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LukasCubes

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A new method! The EPCL method! (Pronounced ep-cle not ee-pee-see-el) It was supposed to be similar to Roux and ZZ but it ended up being similar to SSC(Shadowslice Snow Columns) instead. But it is NOT a variant of SSC, got it?
Number Of Algs: 42 or 58
I will add the stats when the method gets more developed.
The major 4 steps are:
EOCross (Edge Orientation cross)
Pairs
CLL (Corners of Last Layer)
L8E (Last 8 Edges)

Orientate all the edges in the cube and make a pseudo cross instead of a normal cross to lower movecount.. Just ZZ’s eoline without with a pseudo cross.

Make 4 corner edge pairs (f2l pairs) and solve them. This, like ZZ, is efficient because you don’t have to use F or B moves, making it rotation less.

Just use the CLL Algorithms that solve the last 4 corners and preserve the eo.

Solve the remaining 8 edges either by inserting the white s slice edges with an L6E finish, or seperate the edges to their respective layers and solve them with an algorithm.

If you have any ideas or suggestions let me know!
Also if this method already exists then let me know.
this method seems interesting lol i might learn it tho i suck at EO
 

PetraPine

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Feb 15, 2020
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A new method! The EPCL method! (Pronounced ep-cle not ee-pee-see-el) It was supposed to be similar to Roux and ZZ but it ended up being similar to SSC(Shadowslice Snow Columns) instead. But it is NOT a variant of SSC, got it?
Number Of Algs: 42 or 58
I will add the stats when the method gets more developed.
The major 4 steps are:
EOCross (Edge Orientation cross)
Pairs
CLL (Corners of Last Layer)
L8E (Last 8 Edges)

Orientate all the edges in the cube and make a pseudo cross instead of a normal cross to lower movecount.. Just ZZ’s eoline without with a pseudo cross.

Make 4 corner edge pairs (f2l pairs) and solve them. This, like ZZ, is efficient because you don’t have to use F or B moves, making it rotation less.

Just use the CLL Algorithms that solve the last 4 corners and preserve the eo.

Solve the remaining 8 edges either by inserting the white s slice edges with an L6E finish, or seperate the edges to their respective layers and solve them with an algorithm.

If you have any ideas or suggestions let me know!
Also if this method already exists then let me know.
I myself have thought of this aswell as other people, there isn't much interesting about it as said its just worse ZZ-4c.
Its literally just don't solve the cross directly with like a D move to make the rest of the solve less efficient because you later have to solve it while preserving f2l/CLL, unlike 4c which is low alg count and more efficient than ocll/pll by quite a bit
 

tsmosher

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Joined
Aug 30, 2020
Messages
1,055
Yes, this approach with EO Mixed Cross would be ZZ-4c.

I don't know if I'd compare it to SSC.

Unless you have some really efficient ideas around L7E/L8E, L5E/L6E are going to be superior. Lower move count, easier ergonomics, easier recognition, more "auto-pilot"/algorithmic in nature. L7E is implemented wisely in some methods (e.g., LMCF, WaterRoux). Always at the cost of more steps, more algorithms, etc. etc.

Check out the No More PLLs method to see the same concept applied to CFOP-- although I always felt like that method didn't directly address the problem of resolving EO. Just have your edges oriented by the time you get to the last layer!

I am a big fan of these methods. This is the way I usually solve with ZZ. Ending COLL -> L5EP (can use any mixed D edge) or L6EP (M2 + 4c).
 

tsmosher

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Joined
Aug 30, 2020
Messages
1,055
This is basically just like an eo version of columns

Yep.

Speaking of columns, if you can find a nice way to keep your edges separated...

EZD seems like an alg set you might be interested in. It permutes L8E (U/D layers) if:
  • edges are already separated to their appropriate layers, and
  • already oriented.
<RrULlDM> gen.
average ~ 9.5 moves STM not counting post-AUF.
 

voidrx

Member
Joined
Apr 1, 2020
Messages
185
A new method! The EPCL method! (Pronounced ep-cle not ee-pee-see-el) It was supposed to be similar to Roux and ZZ but it ended up being similar to SSC(Shadowslice Snow Columns) instead. But it is NOT a variant of SSC, got it?
Number Of Algs: 42 or 58
I will add the stats when the method gets more developed.
The major 4 steps are:
EOCross (Edge Orientation cross)
Pairs
CLL (Corners of Last Layer)
L8E (Last 8 Edges)

Orientate all the edges in the cube and make a pseudo cross instead of a normal cross to lower movecount.. Just ZZ’s eoline without with a pseudo cross.

Make 4 corner edge pairs (f2l pairs) and solve them. This, like ZZ, is efficient because you don’t have to use F or B moves, making it rotation less.

Just use the CLL Algorithms that solve the last 4 corners and preserve the eo.

Solve the remaining 8 edges either by inserting the white s slice edges with an L6E finish, or seperate the edges to their respective layers and solve them with an algorithm.

If you have any ideas or suggestions let me know!
Also if this method already exists then let me know.
This is just a worse ZZ.
 

abunickabhi

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Jan 9, 2014
Messages
6,687
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A new method! The EPCL method! (Pronounced ep-cle not ee-pee-see-el) It was supposed to be similar to Roux and ZZ but it ended up being similar to SSC(Shadowslice Snow Columns) instead. But it is NOT a variant of SSC, got it?
Number Of Algs: 42 or 58
I will add the stats when the method gets more developed.
The major 4 steps are:
EOCross (Edge Orientation cross)
Pairs
CLL (Corners of Last Layer)
L8E (Last 8 Edges)

Orientate all the edges in the cube and make a pseudo cross instead of a normal cross to lower movecount.. Just ZZ’s eoline without with a pseudo cross.

Make 4 corner edge pairs (f2l pairs) and solve them. This, like ZZ, is efficient because you don’t have to use F or B moves, making it rotation less.

Just use the CLL Algorithms that solve the last 4 corners and preserve the eo.

Solve the remaining 8 edges either by inserting the white s slice edges with an L6E finish, or seperate the edges to their respective layers and solve them with an algorithm.

If you have any ideas or suggestions let me know!
Also if this method already exists then let me know.
Nice idea!
 

CubetyCubes

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Oct 7, 2021
Messages
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The Earth
Now, I changed it even more, and made it so that you can make normal pairs or pairs with unoriented corners. This is’t even supposed to be more efficient, but it’s there! Also the Algs are 7-8 stm.
 
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Sep 18, 2019
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I have thought of a roux 4x4 method for a while similar to Hoya, which I hope is original.

1. Solve 2 opposite centers which are adjacent to your block center.
2. Solve 2 other adjacent centers, one including your block center (the other center i usually make my D center but any center adjacent to your block center works)
3. Rotate to where the unsolved centers are (F and U) and where your block center is under (D). Solve the 3 edges of your block Hoya style and insert the corners necessary to your block after.
4. Solve the remaining centers on F and U
5(a). If there is a random solved edge (excluding your block edges), insert into your FD slot. If not, solve a random edge and insert into FD slot
5(b). Solve remaining edges using 3-2-3. To replace rotating, use wide U moves
6. Rotate where your block is on your left and solve as 3x3. If there is OLL parity, solve before doing CMLL. If there is PLL parity, solve during LSE 4c.
 
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Aug 12, 2013
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>> Reinvented beginner belt method <<
1. Belt
2. Rotationless Cross <M, U, S>
3. Bottom corners (f2l)
4. your favorite flavour of last Layer

✅Pros
1. Belt+some cross edges can be planned on inspection
2. Rotationless
3. Beginner friendly, few algs
4. It's fun

🚫Cons
1. Too many inneficient moves because restrictions
2. Freefop f2l may be more spam tps friendly
3. Too many corners can be trapped in the wrong slot leading to f2l havoc
 
Last edited:
Joined
Nov 14, 2020
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>> Reinvented beginner belt method <<
1. Belt
2. Rotationless Cross <M, U, S>
3. Bottom corners (f2l)
4. your favorite flavour of last Layer

✅Pros
1. Belt+some cross edges can be planned on inspection
2. Rotationless
3. Beginner friendly, few algs
4. It's fun

🚫Cons
1. Too many inneficient moves because restrictions
2. Freefop f2l may be more spam tps friendly
3. Too many corners can be trapped in the wrong slot leading to f2l havoc
Hmm 4 pros and 3 cons, I would say that's a win. Time to switch!
 
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