LBr
Member
I’ve been bored recently and trying to experiment on 4x4, since the yau method is boring af and I really want to switch to K4 since it has the same first half but it pivots to F3L, CLL and ELL (I do only cross then insert corners during F3L). I just think that reducing a big cube to 3x3 is disrespectful to the puzzle
I’ve been averaging comfortably sub 1 with this alternative method and can occasionally get singles around the 40 mark, but I’m definitely about 5-10 seconds faster with yau unfortunately.
So I’m wondering what the best approach to LL is (unpaired edges ofc) and there’s a few options:
Option 1: tedious edge pairing then 3x3 stage. In 2020 shortcat made a video on his second channel about layer by layer 4x4 and this was how he did last layer. This is bad for a few reasons, the main one being that when you have parity it’s super inefficient. K4 ELL incorporates parity much better than reduction based methods making move count more consistent.
Option 2: CLL/ELL. This is the K4 last layer general idea, but ELL has many different approaches which I want to go over.
2a. Opposite colours then finish. One commutator is used to solve the first colour and then its opposite block, before a single stage is used to finish the rest of the cube (can be either a commutator, a 2-2 cycle or a parity 2 or 4 cycle). I think this was what the creator was going for on his website but I don’t know honestly.
2b. 2 colours indiscriminately then finish. So basically like above but your second colour can be adjacent. Flexibility is better but I’m wondering if the algs are less good for the parity cases since the 3 cycles are really nice and intuitive as well.
2c. ‘OLL/PLL’ one alg to orient the remaining edges then another alg, often a commutator to finish. @Christopher Mowla proposed this I think, and the main advantage seems to be recognition, since I doubt the alg number is lower, and move count is probably similar. I’m not as enthused by this method but it’s definitely worth discussing as it could be very fast.
Option 3(edit). You can also use comms to solve 2 edges at a time regardless of colour, but recognition is awful and mitigation of parity is bad so I don’t think this is viable to be honest
If anyone wants to contribute to this discussion then this would help. I’d love it if more people got interested in the method and made strides to develop it for the first time in over a decade. It would be amazing if someone generated ergonomic fast and up to date algs for some of these cases, since then there’s a real alternative method for speedcubers that don’t want to cosplay as 3x3 solvers.
I’ve been averaging comfortably sub 1 with this alternative method and can occasionally get singles around the 40 mark, but I’m definitely about 5-10 seconds faster with yau unfortunately.
So I’m wondering what the best approach to LL is (unpaired edges ofc) and there’s a few options:
Option 1: tedious edge pairing then 3x3 stage. In 2020 shortcat made a video on his second channel about layer by layer 4x4 and this was how he did last layer. This is bad for a few reasons, the main one being that when you have parity it’s super inefficient. K4 ELL incorporates parity much better than reduction based methods making move count more consistent.
Option 2: CLL/ELL. This is the K4 last layer general idea, but ELL has many different approaches which I want to go over.
2a. Opposite colours then finish. One commutator is used to solve the first colour and then its opposite block, before a single stage is used to finish the rest of the cube (can be either a commutator, a 2-2 cycle or a parity 2 or 4 cycle). I think this was what the creator was going for on his website but I don’t know honestly.
2b. 2 colours indiscriminately then finish. So basically like above but your second colour can be adjacent. Flexibility is better but I’m wondering if the algs are less good for the parity cases since the 3 cycles are really nice and intuitive as well.
2c. ‘OLL/PLL’ one alg to orient the remaining edges then another alg, often a commutator to finish. @Christopher Mowla proposed this I think, and the main advantage seems to be recognition, since I doubt the alg number is lower, and move count is probably similar. I’m not as enthused by this method but it’s definitely worth discussing as it could be very fast.
Option 3(edit). You can also use comms to solve 2 edges at a time regardless of colour, but recognition is awful and mitigation of parity is bad so I don’t think this is viable to be honest
If anyone wants to contribute to this discussion then this would help. I’d love it if more people got interested in the method and made strides to develop it for the first time in over a decade. It would be amazing if someone generated ergonomic fast and up to date algs for some of these cases, since then there’s a real alternative method for speedcubers that don’t want to cosplay as 3x3 solvers.
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