mark49152
Premium Member
Here’s another idea for a last slot method:-
The reason I think this has potential is that solving the last slot to a bar case requires knowing only 3 extra algs of max 5 turns, one of which is sledgehammer, plus mirrors. It’s so easy that it quickly becomes intuitive and cases are easily seen during F2L lookahead without major additional recognition cost. The pair must be connected first and the average turn cost is 3.3 more than a simple insertion of the pair.
Why bother? Well as a relative noob my first motive was to minimize learning OLLs, so I started looking for ways to control which OLL cases come up. The prospect of learning 15 algs for OLL is more palatable than 57 for me, and I’d rather practice and get fast at 15 than try to remember 57 and practice each of them a quarter as much. This suggestion isn’t aimed at sub-10 cubers who are happy to learn large alg sets to shave off fractions of a second – I already realize that if you know all OLLs you might as well save those 3.3 turns.
Why the bar case? Because of symmetry. While messing with various last slot methods, I noticed that solving last slot to a bar case is easier because (i) there are two possible bar orientations and you can arrive at either, and (ii) the same alg will work for a flipped case, e.g. the alg for 3 good LL edges can also be used for 3 bad edges. At first I thought this property would be useful just to reduce alg count, but it turned out to be even nicer because the algs needed are so short.
The symmetry of the bar also means that there are fewer “special case” algs to learn for the difficult last slot cases. I’m currently generating algs for F2L cases 23-24, 32 and 38-41 from the wiki (all those F2L cases that require more than one setup move when done intuitively). These seem to be short enough that learning them could cancel out those 3.3 extra turns for any solve where a bad F2L case arises, even if you deliberately wrong-solve the pair early (assuming you don’t care about the extra cube rotation). For example, cases 38, 40 and 41 including all LL edge orientations can be covered with only 3 algs total, of 8-9 turns each. That’s the same number of algs and turns as the F2L special cases that ignore EO, so you get the bar LL case for free.
I would really like to get feedback from the community, most of whom have a lot more experience than me. Is this worthwhile? Has it been done before? I’d be happy to write up and publish the cases, algs and math if anyone is interested.
Thanks for reading. Oh and I’m a noob on these forums so go easy on me please!
- Solve cross and first 3 slots of F2L,
- Solve last slot and force a “bar” OLL case, in one step,
- Do one of the 15 “bar” OLLs then PLL to finish.
The reason I think this has potential is that solving the last slot to a bar case requires knowing only 3 extra algs of max 5 turns, one of which is sledgehammer, plus mirrors. It’s so easy that it quickly becomes intuitive and cases are easily seen during F2L lookahead without major additional recognition cost. The pair must be connected first and the average turn cost is 3.3 more than a simple insertion of the pair.
Why bother? Well as a relative noob my first motive was to minimize learning OLLs, so I started looking for ways to control which OLL cases come up. The prospect of learning 15 algs for OLL is more palatable than 57 for me, and I’d rather practice and get fast at 15 than try to remember 57 and practice each of them a quarter as much. This suggestion isn’t aimed at sub-10 cubers who are happy to learn large alg sets to shave off fractions of a second – I already realize that if you know all OLLs you might as well save those 3.3 turns.
Why the bar case? Because of symmetry. While messing with various last slot methods, I noticed that solving last slot to a bar case is easier because (i) there are two possible bar orientations and you can arrive at either, and (ii) the same alg will work for a flipped case, e.g. the alg for 3 good LL edges can also be used for 3 bad edges. At first I thought this property would be useful just to reduce alg count, but it turned out to be even nicer because the algs needed are so short.
The symmetry of the bar also means that there are fewer “special case” algs to learn for the difficult last slot cases. I’m currently generating algs for F2L cases 23-24, 32 and 38-41 from the wiki (all those F2L cases that require more than one setup move when done intuitively). These seem to be short enough that learning them could cancel out those 3.3 extra turns for any solve where a bad F2L case arises, even if you deliberately wrong-solve the pair early (assuming you don’t care about the extra cube rotation). For example, cases 38, 40 and 41 including all LL edge orientations can be covered with only 3 algs total, of 8-9 turns each. That’s the same number of algs and turns as the F2L special cases that ignore EO, so you get the bar LL case for free.
I would really like to get feedback from the community, most of whom have a lot more experience than me. Is this worthwhile? Has it been done before? I’d be happy to write up and publish the cases, algs and math if anyone is interested.
Thanks for reading. Oh and I’m a noob on these forums so go easy on me please!