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Introduce my new speedmethod - Tiến's method (ECDU method)

GaDiBo

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My name is La Văn Tiến. I'm come from Việt Nam.
I bring to you all the complete version of ECDU method.
And other special thank to all who give me many beautiful encourages.

ECDU main step

Step 1: Equator.
Step 2: Corners. (This step has 3 way to do)
-Variation a (ECDU-a):
--2a: Phasing (and break corner parity if occur).
--2b: Solve all Corners.
-Variation b (ECDU-b):
--2a: Phasing and Orient Corners.
--2b: Swap and Permute Corners.
-Variation c (ECDU-c):
--2a: Solve each Down Down Corner at Up side (and Down side if exist - always solve at up side first) (before, set the Down Corner at Down side below Down Corner at Up side in first Corner - ADF - Adjust Down Face).
--2b: Solve all Up Corners.
Step 3: Down Edges.
Step 4: Up Edges.

Introduce, Informations and Tips of each step.

Step 1: Equator:
-Build the equator, this step can be done intuitively.
+Note: In this step, you don't need to worry about equator's line (EL) is opposited, because at below step you will resolve the E-layer. (The EL mean the line include FR-edge and BR-edge with the Right-center or FL-edge and BL-edge with the Left-center)

Step 2: Corners:
-See details later.

Step 3: Down Edges:
-Solve all Down Edges, this step can be done intuitively too by using 2-gen move <M,U>.
+Note1: If some Down Edge is fliped, just bring it to the U-layer and then put it back in the right place. But in near future, I will make a list of alg for these case.
+Note2: When doing this step, you totally have chace to orient all Up Edges (this is a quite expert step of my method and need a lot of experience), leave the final step just a PLL case to use. COOL!

Step 4: Up Edges:
-Solve all Up Edges, using ELL or 2LLL.
+Note: If you are a ECDU expert, in this step you just do a PLL.

Details about Step 2: Corners.
-In this step, 4-gen move <R2,L2,U,D> are allow.
-Please note that just R2 and L2 are allow in <R,L> movegroup, because with an odd move of these you will destroy the Equator.

ECDU-a:
-2a: Phasing (and fix corner parity if occur):
--Phasing all corners to the right side, mean Up Corners go to Up-layer, Down Corners go to Down-layer and fix corner parity if it occur.
++Note: this step can be done intuitively but it is a bit difficult, confusing and need algs to downgrade the movecount, so I'll found more algs for this sub-step.
-2b: Solve all Corners:
--Using COLL or CLL or 2LLL, this step is require a x2/z2 rotation.

ECDU-b:
-2a: Phasing and Orient Corners:
--Just phasing and when you meet a non-parity on Up-side you should immediately orient all corners.
--7 corners orientation algs is needed for this sub-step.
++Note: In this step, you don't need to worry about the EL is opposited, because all will be finish after the below step and with R2-L2 move all orientation of the corners will be safe.
-2b: Swap and Permute Corners:
--Swap all corners to the right side (Down-side and Up-side).
--After all corners are in the true side, permute them using Ja and Y from PLL algs (Why Ja not T? You can see that the Ja alg is fewer move than the T, it's main reason that I choose Ja, although the Ja alg is very fingertrick friendly, so... go on)

ECDU-c:
-2a: Solve each Down Down Corner at Up side (and Down side if exist - always solve at up side first) (before, set the Down Corner at Down side below Down Corner at Up side in first Corner - ADF - Adjust Down Face):
--Mean if your color scheme is Yellow on top, in this sub-step, you solve each White Corner at Up side, at the beginning, if the bottom side has a White Corner, then you move it to the position of the White Corner at Up side come, in my experience, you just solve at most 3 corners and the rest will be complete.
--Solve each Down Corner, in this sub-step you never need rotation and using 3-gen move <L,R,U>.
++Note: you can use "F2L-style" for this sub-step, the remain case are the oriented case so that's why you never need rotation for this.
-2b: Solve all Down Corners without rotation then solve all Up Corners:
--After finish all Down Corners, the rest Up Corners will be solve by COLL (or CLL or 2LLL).

An simplest example for my method: scramble: B2 F2 L2 R2 D2 U2
Solution:
S2 M2 // Equator
E2 // Corners, Down Edges, Up Edges.


Here is my COLL thread: here
Here is Renslay's Preorientation page, this page has a list to fix parity so it's very useful if you use ECDU-a: here
Or visit my full Vietnamese home thread: here

After all, I invent this method for speed cubing so hope you feel comfortable to use ECDU.
 
Last edited:

Quadrescence

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I am going to hazard to guess that this method will not be very good since to solve the cube after the E layer is finished, you will need to constantly break it.

Notice how most methods gradually solve the cube, but leave open "gaps" where valid moves won't affect the cube.

Finally, leaving the edges unsolved last will cause you to lead to horrible cases like the superflip, which will be very slow.

Avoid at all costs, IMO, and notice I did not say "your method".
 

GaDiBo

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I am going to hazard to guess that this method will not be very good since to solve the cube after the E layer is finished, you will need to constantly break it.

Notice how most methods gradually solve the cube, but leave open "gaps" where valid moves won't affect the cube.

Finally, leaving the edges unsolved last will cause you to lead to horrible cases like the superflip, which will be very slow.

Avoid at all costs, IMO, and notice I did not say "your method".

Not allthing you say is true, in fact I'm on 25s averager with this.

When entire cube is finish leave 4 final edges, that mean all the last layer corners are finish too, that mean leave you an ELL case to use, simble like that.

Another, I just break my equator by algs, so it not bad at all, it just have an eceptable move count.

It's not parity per se, just an irregular case caused by a layer not being solvable do to the opposite layer.

Oh, I excuse for that, cause I often call that is parity :D
 
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Username

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L R2 B L' D F2 R2 D R2 B F' D B2 L B2 U R' B' F2 L F' L' B2 F2 U

F R' D2 L R2 F' R F R'
D' U' R2 U R2 D' R2 U2 R2
y R2 D' R U2 R' D R U2 R
x2 R' U' R U' R B' R' B' R' U2 R
M2 D2 M2 U2 y M' U2 M y M' U' M U y M' U' M
U' r U R' U' M U R U' R' U'

Like that?
 

GaDiBo

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L R2 B L' D F2 R2 D R2 B F' D B2 L B2 U R' B' F2 L F' L' B2 F2 U

F R' D2 L R2 F' R F R'
D' U' R2 U R2 D' R2 U2 R2
y R2 D' R U2 R' D R U2 R
x2 R' U' R U' R B' R' B' R' U2 R
M2 D2 M2 U2 y M' U2 M y M' U' M U y M' U' M
U' r U R' U' M U R U' R' U'

Like that?

Yes, but you can reduce movecount at some point, like "y R2 D' R U2 R' D R U2 R" could be simbly by FRUR'U'F'?. Thanks for do examble solve for ECDU method :p
 

Username

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R2 U2 F' R' D2 B' L U' L F' L' F' D F2 R B' U2 R2 D' B' R2 F U' F U

R D' U L' U2 F'
U R D' R D R F' M' U R' U' r' F R
R2 U R2 U' R2
x2 U M' U' M2 U2 M' D' U2
M' U2 M
U' R U R' U' M' U R U' r'
y' M2 U M U2 M' U M2

Another approach to the corners (orient all first then permute)
 
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