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I just happened to come across a solve where this is useful. So @NigelTheCuber you were imitating abunickabhi but putting EG-1 algs in a message, and I decided to learn one of the easier ones (EG-1 T 2).

Generated By csTimer on 2022-06-20
single: 1.884

Time List:
1. 1.884 F U F' R F' R2 U' R' F'

This scramble has a one move yellow face into EG-1 T 1, and T 1 is the opposite case of T 2. So here was my solution:

R2 U y' (basically D) F' R' F R2 U R' U' R U (R F2 R2 U2) [cancelled into PBL]

I did the face and then did the opposite case alg, then did PBL.
Lol yes. T 1 alg is R U' R2 F R2 U R' U2 R' F R F'
 
Might want to stay on-topic guys...

Anyway, (most of the) TLS algs with pictures are now done for the LSLL thingy! You can find them here if you wanted to use them for some reason.
Cases with more than one alg have included the MCC for each alg, so you can make a more informed choice (although, sometimes the MCC is very off).
Couldn't get every alg because some failed (>15 moves), and some just weren't genned by the batch solver for no apparent reason (AUF is not the reason), I'll be regenning/genning those, and some bad cases (19+ MCC).
 
anyway...
2x2 is cool. I used to solve 2x2 on jfly sim using only ortega and it was so much fun
but know I lost my muscle memory. i have to practice again
my uncle watched me solve and he said I could develop depression for doing the same thing over and over again xD
 
Z4 method guide (first ever!)

Step 1: centers
solve center pieces.
Step 2: pair DF+DB dedges
If the dedges are not in the same orientation, pair them as you would in the beginner's method, making sure to restore centers. Then, Place it in it's spot.
If the dedges are in the same oreintation, place them in UBl and FRd and do Lw U' R U Lw2 U' R' U Lw.
Step 3: EOPair remaining dedges
same as step 2. but you don't have to place them in their spots. Make sure The edges are oreinted. To make lookahead easier, Place them in DR, BR, DL, and BL.
step 4: flip remaining bad edges
Flip remaining bad edges you would on 3x3. if you have parity, do the OLL parity alg.
step 5: 3x3 stage
solve like a 3x3!
step 6: you solved it!
you might get PLL Parity though.
 
Something I thought of while messing around with a square-1, may or may not already exist. This is just for fun really, as it doesn't seem practical for speed.
This method takes advantage of a state a square-1 can be in, where every corner and edge forms a clockwise facing pair. This state can be solved with slice, "U" and "D" moves, without misalignment of the D layer, and heavily reduces the "cube" to a few possible cases (a few in relation to a CS solved square-1).

Step 1: CS(P)
Self explanatory, put the puzzle into a cube shape.

Step 2: 3 pairs
Here, intuitively make 3 clockwise facing pairs of corners and edges, and put them in the bottom layer. This can be done with M2 moves.

Step 3: 1 pair
Complete a pair on the top layer using an algorithm to solve and insert it into the bottom layer

Step 4: 4 pairs + parity
Using an alg, position the 4 remaining edges to create the final 4 pairs, and also (if necessary) solve any parity issues.

Step 5: Solve
There are a couple ways you could go about this, I will only describe one I thought of here.
5a. V
Make a V of solved pairs on the bottom layer
5b. Solve
Use an algorithm to finish the cube

If this has been invented before in a better way, I'm curious about it, so let me know!
 
I have been practicing a lot of 2x2 and have recently finished learning the EG-1 algorithm set.

Usually, in a 2x2 solve you would start the solve by making a face, and then, you would do an algorithm depending on the permutation of the pieces from the bottom layer and the state of the top layer. If the bottom layers corners are all permuted making a layer at the bottom, you would do a CLL algorithm. If there's an adjacent swap on the bottom, you would put the solved bar at the back and do an EG-1 algorithm. If you have a diagonal corner swap in the bottom, you would either do an EG-2 algorithm, or an Anti-CLL algorithm, forcing a diagonal corner swap on the top layer, and then cancelling into R2 F2 R2, and heres where comes my idea: Anti-EG-1.

If we get an EG-1 case, but the bar made up of the solved pieces is in the front, to save doing D2 or a y2 rotation to put the bar in the back, we could apply the Anti-CLL concept, but with EG-1 algorithms, forcing a diagonal corner swap on the top and bottom layers and doing R2 F2 R2.

Let me know if this is a good concept idea, I'd like to know your opinion on this idea!!
 
I came up with this new LSLL method called UPLL - Unoiented Pieces Last Layer:

1. F2L-1
2. Force OLL into:
  • Line Shapes (OLLs 51, 52, 55, 56)
  • L Shapes (OLLs 47, 48, 49, 50, 53, 54)
  • Square Shapes (OLLs 5, 6)
  • Knight Move Shapes (OLLs 13, 14, 15, 16)
  • Fish Shapes (OLLs 9, 10)
  • Lightning Shapes (OLLs 7, 8, 11, 12)
by using some alg during inserting last pair (sort of like ZBLS, but much easier)
3. 1LLL

Advantages over ZBLL:
Much easier recog, and the cases I chose all have 5 unoriented LL pieces, so you only have to look at top colors
1659354133882.png

For example if you get this case, you don't need to worry about LR edges and corners, you only need to look at the top

Better than ZBLS, greater chance of getting one of the cases mentioned above without forcing insertion, because OCLLs are only 7/56, while this is 18/56

Disadvantages:
More algs to learn
Worse algs than ZBLL

Example Solves:
Scramble: R2 F' B2 R B' L' F' L2 U L2 D R2 L2 B2 D L2 D R2 D2 B' U2
z2 // inspection
F R' L' B' F' L' U L' U L U' L' u2 // xcross
R U' R' // second pair
y U L U L' // third pair
U F R' F' R // fourth pair
U' F U R U' R' F' r' U' R U' R' U2 r U // 1LLL (40 STM)

Scramble: U2 R2 B L2 B2 R2 F' R2 U2 R2 F' D L' B' D' F' L' U2 F' L2 R'
z2 // inspection
D2 R2 F' L F // cross
U' D' R U R' U' L' U L D // first and second pairs
U2 L U' L' U L' U' L // third pair
y U2 R' U2 R U S' R' U' R S // fourth pair
r U R' U' r' F R F' f R U R' U' f' U' // 1LLL (48 STM)

Note: I'm excluding dot cases because the algs suck

(Ok I'm getting ready to accept tons and tons of criticism)
 
Last edited:
Says the one who mains waterman.
Sais the one who likes 2x2.
I came up with this new LSLL method:

1. F2L-1
2. Force OLL into:
  • Line Shapes (OLLs 51, 52, 55, 56)
  • L Shapes (OLLs 47, 48, 49, 50, 53, 54)
  • Square Shapes (OLLs 5, 6)
  • Knight Move Shapes (OLLs 13, 14, 15, 16)
  • Fish Shapes (OLLs 9, 10)
  • Lightning Shapes (OLLs 7, 8, 11, 12)
by using some alg during inserting last pair (sort of like ZBLS, but much easier)
3. 1LLL

Advantages over ZBLL:
Much easier recog, and the cases I chose all have 5 unoriented LL pieces, so you only have to look at top colors
View attachment 20183
For example if you get this case, you don't need to worry about LR edges and corners, you only need to look at the top

Better than ZBLS, greater chance of getting one of the cases mentioned above without changing last pair insertion, because OCLLs are only 7/56, while this is 18/56

Disadvantages:
More algs to learn
Worse algs than ZBLL

Example Solves:
Scramble: R2 F' B2 R B' L' F' L2 U L2 D R2 L2 B2 D L2 D R2 D2 B' U2
z2 // inspection
F R' L' B' F' L' U L' U L U' L' u2 // xcross
R U' R' // second pair
y U L U L' // third pair
U F R' F' R // fourth pair
U' F U R U' R' F' r' U' R U' R' U2 r U // 1LLL (40 STM)

Scramble: U2 R2 B L2 B2 R2 F' R2 U2 R2 F' D L' B' D' F' L' U2 F' L2 R'
z2 // inspection
D2 R2 F' L F // cross
U' D' R U R' U' L' U L D // first and second pairs
U2 L U' L' U L' U' L // third pair
y U2 R' U2 R U S' R' U' R S // fourth pair
r U R' U' r' F R F' f R U R' U' f' U' // 1LLL (48 STM)

Note: I'm excluding dot cases because the algs suck

(Ok I'm getting ready to accept tons and tons of criticism)
Certainly not the worst idea, advantage is that since you reduce to many subsets, OLS Alg count can be way lower than VLS.
Disadvantage is of course bad cases.
 
idk if this is 100% original, but i came up with this one called square-3 for 3x3. you solve one side, use any method you want to solve the edges on the opposite side, solve the oll, do pll on both sides, solve the middle 4 edges in any way you want.

note: you can get single or double parity when trying to do your plls. do M2 U2 M2 U2 for double parity. if you have single parity, rotate the cube so your - usually top face - is in the front. then do an e-perm but do wide R moves instead of the regular ones. i can record an example solve if you want, bc i suck at explaining things while typing.
 
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