ottozing
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Recently I posted an idea for a CFOP based Scramble Dependent Method. I'd recommend at least reading the 2nd point on "the aspect of method neutrality that gets overlooked" since that section will be relevant here
Honestly, I already think the initial idea I came up with is mostly a bad idea. Any scramble that has easy blocks, whether it's a 1x2x3 or 2x2x2 etc really isn't that hard to deal with using CFOP so long as you have some level of experience with efficient block building & piece placement
Maybe the idea I posted (along with updates in the BFOP server) will eventually become useful if PSF2L recognition gets improved, but even if that happens, I don't see why anything related to blockbuilding needs to be categorized as a secondary method
As such, I think it makes more sense to find approaches that deal with patterns that are easy to spot, but at the same time patterns that aren't necessarily easy to deal with using blockbuilding or cross solving
Which brings me to my new idea that I believe is less trash (Name TBD). I can already see a few downsides, but I think that they're mitigated so long as the cuber is using the method as a scramble dependent method
Here are the general steps
Step 1 - Cross + 1 solved corner, one LL corner inserted & oriented in an adjacent slot (4 options), and two F2L edges an R2 U2 R2 U2 R2 away from solved within the same two slots (an easy pattern to recognize if you set it up, but not something you can deal with intuitively the same way you can deal with easy blocks for other 2H methods)
Step 2 - Last two pairs
Step 3 - OLL
Step 4 - Finish F2L with R2 U R2 U' R2 or D R2 U' R2 U R2 D'
Step 5 - PLL
There are some interesting properties that you can take advantage of by following the first two steps which I'll get into in a moment, but first I want to talk about the drawbacks
Firstly, if you're a right hand dominant solver and want to avoid rotating unnecessarily, you're going to have to solve at least one pair on the left. Basically, there's a decent chance that you're going to rotate more than you want to, so for this SDM to be worthwhile you need to account for potential added rotations and figure out if it's justified
Secondly, you're adding between 5-7 HTM turns or 8-10 QTM turns, so again, you need to be very careful if you're going to choose to go for this in a solve
anyway, with that out of the way, here's some cool stuff you can do with this method without learning a bunch of algs that wouldn't help a normal CFOP solve
Cool stuff section
Firstly, by switching between R2 U R2 U' R2 and D R2 U' R2 U R2 D', you can always avoid diag PLL and will get EPLL's much more often, meaning you can always do the best OLL in terms of speed without worrying about getting screwed by an E perm. Not bad
Secondly, another way you can solve this unique F2L multislot is by using R F R2' F' R' which flips the UF and UR edges. If you notice before OLL that you have two adjacent flipped edges between the oriented F2L corner, you can do this instead and get ZBLL (the alg itself also preserves a lot of LL blocks which can absolutely help with recognition). By knowing ZBLL, this SDM becomes a little bit better
Finally, by switching between R2 U R2 U' R2, D R2 U' R2 U R2 D', and R F R2' F' R' before OLL, you can always preserve any 1x2x2 in the U layer and get a Tripod LL case. By knowing Tripod LL, this SDM becomes even better than before (this can also be applied to preserving any 1x1x2 pair, which would make this idea even better if you know 1LLL for any case with a solved 1x1x2 pair)
The odds of the latter two outcomes aren't particularly high assuming you don't try and influence the F2L corner during LS, but by using R U' R' and R U2 R' (which a lot of LS cases naturally reduce to), you can force an oriented corner roughly half of the time (7/12 cases) . If you also include R' F R F', you can orient the corner 2/3rds of the time (8/12)
Knowing good OLS tricks will also increase your overall odds of getting the F2L corner oriented without wasting time. The best example I can think of are the F2L cases with the edge solved and the corner twisted in place. By using either R U R' U' R U2 R' U' R U R' + inverse or R U' R' U' R U R' U' R U2 R' + inverse, you can always orient the F2L corner using AUF and nothing else
Another simple extension that doesn't demand you to learn a bunch of algs for an obscure algset you're never going to use, is using R S' U2 S R' and D R' S' U2 S R D' to complete F2L if you don't like your OLL case. This to me feels pretty trash in all honesty, especially since after OLL you can always avoid diag and get disproportionate amounts of EPLL, but hey, it's an idea I guess lmao (it would also never lead to an OLL skip using this method which is the other reason I don't like it)
With that all outlined, feel free to discuss, & also share some scrambles where you think this method might be good (I tried already but everything was too easy for CFOP or blockbuilding lol)
Honestly, I already think the initial idea I came up with is mostly a bad idea. Any scramble that has easy blocks, whether it's a 1x2x3 or 2x2x2 etc really isn't that hard to deal with using CFOP so long as you have some level of experience with efficient block building & piece placement
Maybe the idea I posted (along with updates in the BFOP server) will eventually become useful if PSF2L recognition gets improved, but even if that happens, I don't see why anything related to blockbuilding needs to be categorized as a secondary method
As such, I think it makes more sense to find approaches that deal with patterns that are easy to spot, but at the same time patterns that aren't necessarily easy to deal with using blockbuilding or cross solving
Which brings me to my new idea that I believe is less trash (Name TBD). I can already see a few downsides, but I think that they're mitigated so long as the cuber is using the method as a scramble dependent method
Here are the general steps
Step 1 - Cross + 1 solved corner, one LL corner inserted & oriented in an adjacent slot (4 options), and two F2L edges an R2 U2 R2 U2 R2 away from solved within the same two slots (an easy pattern to recognize if you set it up, but not something you can deal with intuitively the same way you can deal with easy blocks for other 2H methods)
Step 2 - Last two pairs
Step 3 - OLL
Step 4 - Finish F2L with R2 U R2 U' R2 or D R2 U' R2 U R2 D'
Step 5 - PLL
There are some interesting properties that you can take advantage of by following the first two steps which I'll get into in a moment, but first I want to talk about the drawbacks
Firstly, if you're a right hand dominant solver and want to avoid rotating unnecessarily, you're going to have to solve at least one pair on the left. Basically, there's a decent chance that you're going to rotate more than you want to, so for this SDM to be worthwhile you need to account for potential added rotations and figure out if it's justified
Secondly, you're adding between 5-7 HTM turns or 8-10 QTM turns, so again, you need to be very careful if you're going to choose to go for this in a solve
anyway, with that out of the way, here's some cool stuff you can do with this method without learning a bunch of algs that wouldn't help a normal CFOP solve
Cool stuff section
Firstly, by switching between R2 U R2 U' R2 and D R2 U' R2 U R2 D', you can always avoid diag PLL and will get EPLL's much more often, meaning you can always do the best OLL in terms of speed without worrying about getting screwed by an E perm. Not bad
Secondly, another way you can solve this unique F2L multislot is by using R F R2' F' R' which flips the UF and UR edges. If you notice before OLL that you have two adjacent flipped edges between the oriented F2L corner, you can do this instead and get ZBLL (the alg itself also preserves a lot of LL blocks which can absolutely help with recognition). By knowing ZBLL, this SDM becomes a little bit better
Finally, by switching between R2 U R2 U' R2, D R2 U' R2 U R2 D', and R F R2' F' R' before OLL, you can always preserve any 1x2x2 in the U layer and get a Tripod LL case. By knowing Tripod LL, this SDM becomes even better than before (this can also be applied to preserving any 1x1x2 pair, which would make this idea even better if you know 1LLL for any case with a solved 1x1x2 pair)
The odds of the latter two outcomes aren't particularly high assuming you don't try and influence the F2L corner during LS, but by using R U' R' and R U2 R' (which a lot of LS cases naturally reduce to), you can force an oriented corner roughly half of the time (7/12 cases) . If you also include R' F R F', you can orient the corner 2/3rds of the time (8/12)
Knowing good OLS tricks will also increase your overall odds of getting the F2L corner oriented without wasting time. The best example I can think of are the F2L cases with the edge solved and the corner twisted in place. By using either R U R' U' R U2 R' U' R U R' + inverse or R U' R' U' R U R' U' R U2 R' + inverse, you can always orient the F2L corner using AUF and nothing else
Another simple extension that doesn't demand you to learn a bunch of algs for an obscure algset you're never going to use, is using R S' U2 S R' and D R' S' U2 S R D' to complete F2L if you don't like your OLL case. This to me feels pretty trash in all honesty, especially since after OLL you can always avoid diag and get disproportionate amounts of EPLL, but hey, it's an idea I guess lmao (it would also never lead to an OLL skip using this method which is the other reason I don't like it)
With that all outlined, feel free to discuss, & also share some scrambles where you think this method might be good (I tried already but everything was too easy for CFOP or blockbuilding lol)