One of the problems that 2-gen redux methods have is that the 2-gen part of the solve is actually not that efficient. Traditional method (ZZ/Petrus F2L+2GLL) gives you something like 28~30 moves(13~15 for F2L, 14.65 for 2GLL (13.15 for algs+AUF)), when the average optimal is around 16~17. So I'm...

It's good to see him finally doing well at comp as he does at home! :D
I'm starting to think he might actually get a 60+ point result in the last attempt and break both 50 and 60 point barriers in a single competition. Of course chances aren't too high, but who knows?

New 4x4 method for ZZ/Petrus solvers, adapted from my 5x5 ZZ method from a while ago:
1. L/R Centers
2. 1x3x4 on L
3. Center bars
4. EOpair 5 edges with freeslice, not including DF and DB edges and place them on L/R
5. Finish reduction and solve EO2x2x3 - still uncertain about how to do this...

Woah I got tagged for the first time
Sorry to say this, but I really don't know about coding at all... I think I've mentioned it before in a different thread but of course it's not your fault at all that you didn't know it.
Just did a quick google search to help out anyway and found out you can...

Decided to give a shot at reconstruction for the first time, burned out after doing 3 solves in a row lmao
Massive respect to Brest who has been doing this for years...
You can find the rest of the solves on the video's comment section if you are curious.

Not the best description: although that can be considered one of the ways to do FreeFOP. I would say it is 'CFOP but with F2L phase done with blockbuilding rather than cross+pairs, and with more freedom in general.'

This actually looks pretty decent :O Might not be better than the standard alg by its own but if you do this from AUF-less angle it should be good because you save 3 moves (considering AUF)

Pretty much correct, but there's one thing I forgot to mention in the first post: when I said 'middle 60% of the solve' I meant 'solves in the middle that takes 60% of the total weights.' I know that's pretty confusing (mostly because of my terrible English skill :p) so let me give an example...

I've been thinking about this idea for quite a while now (since ~2 years ago) but never really got to publish it, mainly because I don't really know how to write codes and couldn't post results of it without some manual working. But finally I decided to post this thread anyway ¯\_(ツ)_/¯ So here...

I ran some solves on HARCS and the average movecount for EO+DFDB (stepwise optimal) was ~10.6, while optimal for the whole step was ~8.0. (Both in <RrUM> moveset and STM metric)
I think finding optimal solution for both EO and DFDB shouldn't be too difficult. Plus you can influence DFDB pieces...

Yay for double post
Possibly the most impractical subset/concept ever proposed in this thread, but anyway my idea is: 2-gen 1-look LSLL. Alg count is ~1600 (84 2GLLs, <100 each for two T2GLL sets, and 1296 for the rest) which is quite a lot for sure. Still it's cool to see that 1LLSLL can be...

Not an actual new method or anything, but I found out that doing <R, U> scambles on a cube then <L, U> scrambles doesn't affect CP state - in other words you could solve LB first with <L, U> (not using reverse scramble) and the rest of the cube would be still in <RU> 2-gen solvable state. Maybe...

Are there any tutorial/guide on leor method? Especially on efficient EOLine. I'm using ZZ as my main method so doing EO itself is fine, but I find doing it in the MIDDLE of the solve rather than in the beginning pretty tricky.