New Method/Concept Thread

i had an idea rouw but for cll first do oll to oreint edges on ll if botom edges are oriented permute corners if not do M2 and use 2 special algs that will flip them

oh and if one ontop is fliped and one on botom just bring um both up

I don't understand what you're trying to say.

F2B->Orient Corners->Orient Edges->Permute Corners->Don't permute edges

The CMLL is shorter because you don't have the edges oriented. This is not a very good idea.

I don't like it either. The edges never get permuted.
 
This isn't really new.
But kitty and I (well, at least I. He said he probably would) are planning on learning CPLS and 2GLL for OH ZZ solves.

I've been generating nice OH algs for CPLS, and they're probably averaging somewhere around ~10 moves, and most feel pretty nice.

I think this could be a really neat and fast system. For info on recognition, wait a day or two. I plan on making a nice wiki article on it, but I have some stuff I have to take care of first.

Thoughts on CPLS/2GLL?
 
This isn't really new.
But kitty and I (well, at least I. He said he probably would) are planning on learning CPLS and 2GLL for OH ZZ solves.

I've been generating nice OH algs for CPLS, and they're probably averaging somewhere around ~10 moves, and most feel pretty nice.

I think this could be a really neat and fast system. For info on recognition, wait a day or two. I plan on making a nice wiki article on it, but I have some stuff I have to take care of first.

Thoughts on CPLS/2GLL?

Thoughts? Sounds awesome. (Though I don't have any use for it myself.) The only problem I can see is the recognition (not necessarily for 2GLL, but CPLS) slowing you down. Correct me if I'm wrong, but recognizing corner permutation before orientation would mean multiple recognition cases for each CP case, wouldn't it? I'm interested to see your recogniton system.
 
This isn't really new.
But kitty and I (well, at least I. He said he probably would) are planning on learning CPLS and 2GLL for OH ZZ solves.

I've been generating nice OH algs for CPLS, and they're probably averaging somewhere around ~10 moves, and most feel pretty nice.

I think this could be a really neat and fast system. For info on recognition, wait a day or two. I plan on making a nice wiki article on it, but I have some stuff I have to take care of first.

Thoughts on CPLS/2GLL?

Thoughts? Sounds awesome. (Though I don't have any use for it myself.) The only problem I can see is the recognition (not necessarily for 2GLL, but CPLS) slowing you down. Correct me if I'm wrong, but recognizing corner permutation before orientation would mean multiple recognition cases for each CP case, wouldn't it? I'm interested to see your recogniton system.
It's really not bad.
Gah, I'm doing so much stuff tonight, including making the wiki page for this. (this, CPLS no-rotation list, publishing CPLS and 2GLL alg lists (they're nice!) finding better algs on the Polish site, finally giving something to Macky, etc)

To give you a glimpse.

The first example doesn't work, but I think you'll get the jist - I'll try to explain this better night.

My beta version for my alg sheet(s).
I've already noted a few mistakes there, so don't bother telling me of them yet. Obviously, the page isn't complete.

Have fun!,
-statue

Edit - removed the link in the first post because it revealed someone's name, and idk if they're okay with that or whatever. :p
Baian Liu said:
Look at the first two pictures and the captions here and ignore the
rest: https://sites.google.com/site/devastatingspeed/2x2x2/brass

Basically, you just look at 3 stickers clockwise of a U-sticker and
compare it to the color scheme. For CPLS, you can use the sticker
clockwise of the U-sticker in DFR to replace the actual DFR piece if
it is on the U-layer.

So some examples:

White top, Green front
scramble: B' R' L F L2 U B2 D2 F' R' L B' F L' D' R L U2 L' B2 L2 B' F R B2
xcross: U' F2 U F2 B2 U2 R B' R
pair: U2 R U' R'
2nd+3rd slot: U L R U2 R' U' R U2 R2 L' U2 R
ELL: y2 U' R' F R F2 U2 F
Now I see on there's green RUB, which is clockwise of a U-sticker. I
also see orange on RFU, and since the next clockwise corner is the D
piece, I find the sticker clockwise of the U-sticker on DFR, and that
is red. So your order of colors is green, orange, red (and blue, since
that's the remaining one, but you can do without it). Compare that to
the color scheme going clockwise: green, orange, blue, red. Red and
blue needs to be "swapped" so you would AUF and do the algorithm where
the UFL corner (blue) goes to D-piece.

scramble: B L' D2 B' L' U R' L B2 D' B L D2 B' L2 D' L' D B D2 L U2 D' F' B
cross: x2 F' Uw2 R Uw' L2
1st: R U R' y' R U2 R'
2nd: U' L U L' U' L U L'
3rd: y' U' R U' R2 F R F'
ELL: y' L' U L
Clockwise pieces are (starting from UBR): red, orange, blue (and green)
Centers going clockwise are: red, blue, orange, and green
Pieces with orange and blue need to be swapped.
 
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This is what I was thinking...
Maybe their is such a way to insert your last F2L pair so that you have a cross on top and the LL is set up in such a way that when you do your OLL algorithm it forces a PLL skip. Just and Idea, let me know what you think.(I guess it is somewhat similar to COLL).
 
This is what I was thinking...
Maybe their is such a way to insert your last F2L pair so that you have a cross on top and the LL is set up in such a way that when you do your OLL algorithm it forces a PLL skip. Just and Idea, let me know what you think.(I guess it is somewhat similar to COLL).

Umm...

Isn't that ZB?
 
This is what I was thinking...
Maybe their is such a way to insert your last F2L pair so that you have a cross on top and the LL is set up in such a way that when you do your OLL algorithm it forces a PLL skip. Just and Idea, let me know what you think.(I guess it is somewhat similar to COLL).

Umm...

Isn't that ZB?

If it is, forgive me, I'm not familiar with these cubing terms and what they do. I've only heard of ZBF2L. Or is that the same as ZB?
 
This is what I was thinking...
Maybe their is such a way to insert your last F2L pair so that you have a cross on top and the LL is set up in such a way that when you do your OLL algorithm it forces a PLL skip. Just and Idea, let me know what you think.(I guess it is somewhat similar to COLL).

Umm...

Isn't that ZB?

If it is, forgive me, I'm not familiar with these cubing terms and what they do. I've only heard of ZBF2L. Or is that the same as ZB?

ZBF2L is inserting the last pair so the "cross" on top is formed.

And don't worry, I won't judge.
 
I think we should spit out random stuff in this thread until someone comes up with a good idea! Like.......
Building a 2x2x1 block on the right side and a 2x2x1 block on the left side. That would leave much more freedom of movement to solve corners or edges or anything else.

When I want to solve the Cube with almost guarenteed sub 40 movecount (Slices Turn Metric) in let say 5minutes this 2x2x1 + 2x2x1 thing is exactly what I do. then I extend both parts to 3x2x1 blocks and then I'm at NONMATCHINGCOLOURS Roux. I think that is pretty cool, but it's not new.
 
Im pretty sure im not the first one to come up with this, but i recently thought of a faster way to bld with 3OP 2 weeks ago, im working on getting used to it, but i think it's much more efficient than M2, old pochmann or classic 3OP...

I simply orient and permute pieces in 3 cycles, with set up moves that switch the orientation of whatever piece that has to be... Is hard to explain, its pretty intuitive rly, i havent written down any algs for it, i use U and A perms, and T Y or J perm for parity... but apart from that its not much harder. If you want more explaination jsut ask I'd be glad to shoot some details out.
 
I simply orient and permute pieces in 3 cycles, with set up moves that switch the orientation of whatever piece that has to be... Is hard to explain, its pretty intuitive rly, i havent written down any algs for it, i use U and A perms, and T Y or J perm for parity... but apart from that its not much harder. If you want more explaination jsut ask I'd be glad to shoot some details out.

Wow, that sounds like a much more freestyle way of doing things.
 
M yMethode Idea for Speedcubing 3x3 : White first -1

Step 1: You build the White Face first, but You can leave on Edge Unsolved.

Pros: Just looking at Cubies wich have white on them makes Lookahaed much easier.
Pros: Just 13 - 17 Moves many can be planed in preinspection. Most of the Time I solv a 3x2x1 and just append the missing two corners

Step 2: Position and Orient the Corners of the Last Layer - My set of Roux-Algs works for that pretty well. But there should be Improvments for many cases as I do not need to care about the middle layer. should be possible in 10 moves.

Step 3: Place 3 Edges of LL (wich is maybe the right side) 12 Moves - Very Cornersfirst like alway look for the next to place


Step 4: This is the EO + Finish First and Last LAyer Step -

I'm not sure how to optimize this: Using Roux-EO averages 11-12 moves , but is difficult because of the "Non matching colors" ... That forces Yout to look closely to your Edges White and Yellow edges, wich gives you additional optimization potential.

Personaly I only Use Roux-EO in obvious/short cases, otherwise I yust place the Edges and orien afterwards. (6 + 8 = moves )

Step 4.5 Last 4 Moves / 4Cases To Complete the Cube

As you might complein it is very similar to Roux but without building Roux-Step 2 , though it skips an step that requires "Unoriented Blockbuilding without Preinspection" - maybe good to skip this
 
I Have 2x2 Speedcubing idea method:OPAC(Orient and Permute All Cubies)
1st step:Orient the cube,twist all the corner WITHOUT Permute the cubies to make the U/D sticker in U/D face with 1 of very much algs in one execution.
2nd step:Permute All the cubies to their position with 1 of very much algs in one execution,and the cube solved.
That will be a good method,1 look solve with very much algs.
 
ZBF2L is inserting the last pair so the "cross" on top is formed.

How about this:

Inserting the last F2L pair while making the cross on top and permuting two of the LL edges. :) Kind of complicated, but it could mean a 1 look LL. There would be 6 possibilities for permuting the last 2 edges, excluding when they're already solved. So, 40 CLLs (I think) x 6 = 240. The cases would probably be slightly different, due to the mispermuted edges meaning mispermuted corners. However, it would probably still be 240 new cases to learn.

I hope that hasn't already been done before. :p
 
I Have 2x2 Speedcubing idea method:OPAC(Orient and Permute All Cubies)
1st step:Orient the cube,twist all the corner WITHOUT Permute the cubies to make the U/D sticker in U/D face with 1 of very much algs in one execution.
2nd step:Permute All the cubies to their position with 1 of very much algs in one execution,and the cube solved.
That will be a good method,1 look solve with very much algs.

Try generating some algs for the first step and you'll change your mind. Inspection and recog would be ridiculous as well.
 
For Roux...how many algs do you need for a 1-part/look L6E? I think it's about 100+. Just let me know. I'll generate if it's just few.

I think the 3-part L6E is better but I'm just curious.
 
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