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Briggs (3x3x3 method)

shadowslice e

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This method is solely focused on 3 things: ergonomics, relatively low movecounts and relatively low alg counts (pretty much what i have always tried to develop in my methods) It is based on the conjecture that you can reduce all corners on a 3x3x3 to 2-gen using a 3-cycle and relies heavily on inspection.
The novelty in this method is in the first two steps

1) Roux FB+CP
2) BD+FD+Eo
3) Finish F2L
4) 2GLL
1a) Solve a 1x1x2 block (so both share white/yellow and one other colour) (1 move)
1b) Solve CP (one three cycle; place last FB corner and push to one of the swap cases from here: http://www.jaapsch.net/puzzles/pgl25.htm) (more detail on this below) (7 moves)
1c) Finish FB (FL and BL edges) (5 moves)

Total: 13 moves

The reason all of this is one step is because you can do all of it during inspection as the 3-cycle doesn't affect EP. It reduces the solve to <R, Rw, U>
2a) place BD (3 moves)
2b) orient edges and place FD in an L5E style (7 moves)

Total: 10/24 moves

Pretty self explanatory. This reduces the solve to <R, U>
Essentially identical to the step in ZZ. (13/37 moves)
Pretty simple really: identify LL cases, apply one of 84 algs (including reflections) (13/50 moves)
VERY ergonomic (especially for OH) as it is mostly <Rw, R, U> (completely after FB)
Relatively low alg count for 1LLL
Lowish movecount
1LLL
Good lookahead up to LL
Some 2GLL cases do suck (but good algs could just be generated)
Could be difficult for beginners to pick up (but not much worse than ZZ)
Otherwise I don't think this method has very many cons
1) During inspection plan or find a 2x1x1 block using the DL edge and an adjacent corner using slice moves (purely because it is better for lookahead)
2) Locate the DL corners. They will fit one of the patterns on this webpage: http://www.jaapsch.net/puzzles/pgl25.htm
3) Identify the position of DL corner and where the piece in it's current slot should go to create the series of 2-swaps the two swaps will be made of 3 pairs: the DL corners (easily identifiable because they have a unique facelet colour) and the two U face corners which have opposite colours (so a red/blue/white piece would pair with a orange/green/white piece.) Usually you will also have to move one more piece to have the full pattern so a 3-cycle is needed.
Note: 1/2 the time you will also need to swap the DL corners (the ones that would be in these spots when solved) if you incorrectly do the 3-cycle for an opposite case and end up with the corner swaps in the opposite directions and an opposite swap LL.
CP video tutorial
http://youtu.be/fXnkFs_v6Qo
 
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This is the exact same thing that you and I attempted to develop in the New Method/Substep/Concept/Idea thread isn't it?

Not quite. The difference is in the first step where a 3-cycle is used and the first step is easier with the recognition method which is as much a part of the method as the steps themselves.
 
85 for 2GLL and how many for the 3-cycles?
Also, I was practicing what I proposed in the thread (phasing before 2GLL) and was starting to get sub-25 averages with it. I think that sub-20 with this is certainly possible.
 
85 for 2GLL and how many for the 3-cycles?
Also, I was practicing what I proposed in the thread (phasing before 2GLL) and was starting to get sub-25 averages with it. I think that sub-20 with this is certainly possible.

3-cycles are intuitive- you anly need to orient 1 corner rather than all of them. I only really use them so the whole of the first step can be planned out in inspection.
 
Examples please?

Also, this:

1a) Solve a 1x1x2 block (so both share white/yellow and one other colour) (1 move)
1b) Solve CP (one three cycle; place last FB corner and push to one of the swap cases from here: http://www.jaapsch.net/puzzles/pgl25.htm) (more detail on this below) (7 moves)
1c) Finish FB (FR and BR edges) (5 moves)

I don't understand. I understand "Solve a 1x1x2 block" though. What it seems like to me is: 1x1x2 block, place the FB corner, solve CP, complete FB (Maybe you meant FL and BL edges?) I don't know where you got 5 moves from.
 
Examples please?

Also, this:

1a) Solve a 1x1x2 block (so both share white/yellow and one other colour) (1 move)
1b) Solve CP (one three cycle; place last FB corner and push to one of the swap cases from here: http://www.jaapsch.net/puzzles/pgl25.htm) (more detail on this below) (7 moves)
1c) Finish FB (FR and BR edges) (5 moves)

I don't understand. I understand "Solve a 1x1x2 block" though. What it seems like to me is: 1x1x2 block, place the FB corner, solve CP, complete FB (Maybe you meant FL and BL edges?) I don't know where you got 5 moves from.

You solve CP while placing DBR then finish FB using Uw, U, Rw and R moves to preserve CP. A more detailed description on how to dot his is in the Recogntion spoiler at the bottom of the post.

And yes I did mean FL and BL. I've changed that now.

I'll upload some examples of the first step when I get the chance
 
I assume this is what you meant:
Scramble:R2 D2 B' R2 B' D2 R2 B2 R2 F' L2 D' L2 R D F' L' D2 R' F' L'
x2 y
U' F2 U B2// 1x1x3
R' U L' U R' U' L// CP
U E2 R' E' R' u// FB
M U M' U2 M U' M U M' U2 M//EO 2x2x3 while preserving CP
U R' U R' U' R' U' R2 U2 R' U2 R U2 R' U2 R U' R'//2GF2L
U' R' U' R U' R' U2 R2 U R' U R U2 R'// 2GLL
 
My solve up to LL
Scramble: R2 F' L2 D2 B2 U R' L' F D R2 D F2 U2 R L2 D F'

z' y' // inspection and 1x1x2
L' U2 L D2 L' U2 L D2 y// DBL and CP
U' R' Uw' R2 Uw2// finish FB
Rw U Rw U Rw// DB (horrible case)
U2 y M' U M y' Rw U2 Rw'// Eo+2x2x3
From here a Petrus or ZZ user could probably do this better than me. What I did to finish F2L is :U2 R' U2 R' U' R2 U2 R U R' U' R U2 R' U R

I used 13 moves to do FB+CP and 12 moves to do Eo+2x2x3 and use 4 L moves and no F or B moves.

I hope this clarifies things a bit.
 
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24 quarter turns to do FB+CP... That is bad imo. You might as well do FB normally, then CP when you reach LL if this uses up so many moves at the start...

Where did you get 24 quarter turns? I count 19. Also, it depends on what 3-cycle is used. This one is one of the worst 3-cycles due to the positioning of the corners which were cycled. Most of the time you won't get a case which requires 2 double turn accessible corners so the regular move count in SQTM would be more likely 1+8+7= 16 moves (it is also a regripless step).

Also, LOOKAHEAD. You can plan the entirety of the first step in the inspection without too much effort once you have worked out the 3-cycle to correct CP as well as some of the second step if you are good with lookahead (or 3-cycles if you like BLD). And you don't have to try to recognise corner permutation later in the solve which will inevitably lead to a long pause or wasted moves getting RD corners to their positions. So this is much more fluid for the whole solve.

Lastly, if you go FB then CP the way that is described by the method you posted, you still get around 8+3+3=14 moves (and these are some of the lower numbers assuming good blockbuilding) and I'll be damned if some of them aren't double turns (so the actual movecount in SQTM would be at least 16) and then there is still the aforementioned problem with lookahead. Thus, I would say that 3 extra moves (or none in STM plus we haven't factored in how my method movecount could be lower if the corners weren't in such horrible positions) for a greatly increased lookahead and less algs is a good tradeoff.

So, yes Rob, I agree with you that movecount in SQTM is important (which is why this method aims for a movecount of 50- about the same as the "big four" (discounting petrus))but other things are important to consider as well; the lookahead given by this method is much better than many other methods which can help to give more fluid solves and forcing of good cases in the way in which could potentially lower the movecount as well.
 
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