the first step is made inflexible so it is easier to one look the back block with being able to locate other pieces for the next step. i honestly don't see why you think building a 3/4 cross will be better than the way I'm doing it.
the finger tricks are actually good for the third step
the...
the reason i don't use eo is so i have more ways to make the squares. this barely reduces the movecount, but more importantly, increases useful finger tricks
for last layer many of the oll cases can be mirrored or right front inverted to get a different case with the same speed. the question is...
this method is based on all the research i have learned, and i believe it has enough efficiency, lookahead and tps with a small enough alg count to be the fastest method i can make. so all i have to do is get good at the method and learn the algorithms.
the final method I'm proposing (SBOPP)(squares-block-orient+phase-pll)
1) solve an edge piece in DB
2) solve the two 2x2x1 blocks in BLD and BRD
3) solve the first two layers using intuition while locating and tracking the edge phasing for the next step
4 26/27) solve oll and phase the edges...
solving adgacent corners will get the algorithm count to above 1000, if you dont look at the other corners.
the skip chance after this will still be 1/8 and will have better algs for the second set.
some (random) algs i just found (http://birdflu.lar5.com/?pos=____&list=algs) (picked the best of...
the 1/12 is not a pll skip, it is called an epll skip, but i wanted to check other ways to solve ll before really learning algs.
in ollcp there are many bad algorithms due to long swaps, but making corners only half solved in ollpp removes most of the long algorithms. i do not know if new long...
i believe that a good alg set is one that covers as many good algs as possible, while minimizing the amount of bad algorithms. the fact that the algs for this method is determined by all aspects of last layer makes it so that less of the faster algorithms are missed. to prevent longer...
new ll method OLLPP
1) solve oll while phasing both edges and corners using 1/509 algs (phasing corners is forcing a solved or diagonal corner permutation).
2) then solve the rest using 1/5 algs. this includes a 1/8 skip chance and a 1/8 H-perm.
you could solve it like m-cell if you want
you never place a wrong edge in this method. it says "any D layer edge piece in place". it never says put it in any place. it means solve the D-edge
i have never heard that saying, so i don't know it.
this is not a good comparison. 1/15552 is too...
are you really paid for making and calculating the usefulness of new methods.
all the cases are the same either y-rotated or mirrored or both. there is none better than another.
this step is not awkward at all. after you complete the previous step you are left with the same as if you are using...
you will have to track one pair and hope another jumps right into your vision
two seconds is a really long time for speedsolving
it must just be the way I'm forming the sides then
petrus oriente edges takes too long too recognize
roux trying to top
pcms L8e is hard to navigate
m-cell trying to top
freefop 2x3x3 block cant be seen from inspection
for ollep i am tracking ep from the last step. it's suprisingly easy so far
i don't like cfop f2l, it is not flexible enough
you have to track each individual edge, or track them like 3 gen cp tracking, knowing witch 2 have to swap, and what happens to the swap for every possible move.
edge permutation has a 1/4 chance to involve looking at 3 sides (if you dont know...
i am solving f2l this way so that if one pair is bad you could solve the other two.
you track the ep so you can just look at the oll and already know the ep
the full ollcp/ollep will take too long to calculate, but epll is better than cpll. (both have the same skip chance)
new method (BPSL)
1) 2x2x2 block
create a 2x2x2 block in DBL
2) pairs
a) build 2 of the 3 f2l pairs
b (if adjacent when solved) place the two pairs along with the shared edge piece
---(if not adjacent when solved) place the two pairs and any D layer edge piece in place
3) square
solve f2l...