PFCL: My 3x3 Speedsolving Method!

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DISCLAIMER: idk if this is in the right forum, mods please fix it if its not.

Hello everyone! Last year, I developed my own speedsolving method, and with the help and support of a few members here, I'm proud to announce that it's finally complete!
PFCL stands for the four steps in this method: Pseudo-cross, F2L, COLL, and L8E (Last 8 edges). This method is based on a combination of CFOP and Roux.

Here's a complete guide on how to solve with this method.

First step: Pseudo-cross with EO
The first thing you will want to do is Edge Orientation, because this will significantly reduce the move count on the last step. Make sure to do only natural moves for the rest of the solve as to keep the edges oriented.
Then you do what is called a Pseudo-Cross, where instead of making a regular cross with solely white edges on the white side, you can use either white or yellow edge pieces, and the other color on those edge pieces doesn't matter. This makes sure that F2L is easier.

Second step: F2L
This is just like F2L with the CFOP method, but make sure to only use natural moves to keep the edges oriented.

Third step: COLL
Do either COLL or OLL and PLL for just the corners of the last layer. This will result in having 4 1x1x3 bars on 4 edges of the cube.

Fourth step: Last 8 Edges
Solve the last 8 edges using commutators. This step is easy to do intuitively, and there is currently no algset for this step.

Move count: I haven't really counted this that much, but from what I know, it's a little lower than CFOP.
Ergonomics: Due to EO, pretty good.
Alg count: 83 (41 F2L, 42 COLL)
 
  • I imagine that this pseudo-(EO)cross saves maybe around 3 moves compared to ZZ's EOcross if we're being generous.
  • COLL has a lot fewer algs than ZBLL, but the algorithm quality is about the same. Also, OCLL/PLL isn't bad in the first place.
  • This method has the one big extra step: last 8 edges. I tried a solve with this method, and the last 8 edges are very tedious since <M, U, D> turning is not desirable. As a cherry on the top, after a commutator or two, I had U perm on the bottom and was compelled to do a z2 rotation.
Verdict: The last step is a big problem. You save approx. 3 moves on the cross and maybe COLL is slightly better / more practical than OCLL/PLL and ZBLL respectively, but it doesn't make up for how you are tacking on an additional full step that doesn't exist in ZZ.
 
I have a proposal for improvement though. Perhaps cross edges can be "fixed" during F2L. For example, r U2 r' inserts an F2L pair like normal, except that you also swap the UF and DF edges. Stuff like this could ensure that you fix the cross before LL, so that you don't need this tedious last 8 edges step
 
  • I imagine that this pseudo-(EO)cross saves maybe around 3 moves compared to ZZ's EOcross if we're being generous.
  • COLL has a lot fewer algs than ZBLL, but the algorithm quality is about the same. Also, OCLL/PLL isn't bad in the first place.
  • This method has the one big extra step: last 8 edges. I tried a solve with this method, and the last 8 edges are very tedious since <M, U, D> turning is not desirable. As a cherry on the top, after a commutator or two, I had U perm on the bottom and was compelled to do a z2 rotation.
Verdict: The last step is a big problem. You save approx. 3 moves on the cross and maybe COLL is slightly better / more practical than OCLL/PLL and ZBLL respectively, but it doesn't make up for how you are tacking on an additional full step that doesn't exist in ZZ.

I have a proposal for improvement though. Perhaps cross edges can be "fixed" during F2L. For example, r U2 r' inserts an F2L pair like normal, except that you also swap the UF and DF edges. Stuff like this could ensure that you fix the cross before LL, so that you don't need this tedious last 8 edges step
Thanks for your feedback! I did notice myself that l8e can be pretty tedious too, this sounds like a good idea.
 
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