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1LLS is a 2x2 Method thats besically CLL+1 on a 2x2. Solve 3/4 of a Layer than do 1 of HUNDREDS of algs to solve the rest. I have access to most of the algs already (CLL, TCLL, 2x2 TTLL, and the Last 1st Layer Corner oriented spreadsheet), but there are more that arent even generated so I think its time I should start doing it. I dont need help, I can just do this myself. It will take a while tho.

All 1LLS Algs (WORK IN PROGRESS) What 1LLS is is a 2x2 method where the movecount is lower than CLL. I feel like it has the potential to be better than CLL and is already better than TCLL. I don’t know about EG though 1LLS has a lower movecount. It also has alot more algs. All algs here are all ...

docs.google.com

Finished: Sune CLL (6 Algs), Anti-Sune CLL (6 Algs), Pi CLL (6 algs), U CLL (6 Algs)

You could easily use cancellations. Even if you could save at most 1 move on average (which I very very highly doubt is true) the amount of time you would spend of your life learning useless algs for an already optimized puzzles wouldn't be worth it.

You could easily use cancellations. Even if you could save at most 1 move on average (which I very very highly doubt is true) the amount of time you would spend of your life learning useless algs for an already optimized puzzles wouldn't be worth it.

Cancellations exist and complete 3/4 layer skips exist so if you get lucky you can get a 7 move full step with 1LLS. I didnt invent the method (its on wiki) but I think it has the potential to 1-look almost every solve and be better than CLL is people just learn the algs.

Cancellations exist and complete 3/4 layer skips exist so if you get lucky you can get a 7 move full step with 1LLS. I didnt invent the method (its on wiki) but I think it has the potential to 1-look almost every solve and be better than CLL is people just learn the algs.

Or do MRUG variant E which is this, but CP. I have also considered being extension neutral so solving the V so that LS is in dbr or dfr, or solving V on right so that LS is in ufl or ubl
It only needs like 110~ algs I think

Even if you could save at most 1 move on average (which I very very highly doubt is true) the amount of time you would spend of your life learning useless algs for an already optimized puzzles wouldn't be worth it.

I don't know what you get from judging how other people decide to spend their time, especially if it's an effort that could potentially help the community. What if there are some 1LLS subsets that happen to be especially nice but haven't been discovered yet? (Probably not, but we wouldn't know without looking at the algs.)

I agree that 1LLS (why isn't it called "L5C") seems pretty pointless, but I also think two by two is pretty pointless to begin with I don't see any harm in letting someone try to gen algs for it.

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According to this earlier thread by WoowyBaby (which has a link to an incomplete alg sheet), solving a V saves 0.8 move over solving a face (as in EG). It's plausible that it saves moves on average (this depends on the length of L5C algs versus EG algs), but even if it does, it's not going to be anything drastic.

Or do MRUG variant E which is this, but CP. I have also considered being extension neutral so solving the V so that LS is in dbr or dfr, or solving V on right so that LS is in ufl or ubl
It only needs like 110~ algs I think

If you get lucky, you can get a skip. Why care about "full step" when you can skip instead?

I don't know what you get from judging how other people decide to spend their time, especially if it's an effort that could potentially help the community. What if there are some 1LLS subsets that happen to be especially nice but haven't been discovered yet? (Probably not, but we wouldn't know without looking at the algs.)

I agree that 1LLS (why isn't it called "L5C") seems pretty pointless, but I also think two by two is pretty pointless to begin with I don't see any harm in letting someone try to gen algs for it.

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According to this earlier thread by WoowyBaby (which has a link to an incomplete alg sheet), solving a V saves 0.8 move over solving a face (as in EG). It's plausible that it saves moves on average (this depends on the length of L5C algs versus EG algs), but even if it does, it's not going to be anything drastic.

I'm getting nothing from this I know and I like it. I want to put the effort in for 1LLS because I want to. I think it can help the community to learn some cases. 1LLS is literally CLL but a LL skip every solve and 500 more algs (579 in total I think). I have access to ~180 of them and I am putting those algs on the doc first.

I didn't invent 1LLS. Yes it is pointless but lower movecount than CLL. All algs are FRU gen but there are exceptions for algs that already exist and is better than FRU gen algs.

All 1LLS algs are 11 moves of under as god's number on 2x2 is 11. The V also averages like 3 moves lol. On the 2x2x2 example solve game, I got a 10 HTM 1LLS solve. You can benefit from this if you learn some nice algs.

PBL Angles Welcome! If you have a suggestion for an algorithm or notice an issue, please leave a comment on the sheet and one of us will take a look J perm,Bar in front,Bar in back,Bar on left,Bar on right R2 F2 R U R' F2 R F' R,R U' R F2 R' U R' (FRD),R' U R' F2 R F' R,F' R U' R2 U R' F,F R' F ...

docs.google.com

pls have a look at the LS-1, 2 and 3 tabs here.

Also, LS-4-9 wasn't developed since it seems pretty pointless to learn 567 algs instead of cancelling 3 move insert into CLL

Also to the people saying that this isn't worth it: LS-1, 2 and 3 are worth it(I may be wrong here lol) and I've seen fast people like @Legomanz and Will Callan use it in actual speedsolves.

This may be unrelated but I am developing a method called triangular waterman and when i was doing example solves, I got a 37 mover lol.

D2 B' D2 L2 F2 R2 B' R2 F' R2 F2 R2 L' U2 B2 R2 B F2 R2 D'

Inspection: x2 y' (0/0)
122 Block Skip lol (0/0)
Finish Triangle: R' U F2 R (4/4)
1LLS: U' R2 F' R' F R' U2 R' F' (9/13)
2 Edges: y U M' U M (4/17)
2 Edges: z M2 U' M' U (4/21)
Waterman Set 2 Alg: r2 R' U' M2 R U M' U' R' M' U (11/33)
Permute Midges: x' U2 M' U2 R' (4/37)

This may be unrelated but I am developing a method called triangular waterman and when i was doing example solves, I got a 37 mover lol.

D2 B' D2 L2 F2 R2 B' R2 F' R2 F2 R2 L' U2 B2 R2 B F2 R2 D'

Inspection: x2 y' (0/0)
122 Block Skip lol (0/0)
Finish Triangle: R' U F2 R (4/4)
1LLS: U' R2 F' R' F R' U2 R' F' (9/13)
2 Edges: y U M' U M (4/17)
2 Edges: z M2 U' M' U (4/21)
Waterman Set 2 Alg: r2 R' U' M2 R U M' U' R' M' U (11/33)
Permute Midges: x' U2 M' U2 R' (4/37)