Hi everyone, I'm Tuan and I created the TN4 method.
TN4 (short for Tuan Ngo 4x4) is a 4x4 speedsolving method proposed by Ngô Anh Tuấn in 2025. TN4 method solves up to F2L-1, starting the 3x3 stage with LSLL.
Speedsolving wiki page: https://www.speedsolving.com/wiki/index.php?title=TN4
View attachment 41892
STEPS
  1. Solve 2 opposite centers.
  2. Solve a 1x3x4 block on the left using one of the solved centers (like Meyer method).
  3. Solve a 1x3x3 block on the opposite back right, except the top BR edge piece.
  4. Solve D center and 4 F3L pairs on the F and B faces (like F3L method, each F3L pair consists of 1 edge piece and 2 center pieces).
  5. Rotationless edge pairing using FR slot (the top BR edge piece will be placed correctly after this step to complete F2L-1).
  6. LSLL (+ parities).
PROS
  • Good lookahead and high TPS are possible in steps 5 and 6.
  • F2L-1 is completed prior to the 3x3 stage.
  • The blockbuilding and intuitive nature.
  • Mostly rotationless.
CONS
  • Requires a lot of lookahead and M-slice moves in steps 2, 3, and 4.
EXAMPLE SOLVES
Example solve #1
Example solve #2
Example solve #3
Example solve #4
Example solve #5
What are the stats(Alg count, move count, eg)

Ps
Kinda funny how you posted the exact moment I edited my BTOL method post for 2x2
 
Yooo so for the past few weeks ive been getting into method creation.
The first thing i wanted to do was make a 4x4 method, since its my favourite event.
However i found it too hard and gave up, and left my plan in the background and worked on other events (a doo doo 3x3 method - WF3P - and a co made hopefully good 2x2 method - BTOL).
I didnt go back to trying to make a 4x4 method till about 10 days ago, after my failure at a 2x2 method occured (rip off TS method).
Here is my attempt.

Goal :
- Centers better then Yau
- Edges better then Hoya
- Applicable to CFOP and Roux easily.

Achieved ? (This is IMO)
- Centers are better then Yau
- Edges are better then Hoya
- Applicable to CFOP and Roux easily

Steps :

1 - Make a center

2 - Make 2 more centers (must be in correct colour scheme + they have to be opposite colours e.g blue and green) to make a sort of C shape wrap around the cube

3 - Solve the relative 2 edges to the centers using yau/hoya techniques

4 - Use F3L to make the other 2 edges - This is where i think the method is better for Roux users as they can use any edge (allowing for faster F3L) whilst CFOP users have to use the correct cross edges.

5 - Edge Pairing - Use any way but id recommend 3-2-3 or 6-2

6 - 3x3 stage do whatever you want idc (method designed for CFOP and Roux so those ig)

Pros :

- Edges better then Hoya
- Centers better then Yau
- More TBD

Cons :

- TBD idk rn could someone help with this bit



Lemme know if yous need some example solves !
 
Yooo so for the past few weeks ive been getting into method creation.
The first thing i wanted to do was make a 4x4 method, since its my favourite event.
However i found it too hard and gave up, and left my plan in the background and worked on other events (a doo doo 3x3 method - WF3P - and a co made hopefully good 2x2 method - BTOL).
I didnt go back to trying to make a 4x4 method till about 10 days ago, after my failure at a 2x2 method occured (rip off TS method).
Here is my attempt.

Goal :
- Centers better then Yau
- Edges better then Hoya
- Applicable to CFOP and Roux easily.

Achieved ? (This is IMO)
- Centers are better then Yau
- Edges are better then Hoya
- Applicable to CFOP and Roux easily

Steps :

1 - Make a center

2 - Make 2 more centers (must be in correct colour scheme + they have to be opposite colours e.g blue and green) to make a sort of C shape wrap around the cube

3 - Solve the relative 2 edges to the centers using yau/hoya techniques

4 - Use F3L to make the other 2 edges - This is where i think the method is better for Roux users as they can use any edge (allowing for faster F3L) whilst CFOP users have to use the correct cross edges.

5 - Edge Pairing - Use any way but id recommend 3-2-3 or 6-2

6 - 3x3 stage do whatever you want idc (method designed for CFOP and Roux so those ig)

Pros :

- Edges better then Hoya
- Centers better then Yau
- More TBD

Cons :

- TBD idk rn could someone help with this bit



Lemme know if yous need some example solves !
 
After days of thinking and lots of failed methods, I present the BTOL method for the 2x2. This method(as you can read from the title) presents a new 2x2 method to rival eg.

Credits

Bttyx: proposed and thought of ideas for method and created some algs

That0newe1rdo:created some algs, split the algs into subgroups

Without further ado, here are the steps:

1.solve a face, with two corners solved and the other two orientated.(Max 3 moves)

2.Solve the rest of the cube(or BTL6C as I would like to call it)

Stats:

Average moves: 10.8

Numbers of algs: 355

Pros:

-advanced solvers can easily one look using this method, allowing for faster solves without pause

-colour neutral people can easily solve the first step with 2 or less moves, allowing for optimal solutions.

Cons:

a lot of algs(compared to eg)

If you do not know how to one look, recog is bad for BTL6C



Example solves:

(Not yet, plan to put in when I have time)
 
Yooo so for the past few weeks ive been getting into method creation.
The first thing i wanted to do was make a 4x4 method, since its my favourite event.
However i found it too hard and gave up, and left my plan in the background and worked on other events (a doo doo 3x3 method - WF3P - and a co made hopefully good 2x2 method - BTOL).
I didnt go back to trying to make a 4x4 method till about 10 days ago, after my failure at a 2x2 method occured (rip off TS method).
Here is my attempt.

Goal :
- Centers better then Yau
- Edges better then Hoya
- Applicable to CFOP and Roux easily.

Achieved ? (This is IMO)
- Centers are better then Yau
- Edges are better then Hoya
- Applicable to CFOP and Roux easily

Steps :

1 - Make a center

2 - Make 2 more centers (must be in correct colour scheme + they have to be opposite colours e.g blue and green) to make a sort of C shape wrap around the cube

3 - Solve the relative 2 edges to the centers using yau/hoya techniques

4 - Use F3L to make the other 2 edges - This is where i think the method is better for Roux users as they can use any edge (allowing for faster F3L) whilst CFOP users have to use the correct cross edges.

5 - Edge Pairing - Use any way but id recommend 3-2-3 or 6-2

6 - 3x3 stage do whatever you want idc (method designed for CFOP and Roux so those ig)

Pros :

- Edges better then Hoya
- Centers better then Yau
- More TBD

Cons :

- TBD idk rn could someone help with this bit



Lemme know if yous need some example solves !
nice i also created one but it's still going through a bunch of processing rn
here are the basic steps:
step 1: make 2x2x4 block on the DL layer
step 2: solve D, F, L and B centers while partially solving a 3x3x4
step 3: finish solving the 3x3x4
step 4: Solve the last two centers
step 5: Solve the remaining edges
step 6: solve 3x3 stage

Pros:
Uses more of the possible turns on a 4x4 to maximize creativity and efficiency
Should only take a minimum of 2-3 rotations per solve
The last 4 steps are easy to lookahead
Cons:
the first 2 steps are different from other methods and is not commonly used which makes it harder to get used to/learn
may use slice moves which are slower than regular moves
quite tricky to solve.

I got inspiration from APB

I am still figuring out some ways to do steps 1 and 2 more efficiently so i can't provide example solves right now, but i can provide some photos on what it looks like.
 
m
nice i also created one but it's still going through a bunch of processing rn
here are the basic steps:
step 1: make 2x2x4 block on the DL layer
step 2: solve D, F, L and B centers while partially solving a 3x3x4
step 3: finish solving the 3x3x4
step 4: Solve the last two centers
step 5: Solve the remaining edges
step 6: solve 3x3 stage

Pros:
Uses more of the possible turns on a 4x4 to maximize creativity and efficiency
Should only take a minimum of 2-3 rotations per solve
The last 4 steps are easy to lookahead
Cons:
the first 2 steps are different from other methods and is not commonly used which makes it harder to get used to/learn
may use slice moves which are slower than regular moves
quite tricky to solve.

I got inspiration from APB

I am still figuring out some ways to do steps 1 and 2 more efficiently so i can't provide example solves right now, but i can provide some photos on what it looks like.
maybe orientate all the edges while you are at it
 
nice i also created one but it's still going through a bunch of processing rn
here are the basic steps:
step 1: make 2x2x4 block on the DL layer
step 2: solve D, F, L and B centers while partially solving a 3x3x4
step 3: finish solving the 3x3x4
step 4: Solve the last two centers
step 5: Solve the remaining edges
step 6: solve 3x3 stage

Pros:
Uses more of the possible turns on a 4x4 to maximize creativity and efficiency
Should only take a minimum of 2-3 rotations per solve
The last 4 steps are easy to lookahead
Cons:
the first 2 steps are different from other methods and is not commonly used which makes it harder to get used to/learn
may use slice moves which are slower than regular moves
quite tricky to solve.

I got inspiration from APB

I am still figuring out some ways to do steps 1 and 2 more efficiently so i can't provide example solves right now, but i can provide some photos on what it looks like.
you can use F3L techniques to do steps 2 and 3 at the same time
i dont think you can get away with out doing comms for 2 and 3 tho most the time.
edge pairing is meh, like itself is good but there are annoying cases.
 
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