solve like normal redux.​
Step 4: Solve Parity (if any)
Step 5: Solve the 3x3 Stage

I will update y’all when I have a video out on my YouTube channel explaining this in further depth. It is very close to Yau, but different in a way.

If any of y’all have any questions or need any further explanation of any (the) step(s), just quote this post and let me know! Thanks!
 
Last edited:
i also have an idea why don't you do zbll while your doing vhls. I mean vhls and zbll are apart, but why not make them into a long alg to just 1LLL the last layer earlier?
i mean for example a vhls/zbll case:

WIN_20201016_18_18_35_Pro (2).jpg
sorry for the low quality
but if you think about it its a vhls/zbll case because you insert the f2l pair while solving the cross, but also the corners!
vhls and zbll are supposed to be together already but if you do them simultaneously it will skip the pause and recog later on
but this set would probably have 50000 algs so just use the ones that are useful
 
i also have an idea why don't you do zbll while your doing vhls. I mean vhls and zbll are apart, but why not make them into a long alg to just 1LLL the last layer earlier?
i mean for example a vhls/zbll case:

View attachment 13641
sorry for the low quality
but if you think about it its a vhls/zbll case because you insert the f2l pair while solving the cross, but also the corners!
vhls and zbll are supposed to be together already but if you do them simultaneously it will skip the pause and recog later on
but this set would probably have 50000 algs so just use the ones that are useful

yea could be good


so basically just WVCP but with edges too? would probably work for good cases



would like to propose magic wondeful corner permutation (MWCP) does what it says on the tin.
 
yea could be good


so basically just WVCP but with edges too? would probably work for good cases



would like to propose magic wondeful corner permutation (MWCP) does what it says on the tin.
i would call my idea WMCEP "Winter Variation Corner/Edge Permute
we now need to program all the cases
 
Last edited:
Pretty slow method but ima mention it here anyway

Octagonal Francisco

Solve a 1x1x3 Bar Relative to the centers (Octagon).
Put bar in BD and solve E layer with Keyhole. Since there is more freedom, there is more options to solve E layer.
Insert 1 corner on the bottom.
Do CLS or CSO to solve last corner pair thingy while JUST orienting the corners.
EO.
Solve the remaining bottom edges.
PLL

I got here before ColorfulPockets lol.
 
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