Chris Tran Last Slot (CTLS) Recognition System

Oh guys, thanks for bumping this, because I figured out something cool.

Non-Matching Blocks CTLS is even more sick, because instead of 2 block choices, you have SIX block choices, and it leads to really sick FMC solves. Since you don't have to worry about which blocks to build.
 
Oh guys, thanks for bumping this, because I figured out something cool.

Non-Matching Blocks CTLS is even more sick, because instead of 2 block choices, you have SIX block choices, and it leads to really sick FMC solves. Since you don't have to worry about which blocks to build.
You mean like finishing the solve with L R for example?
 
Oh ummm, try this quick example I just made
It's not optimized move count wise, it's just whatever I saw first.

Scramble: B2 F2 L U2 R' U2 L B2 U2 F' L2 R2 D' B2 D' F L F2 R'
(LINE ON BOTTOM)

EOLine: R' B' L B F' D R2 D'
Block: R2 L2 U2 L2 U2 L' U L U L'
Non-Matching Blocks: U R' U R' U' R U2 R U R U (looks messed up)
Setup: R
CTLS: y2 R' U2 R2 U R2 U R2 U2 R'
Fix: U2 L' U' L2

Edit: The way I recognise the case is that like, I figure out the "fix" from how to get the non-matching blocks to the solved state, then I do the inverse on a solved cube.
Then I figure out what ZBLL will bring the scrambled cube to the same state as the inversed "fix". Then I do this to the cube and hope for a cancellation.

So then if the first non-matching block was like, 15 moves, I test the other non-matching blocks (1 per corner), and see which gives the lowest solution, and then I write that down on my FMC sheet.
 
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I'm from the future. Have you tried doing it using TTLLs. How many LSLL cases does it solve?
 
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