1. ### The Square-1 "Example Solve" Game

/-1,0/1,2/0,3/ Cubeshape -4,6/1,-2/5,-1/-3,0/ OBL LIKE A BOSS (plus a CP skip) -3,0/-3,0/1,1/2,-1/ -5,-2/3,0/-1,-1/3,0/1,1/6,0/-4,3 lame EP, something nice would've made this solve amazing. Next: (1, 3) / (0, -3) / (0, -3) / (-3, 0) / (5, -4) / (0, -3) / (3, -5) / (-3, 0) / (-2, -1) / (4...
2. ### The Square-1 "Example Solve" Game

/0,4/1,0/-3,-3/ | Cubeshape -3,-1/-2,-5/ | CO, setup for adj/adj EO 3,0/3,0/-1,-1/-3,0/ | EO 4,1/-3,0/3,3/0,-3/ | J/J CP, forced opp/opp 3,0/-1,-1/6,0/1,1/2,3 | EP Next: (4, 3) / (2, -4) / (-5, -2) / (2, -1) / (3, -3) / (4, 0) / (0, -3) / (-1, -3) / (-5, 0) / (-4, 0) / (0, -5) /...

1. Yes 2. Yes 3. Yes ("Low Mod" - gluing the inner column pieces to the core, worked perfectly)

20 seconds. Go big or go home.
5. ### The Square-1 "Example Solve" Game

2,-3/-2,0/-2,-1/-3,0/ ----- Cubeshape z2 ----- CO 0,5/-3,0/4,1/-4,-1/3,0/ ----- EO 3,1/3,3/1,0/-2,0/4,0/-4,0/-2,0/-1,0/-3,-3/ ----- Parity CP 0,-4/3,0/0,1/0,-3/0,-1/-3,0/0,1/0,-3/0,6/0,-3 ----- Uperm on bottom + E slice fix Next: (4, 0) / (2, 5) / (6, 0) / (3, -3) / (-3, 0) / (-5, -5) /...
6. ### The Square-1 "Example Solve" Game

2,0/-2,-1/4,0/0,1/3,3/ cubeshape 3,2/0,3/0,3/ CO -3,0/1,1/ EO (CP SKIP) -1,-1/-3,0/1,1/2,-1/3,0/0,-3/1,1/-1,2/3,4 U/Z Next: (-2, 3) / (5, -1) / (1, -2) / (-3, 0) / (-4, -4) / (1, 0) / (0, -3) / (-1, -2) / (0, -4) / (3, 0) / (0, -2) / (-1, 0)
7. ### Tips for Left Handed U2?

How are you doing U2? Double index flick? Index-middle? Eido U2'? Try different things, maybe one or the other works better with your left hand.

I understood what you're getting at... I simply think this is incredibly difficult for a method which saves no moves at all (compared to regular old CSP -> OBL, that is). Even then, I'm not convinced that's it's even possible to "trace" the permutation through one of 180 cubeshape algs and...

I think you're seriously underestimating how difficult it is to track permutation through Cubeshape. Compared to CS+OBL, learning PBL is a walk in the park. And the way you simply brush off CS-parity recognition as "not too bad" is insane. I think the "ideal" method would be CS+parity ->...

The first two are pretty much standard, but they use 1,0/5,-1/6,0 in place of one of the M2s. I've actually used this for a while as a quick way to swap E slice on algs that use M2 (H, Z, O/opp, O/O, etc). I gotta try those H/U algs when I get home, though.

Correct. The first factor is included in the 10.181 number later in the post (among other tricks - the effects of just preserving blocks in CP would be much less pronounced). The lookahead factor for parity cases doesn't mean as much (I lookahead just fine with parity CP) although I'd suspect...