Hi everyone, here is video about Pseudo TNLS (having English subtitle).

Pseudo TNLS is an advanced technique in TN method. It forces a TNLL step from the third slot when last two slots have a corner is solved in one and an edge is solved in the other slot. Additionally, it is a combination of Pseudoslotting and TNLS, retaining the properties of them.
 
So a little thing I have been testing:

1. Solve a 2x2 in DBL +EO.
2. Solve a 2x2 in FRU.

3. Intuitive Variation:
3a. r2 F2 into CFOP with pseudo layer(s)
3b. Undo r2 F2.

Not very efficient, so:

3. Algorithmic Variation:
3a. EOP (Edge Orientation and Permutation, so it won't get confused with Last 6 Edges)
An alg set for solving edges in 1 alg (Details are currently in in progress)
3b. COP (Corner Orientation and Permutation), same concept, but with corners.

I'm investigating Movecount/STM for the algs, open to suggestions!
 
Hi everyone, here is video TN method Techniques: TNTS (English Subtitle)

TNTS is an advanced technique in TN method, inspired by ZZ-C++. It forces a TNLL step from the third slot when last two slots have an edge is solved in one and either the OLS-FE or VLS F2L case in the other slot.
Also, It is 100% possible to know in advance which subset of TNLL will appear from the TNTS. Additionally, TNTS requires performing a MCT (similar to TNLS), so mastering TNLS's MCT beforehand is essential.

 
Hi everyone, here is video TN method Techniques: TNTS (English Subtitle)

TNTS is an advanced technique in TN method, inspired by ZZ-C++. It forces a TNLL step from the third slot when last two slots have an edge is solved in one and either the OLS-FE or VLS F2L case in the other slot.
Also, It is 100% possible to know in advance which subset of TNLL will appear from the TNTS. Additionally, TNTS requires performing a MCT (similar to TNLS), so mastering TNLS's MCT beforehand is essential.

it must be so satisfying to actually make a method that isn't a duplicate of an existing method
 
Yooooo I have returned with another 3x3 method !
it must be so satisfying to actually make a method that isn't a duplicate of an existing method
I will be so happy if this one i am presenting doesnt already exist, ive spent ages (minimum 1 month, this method has been my main focus, i have produced other ones when taking a break from this).
I couldnt find this anywhere, so now i present, BRudDaR (pronounced Brudda).

Here are the steps of the main version (unlike a different version, this one isnt complete)

1 - 2x2x3 - Created by doing FB and DF DB, but can be done by doing Cross + 2.

2 - BRudDaR - The capital letters spell BRDR, the 2 edges you solve in this step, this is faster if you do Cross + 2, but i will be genning algs for the more efficient 2x2x3 since intuitiveness needs to be to a minimum.

3 - EO + DBR - This is 1 of 305 algs (not genned, didnt have enough time to) that solves EO (alone has 5 algs) and the DBR corner.

4 - Last Slot - One of 21 cases that uses only R U moves to solve the last slot.

5 - OCLL + PLL/COLL + EPLL/ZBLL
I shouldnt have to explain this, but its the last layer.

Here are alternatives:
BRudDaR v2 (may or may not be more efficient, lower alg count tho)
1 - 2x2x3
2 - BRudDaR
3 - EO (5 algs)
4 - Last Slot + DBR - 1 alg that solves the last slot and DBR corner, 278 algs that have been genned already (due to issues with genning BRudDaR v1 algs i did this instead)
5 - Last layer

BRudDaR but its got loads of algs and probably more efficient.

1 - 2x2x3
2 - BRudDaR
3 - EO + Last Slot + DBR - Unknown if more efficient then v2 or v1, likely has thousands of algs, so probably wont exist.
4 - Last layer

BRudDaR v3 :
1 - 2x2x3
2 - BRudDaR
3 - EO + FR edge - 1 alg solving EO and the FR edge.
4 - Duh BRo Dis is FR OLL oop i mispelled lol.

Capital letters spell DBR DFR OLL.
An algset that solves the corners and OLL.

5 - PLL.



Note : This method has such a cool name yayayya.

Lemme know if this already exists or not, but surely one of my variants doesnt already exist.

Ill do a tutorial on Yt if enough of these dont exist.
 
Yoo i thought of another variant of the above method (BRudDaR).

This time it does CP, without the need to understand YruRU tracing.

Main steps :

1 - 2x2x3.

2 - BRudDaR

3 - EO + DBR corner

4 - CP - should have 26 cases, if the DFR corner is wanted to be solved, less if its wanted to be oriented.

5 - last pair - Less cases, so its easier to learn the best solutions for each case (i think theres only 4 or 5). If you learn 26 to solve the corner as well, there is only 1 case, this is great for cancellation sometimes !

6 - OCLL/EPLL or 2GLL.

Note - this can be improved and i will work on doing so, but this is the basic idea.
I think i better idea would be CP + last pair, but would have alot more algs in theory. Another good idea for this would be BRudDaR/EO/CP + DBR/Last Slot or BRudDaR/EO + CP + DBR (probably has alot of algs)/Last Slot.


Update :

For the original version, i have fixed the issue with alg generation (unable to gen till monday, on holiday) and im 90% that there is little algs, and like 50% sure it saves a similar mc to v2, thus making v2 pointless.


IMPORTANT:

Whenever I mention something like "has alot of algs" this depends on your personal idea of what is alot of algs.
For me, that is 50 + algs.
 
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2 - BRudDaR
3 - EO + Last Slot + DBR - Unknown if more efficient then v2 or v1, likely has thousands of algs, so probably wont exist.
You kind of need to justify why this is not worse than Petrus EO-first into 2-gen dbR. For me my intuition suggests that Petrus is strictly better, but I haven't done the actual number crunching or anything
 
You kind of need to justify why this is not worse than Petrus EO-first into 2-gen dbR. For me my intuition suggests that Petrus is strictly better, but I haven't done the actual number crunching or anything

Ill figure out the mc when the main version is developed.
Here are some reasons why tho.

Most of these relate to EO.

1 - Faster EO - Less cases (worst case for stand alone EO is 7 moves - Rw U' Rw' U2 M' U M), faster recog due to less edges to focus on (only 4 are required, 3 is possible but not worth it)

2 - BRudDaR can influence EO, so if used right you can prevent the worst cases.

3 - In petrus, EO is much harder to make more efficient, it cant really be used alongside anything else, but in BRudDaR, it can be combined with other parts of the method more easily, making it more efficient.

4 - I assume by dbR you mean the 2 edges solved in BRudDaR (correct me if im wrong).
This is pointless in Petrus as it just creates worse cases for it.

I cant think of anymore right now, there may or may not be more.
These are my opinion, and is based off my experience with petrus.

OH MY DUMBAHH JUST REALISED YOU WERE REFERRING TO THE MOST COMPLEX VERSION.
That one will most likely never exist, depending on whether this somehow gets mainstream it may or may not be developed in the future, probably not by me.
For that alone version, petrus is probably better as there are most likely thousands of algs - in which will probably not be ergonomic (I have a weird theory there are only 305, due to a error where i forgot to make sure the permutation of the DFR and FR edge werent solved, this is probably false as there are 278 algs without the EO bit)
 
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1 - Faster EO - Less cases (worst case for stand alone EO is 7 moves - Rw U' Rw' U2 M' U M), faster recog due to less edges to focus on (only 4 are required, 3 is possible but not worth it)
Aren't you solving DBR corner alongside EO though? That's a lot less efficient
2 - BRudDaR can influence EO, so if used right you can prevent the worst cases.
This kinda applies for any step of any method. You may influence EO during 223 in Petrus in a plethora of practical ways, too. Consider EO influence during DFDB as a simple example
3 - In petrus, EO is much harder to make more efficient, it cant really be used alongside anything else
It is purely algorithmic, and very efficient since you don't have to worry about piece preservation (aside from the 223 block)
4 - I assume by dbR you mean the 2 edges solved in BRudDaR (correct me if im wrong)
No, dbR is NBRS notation referring to the 1x2x2 block with DBR corner + BR edge + DR edge
 
Aren't you solving DBR corner alongside EO though? That's a lot less efficient
Yes, in the main method, but in some of the variants EO is done alone.
Also it may be more efficient to do that. (Idk for sure since i havent genned the algs for the version your reffering to).
This kinda applies for any step of any method. You may influence EO during 223 in Petrus in a plethora of practical ways, too. Consider EO influence during DFDB as a simple example.
Yeah, you can, but you can then do the same with BRudDaR.
Example :
If you do DFDB your normal way, you result in 6 bad edges.
If you did it a different way, it is reduced to 4 bad edges.
In petrus this cant be reduced anymore, whilst in BRudDaR, it can be reduced more.
It is purely algorithmic, and very efficient since you don't have to worry about piece preservation (aside from the 223 block)
yeah, the EO bit is more efficient due to that, but i might be confused by what you said but you still really cant combine parts of that when you can in BRudDaR, only influence them.
No, dbR is NBRS notation referring to the 1x2x2 block with DBR corner + BR edge + DR edge
Oh well then it may be about the same mc (idk, since idk the numbers yet) as EO would take more moves from what i know, might be wrong.
 
Funny thing I was playing around with
Step 1: V with a color. The V can also have the opposite color(Basically it can be white and yellow if its the most optimal
Step 2: OBL(CLS or smthn idk)
Step 3: DR(?)
Idk just solve the rest of the cube from there
 Twizzle link 
//Solve #1

L U' R2 U L2 U F U' F2 L' U'

x' y' //Inspection
//V on D layer
U2 R U R' U R U2 R' //OB(L)L
U' F2 U F2 U2 //DR ig?

//Solve #2

U' R2 U' R U2 L' U F' U2 F U'

x2 y //Inspection
//Psuedo V on D layer
R U2 R U //OBL
F R U' R' U' R U R' F' R U R' U' R' F R F' //PLL

//Solve #3

U2 F' R2 F2 L' U' R F U L U'

z' //Inspection
//V on D layer
U' R U' R' //OBL
y' U' R2 U R2 U //2 Look DR
R U R' U' R' F R2 U' R' U' R U R' F' //PLL(Alt alg: R2 U R2 U' R2 y' R2 U' R2 U R2 U')

not optimal but its something
I wonder how many algs ii would need for the method
 
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Funny thing I was playing around with
 Twizzle link 
//Solve #1

L U' R2 U L2 U F U' F2 L' U'

x' y' //Inspection
//V on D layer
U2 R U R' U R U2 R' //OB(L)L
U' F2 U F2 U2 //DR ig?

//Solve #2

U' R2 U' R U2 L' U F' U2 F U'

x2 y //Inspection
//Psuedo V on D layer
R U2 R U //OBL
F R U' R' U' R U R' F' R U R' U' R' F R F' //PLL

//Solve #3

U2 F' R2 F2 L' U' R F U L U'

z' //Inspection
//V on D layer
U' R U' R' //OBL
y' U' R2 U R2 U //2 Look DR
R U R' U' R' F R2 U' R' U' R U R' F' //PLL(Alt alg: R2 U R2 U' R2 y' R2 U' R2 U R2 U')

not optimal but its something
@That0newe1rdo can you try to see how many algs I would need for this method?
Sure thing.
I dont get home till tomorrow night, so youll have to wait a lil.
Itd be done by Wednesday next week.
Though, just to make sure im understanding
what you want tho, you want me to gen algs for this ?

1 - V layer/Psuedo V layer (1 or 2 moves i think)
2 - OBL - this is what you want algs/alg count/mc for ? - 1 alg that orients both layers while separating the 2 opposite colours ?

3- PBL
 
Sure thing.
I dont get home till tomorrow night, so youll have to wait a lil.
Itd be done by Wednesday next week.
Though, just to make sure im understanding
what you want tho, you want me to gen algs for this ?

1 - V layer/Psuedo V layer (1 or 2 moves i think)
2 - OBL - this is what you want algs/alg count/mc for ? - 1 alg that orients both layers while separating the 2 opposite colours ?

3- PBL
sounds like a less efficient HD https://www.speedsolving.com/wiki/index.php?title=HD_Method
 
No more efficient since it orients and seperates them, leading into a much easier to recognise PBL.
How? the second step of the HD method is 5.5 moves. in this method you do the same thing but you also separate the layers which should add more moves. finally pbl is around 11 moves while nll is 8.13 moves
 
How? the second step of the HD method is 5.5 moves. in this method you do the same thing but you also separate the layers which should add more moves. finally pbl is around 11 moves while nll is 8.13 moves
its supposed to be 2 look cuz idk the algs.
my intention is to solve the rest of the cube in 1 alg
so I basically just remade HD method
 
How? the second step of the HD method is 5.5 moves. in this method you do the same thing but you also separate the layers which should add more moves. finally pbl is around 11 moves while nll is 8.13 moves
Im not talking about movecount.
Its much harder to recog then pbl.
And it can allow for cancellations which can save a few moves, leading to a "intuitive" nll.
its supposed to be 2 look cuz idk the algs.
my intention is to solve the rest of the cube in 1 alg
so I basically just remade HD method
Assuming your idea was exactly the same as HD, i thought it was like this
Sure thing.
I dont get home till tomorrow night, so youll have to wait a lil.
Itd be done by Wednesday next week.
Though, just to make sure im understanding
what you want tho, you want me to gen algs for this ?

1 - V layer/Psuedo V layer (1 or 2 moves i think)
2 - OBL - this is what you want algs/alg count/mc for ? - 1 alg that orients both layers while separating the 2 opposite colours ?

3- PBL
.
This is basically just a simpler version of HD, which is more worth it to learn then HD due to these reasons.

And the layer doesnt have to be solved in HD, so look ahead is easier, since this V is frequently already solved to my knowledge.
Plus you can just do a subset of OBL that only orients the corners, the same as HD, and then intuitively solve the cube, which makes this in theory also have a lower mc
 
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