Compiling: List of methods

I have made my own 2x2 methods, mainly for advanced cubers:

OCL (Opposite Color Layers):1.Make a face of opposite colors
2.Use one of the 7 Orientation algorithms to make another opposite-color face
3.Use one of many algorithms to put everything in its place, while skipping PBL (Still working on)
SBOC (Solved Bars Opposite Colors):1.Make a face with two bars, with opposite colors
2.Use one of 42 CLL algorithms to make two more solved bars
3.Bring everything to its layer

If anyone is interested, leave me a private message
 
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I have made my own 2x2 methods, mainly for beginners:

OCL (Opposite Color Layers):1.Make a face of opposite colors
2.Use one of the 7 Orientation algorithms to make another opposite-color face

A much better way to do this is to do the first two steps of guimond.You can often create a pair of opposite colour faces using less moves then a OLL algorithm using guimond for the first two steps.

In short you first method is guimond, but learning a set of algorithms to always skip PBL, and a less efficient way of doing the first two steps

I don't think your methods are very well suited to beginners as there are many algorithms needed.

BTW
I used your second method before when I got one of the easiest cases you can get for your method
I think it should be named pseudo-CLL as methods like this get the "pseudo" prefix. (pseudo F2L, pseudo rouxblocks,etc)


Solve 2 0:25 1.56 seconds
 
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I have made my own 2x2 methods, mainly for beginners:

OCL (Opposite Color Layers):1.Make a face of opposite colors
2.Use one of the 7 Orientation algorithms to make another opposite-color face
3.Use one of many algorithms to put everything in its place, while skipping PBL (Still working on)
SBOC (Solved Bars Opposite Colors):1.Make a face with two bars, with opposite colors
2.Use one of 42 CLL algorithms to make two more solved bars
3.Bring everything to its layer

If anyone is interested, leave me a private message

Well... you know, beginner methods usually require as few algs as possible. Do you really expect a beginner to stuff up his head with ~100 separation+PBL algs (for your OCL method) or even 42 CLL algs (for your SBOC method) ?
 
I came up with a Pyraminx method (I'm not sure if this is the Oka Method or not):

1. solve 2/3 of a tip
2. orient the top layer centers using a commutator
3. use on of 5 algos to solve the top face

Very beginner friendly, yet WAY faster than the Edges first method. I am calling my method TCOFP (Tip-Center Orient-Face Permute)...
I seem to be good at making OLL algs and cube methods. Feel free to leave me a private message...
 
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I came up with a Pyraminx method (I'm not sure if this is the Oka Method or not):
Very beginner friendly, yet WAY faster than the Edges first method. I am calling my method TCOFP (Tip-Center Orient-Face Permute)...
I seem to be good at making OLL algs and cube methods. Feel free to leave me a private message...

The very least you could do is actually check Oka and compare.
You "come up" with a method, give it a name and don't even bother to check how it compares to what's already out there?
Do you want us to check for you?


citation needed
Algs?
Cube methods?


BTW: nice edit on the 2x2x2 methods, mainly for beginners, advanced cubers
 
Thanks a ton for this. Are those the only 2 BLD 2x2 methods? I found myself confused in both. (Yeah, noob, I know.)
 
Different Methods for solving 3x3x3

OK, so I would just like to compile a list of different ways to solve a 3x3x3 cube. Here's what I have:

1. Layer By Layer (e.g. beginner's method in the instructions).
2. Advanced Layer by Layer (e.g. Fridrich).
3. Pseudo Block building (e.g. Roux, Petrus).
4. Pure block building (e.g. Heise).
5. Edges First
6. Corners First (e.g. Ortega, Varasano).
7. Advanced Corners First (e.g. Waterman).
8. Thistlethwaite/Kociemba
9. God's Algorithm (direct solve).

Of these, 2, 3, 6, and 7 seem most suited for speedcubing. What does everybody think about this?
 
ZZ, ZB, Ortega, CFCE, triangular fransisco, Tripod...

I didn't put all methods in existence here; as you can see, it says "e.g.", meaning example.

ZZ and ZB would probably fall into the "Pseudo block building" category, but could also extend into others (a little bit edges first, even, because of EOLine).

I put Ortega on there....

As for TFM and Tripod, I honestly do not know much about them, except that they probably cover several categories.
 
You are confusing methods with "approaches."

The solving approaches are: Corners first, Edges first, LBL, Reduction, Direct solving

Methods are variants on these approaches.
 
There are many more possibilities. When you try to restrict methods like this it is quite easy to ignore things you simply haven't thought of or experienced - stuff like Triangular Francisco, columns first, permute-then-orient methods, pre-orient methods, methods that start with two opposite 2x2x2 blocks, non-Thistlethwaite ring methods, and L2L* are all absent. And there are surely many others which I wouldn't have thought of either.
 
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