road to creating my own super duper unique method!

step 1: make two opposite centers (same as previous concept)
step 2: make a 1x3x4 on the left
step 3: expand the 1x3x4 into a 2x3x3 (but preserving the FL pair from the 1x3x4), then expand again into a 3x3x3 block (still preserving the FL pair)
step 4: solve L2C and the DF edge using F3L (make sure not to break the FL pair)
step 5: finish edge pairing (yau style)
step 6: finish 3x3 stage using the APB method

Pros:
Lookahead and ergonomics after solving the 2x3x3 becomes significantly better.
Predicting whether you will get OLL parity or not is extremely easy (assuming you know how EO works which is essential for APB)
Edge Pairing and APB 3x3 stage consists of mostly RUF moves.
Cons:
Lookahead while forming a 1x3x4 and 2x3x3 is difficult
Slice moves are used more to reduce movecount, making ergonomics worse

method name: CVOB (Caleb Valenzuela’s Optimized Block)
Average Movecount: to be confirmed (I have counted around 149-179 moves so far)
reconstructed five solves, and got an average movecount of…*drumroll* 183.3 moves!!💀💀
It isn’t the best movecount compared to other methods, for instance Yau’s average movecount is around 130-150 moves, while Hoya’s is around 155 moves. I assume that if I do a dozen more solves the average movecount will either drop to maybe 160 or 170, or stay at around 180 moves. So I have a few options:
a) roll with it and pray that the movecount goes down
b) “hire” some method testers
c) be a smarty pants and count the moves of each step to find the inefficient step
or d) which is all of the above
 
new last layer method idea (no research done yet):
do one algorithm to solve a cross on top and solve the edges
do one algorithm to solve all the corners

now that I write it down it kinda just sounds like ELL and CLL
 
reconstructed five solves, and got an average movecount of…*drumroll* 183.3 moves!!💀💀
It isn’t the best movecount compared to other methods, for instance Yau’s average movecount is around 130-150 moves, while Hoya’s is around 155 moves. I assume that if I do a dozen more solves the average movecount will either drop to maybe 160 or 170, or stay at around 180 moves. So I have a few options:
a) roll with it and pray that the movecount goes down
b) “hire” some method testers
c) be a smarty pants and count the moves of each step to find the inefficient step
or d) which is all of the above
all of the above is the best choice lol
 
step 1: make two opposite centers (same as previous concept)
step 2: make a 1x3x4 on the left
step 3: expand the 1x3x4 into a 2x3x3 (but preserving the FL pair from the 1x3x4), then expand again into a 3x3x3 block (still preserving the FL pair)
step 4: solve L2C and the DF edge using F3L (make sure not to break the FL pair)
step 5: finish edge pairing (yau style)
step 6: finish 3x3 stage using the APB method

Pros:
Lookahead and ergonomics after solving the 2x3x3 becomes significantly better.
Predicting whether you will get OLL parity or not is extremely easy (assuming you know how EO works which is essential for APB)
Edge Pairing and APB 3x3 stage consists of mostly RUF moves.
Cons:
Lookahead while forming a 1x3x4 and 2x3x3 is difficult
Slice moves are used more to reduce movecount, making ergonomics worse

method name: CVOB (Caleb Valenzuela’s Optimized Block)
Average Movecount: to be confirmed (I have counted around 149-179 moves so far)
I modified the steps again so instead of a 1x3x4 you make a 1x3x3. This opens up the F face for more of the solve so this improves efficiency. The movecount of my first five solves were 172.3 moves which is an improvement of 11 moves!
 
new last layer method idea (no research done yet):
do one algorithm to solve a cross on top and solve the edges
do one algorithm to solve all the corners

now that I write it down it kinda just sounds like ELL and CLL
actually I have a better idea:
do what I call: ✨LSLE✨(Last Slot Last Edges) which solves the last slot and U layer edges (like ZBLS), then do one algorithm to solve all corners, so you would be just learning ZBLL cases with solved edges
 
Dude this was sort of what i was thinking for a APB variant, where after BR pair, you do EO, then 1 alg that solves DR and FR edges (theres only 6).
Then 1 more alg where you solve DFR corner + all edges, this is easier to recog then LSLE, then you can do ZBLL cases where all edges are solved
actually I have a better idea:
do what I call: ✨LSLE✨(Last Slot Last Edges) which solves the last slot and U layer edges (like ZBLS), then do one algorithm to solve all corners, so you would be just learning ZBLL cases with solved edges
 
Dude this was sort of what i was thinking for a APB variant, where after BR pair, you do EO, then 1 alg that solves DR and FR edges (theres only 6).
Then 1 more alg where you solve DFR corner + all edges, this is easier to recog then LSLE, then you can do ZBLL cases where all edges are solved
we should collab for a method because we’ve came up with similar ideas
 
so it’s been a while since i’ve posted in here but if you’re reading this then you probably know that i have officially published the method, and it has received surprisingly positive feedback! I also revised the average movecount by counting the moves of 20 solves and i got an average move count of 158.5 moves which is really close to methods like Hoya and Yau. I guess if i do more solves i can lower it down to 150 or 155 moves which would be better. But right now i’m pretty satisfied with the move count. I’m only really trying to get 50 solves so that i have an accurate average to post on my CVOB method thread.
 
ok chat
I have a new idea
THE IDEA
I will be calling this 3MPLL (3 Move Pair Last Layer)
Here’s what it will be like for CFOP users
step 1: solve cross+3 pairs
step 2: solve EO
step 3: form a 3 mover for your last pair
step 4: solve the pair and the entire last layer in one step

I know what you’re thinking
It seems inefficient compared to solving OLL+PLL or ZBLS+ZBLL right? But that’s because this method was designed as a substep for APB. In APB, you already solve EO before even solving F2L, which turns the 4 step LL into a 3 step LL. I’ve also observed that most F2L pairs will always have you forming a 3/4 mover as part of the F2L alg, which is where I also got inspiration for this method. The problems I can see right now though is that the alg count might be way too high. Take this with a grain of salt though because I don’t know if this last layer method exists
 
I’m planning to make a new 3x3 method. It’s probably not gonna be a speedsolving method since trying to make speedsolving methods are too hard for me😭💀
Instead, i’ll try to make a method that’s
low move count
low alg count
fun to solve with

i already have one idea, but i feel like it already exists. Here it is:
Step 1: solve a 1x2x3 on the left
Step 2: Solve the DB edge + BR pair
Step 3: solve EO + FR pair
Step 4: Orient and permute the last layer corners and edges
Step 5: solve L6E (last 6 edges) intuitively.

As you can see, this method is obviously not great for speedsolving, but to me it seems pretty fun
 
I just had another idea
i’ll call it: “CPCFOP”
basically you solve cross+EO, then solve BL pair + CP, then solve the rest of the cube you would in CFOP, ending with a 2GLL. This might already exist though, plus i haven’t even done a solve with CP yet lol.
 
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