• Welcome to SpeedSolving.com — the world’s largest puzzle community!

    You’re currently browsing as a guest, which means you have limited access to discussions, resources, member profiles, and community features.

    Join 50,000+ cubers and puzzle enthusiasts from around the world to ask questions, share solves, improve faster, and be part of the community.

    Registration is free, fast, and easy — create your account today.

    Already a member? Log in here to hide this message and start participating.

Making A New Speedcubing Method

Joined
Sep 18, 2025
Messages
1,354
Location
The Backrooms
WCA
2026WIMB01
SS Competition Results
YouTube
Visit Channel
So I'm working on a new speedcubing method. It's based on a combination of CFOP and corners-first methods. Here's a rundown of the method:

1. Put all edge pieces with white/yellow tiles around the white center. This will act as a temporary cross, so that F2L pairs are easier to form.
2. Solve the F2L pairs, keeping the "cross" solved.
3. Do COLL or OLL/PLL for just the corners of the last layer.
4. Solve the cross intuitively, using only M and U moves (similarly to roux).
5. Orient the edges of the last layer, using regular OLL.
6. This will leave you with only a U, Z or H perm.
You can also use whatever 1LLL method you want for steps 5 and 6.

This is all I have as of right now. The alg count is relatively low, ergonomics are decent, and I don’t have a move count in yet. I will reply to this thread for updates and answering your questions.
 
If you have a pseudo-cross on the bottom with edges that are mixed & disoriented, how you can fix that with M-U moves? The DR and DL edges would have to be solve and that would take S moves....
 
If you have a pseudo-cross on the bottom with edges that are mixed & disoriented, how you can fix that with M-U moves? The DR and DL edges would have to be solve and that would take S moves....
It fixes itself when you make the cross, I’ll prob make a video explaining this whenever I can.
 
So I'm working on a new speedcubing method. It's based on a combination of CFOP and corners-first methods. Here's a rundown of the method:

1. Put all edge pieces with white/yellow tiles around the white center. This will act as a temporary cross, so that F2L pairs are easier to form.
2. Solve the F2L pairs, keeping the "cross" solved.
3. Do COLL or OLL/PLL for just the corners of the last layer.
4. Solve the cross intuitively, using only M and U moves (similarly to roux).
5. Orient the edges of the last layer, using regular OLL.
6. This will leave you with only a U, Z or H perm.
You can also use whatever 1LLL method you want for steps 5 and 6.

This is all I have as of right now. The alg count is relatively low, ergonomics are decent, and I don’t have a move count in yet. I will reply to this thread for updates and answering your questions.
not optimal or efficient, but very fun!
 
Yeah, the issue with this method is that it is usually faster to solve a subset of the cube correctly on the first pass than it is to solve it partially and correct it later. You sacrifice only a little bit by making the cross correctly to start with, and you gain back tons of time by skipping the D-layer fixing step later.
 
not optimal or efficient, but very fun!
That’s really what I was doing it for, just as something fun to do when I’m bored. I really like solving puzzles intuitively, so making my own method was really just for fun more than anything else. I do intend to continue to try to improve it.
 
Here’s the minimum algorithm count.
COLL: 7 OLL, 3 PLL
Final OLL: 3
Final PLL: 4
This comes out to a total of 15 algs. This could be good for beginners who don’t want to memorize a lot of algorithms.
I’m not counting F2L because that can be solved intuitively.
I guess you can count the bottom cross formation (the one after f2l and coll) as it has only 2 cases for each cross piece that are each 3 moves long, but it’s so simple that I’m counting it as intuitive.
 
Here’s the minimum algorithm count.
COLL: 7 OLL, 3 PLL
Final OLL: 3
Final PLL: 4
This comes out to a total of 15 algs. This could be good for beginners who don’t want to memorize a lot of algorithms.
I’m not counting F2L because that can be solved intuitively.
I guess you can count the bottom cross formation (the one after f2l and coll) as it has only 2 cases for each cross piece that are each 3 moves long, but it’s so simple that I’m counting it as intuitive.
Also forgot to mention you can learn full COLL if you want, but that’s a lot of algs.
 
I think it would be more efficient to use EO right after the temporary cross, then you can get a cross case on the last layer and solve it using Pseudo-OLL, as I like to call it, you just assume that the white and yellow pieces are the same colour. Now you can just use M and S moves to orient and solve the last 8 edges in their correct place, and we can invent algs for that
 
Back
Top