Hey guys, Silky here!!
I'm excited to share, with you all, my completed SSRC method proposal. It has taken me 4 years to complete but I am very pleased with the final result. It's been a dredge but here it goes:
Intro: SSRC (Silky Sexy's Roux + Columns) was proposed in 2020. The original concept was a combination of SSC, Roux, and SOAP although was later changed to help simplify and streamline the method. The method was designed to be an intuitive method which boasted a low movecount and low number of algs (since I suck at learning them). Although this is no longer true, the method requiring between 125-177 algs, many of the algs are semi-intuitive. The semi-intuitive semi-algorithmic style of solving is one of its defining characteristics and allows you to influence later steps. Also, this method is really fun
Steps:
(1) First Block (7 STM) | <UDFBLR>
(2) Pairs (11.5 STM) | <RrUMSF>
(3) C#LL (9.75 STM) | <RrUFD>
(4) L7E (16.7 STM) | <RrUMS>
Movecount: 44.95 STM
I tested the movecount with an Ao100 - averaging 45.08 STM. More efficient pair building would lower the movecount between 1-2 STM. I believe, with enough practice, Pairs could average ~10.5 STM. Likewise I believe that L7E could average closer to 16.5 STM especially if option selecting is used.
How to:
Steps (1)-(3) are self explanitory. FB and Pairs are all solved intuitively using blockbuilding. C#LL is solved using 42 Algs. L7E is a bit more complicated but there are 2 main approaches.
The first approach is to use 135 algs to solve edge orientation while simultaneously soving the DR edge (EODR). This is follwed by L6EP which is the same as in Roux (4b+4c).
The second approach is to to orient the last 7 edges using 23 algs (L7EO), permute UR UL and DR edges using 60 algs (LRP), and permute the M slice edges (PMS). PMS is completely intuitive - same as in Roux. LRP, as well as iterative EO, were proposed by @Athefre - big thanks to him for all of the help and support over the years <3
Example Solve:
Method: EODR
Scramble: L D L' U2 L' B2 R' B2 L' B2 R2 F2 U F' U' F' L' F' L2
x' F r' B' U2 R2 r' F // FB (7)
r U' M2 U r2 U' r' U' r U' R' // Pairs (11/18)
U' R U R' U' R' F R F' // C#LL (9/27)
U2 R U r U' M' U r' U' r' // EODR (10/37)
U' M2 U' M2 U M2 // L6EP (6/43)
Method: LRP
Scramble: L D L' U2 L' B2 R' B2 L' B2 R2 F2 U F' U' F' L' F' L2
x' F r' B' U2 R2 r' F // FB (7)
r U' M2 U r2 U' r' U' r U' R' // Pairs (11/18)
U' R U R' U' R' F R F' // C#LL (9/27)
U' M' U2 M' U2 M U M2 U2 M' // L7EO (10/37)
U' S' U2 S // LRP (4/41)
U2 M2 // PMS (2/43)
Imrpovements:
There are a few improvements in the works that I want outline. Some of these are under development currently although do not currently have a timeline for release. The first is a replacement to EODR which I call Roux-bee-doux-bee-twoux (RBD2). The idea is that we will solve the DR edge while transforming our EO case into a arrow case. This allows for the use of EOLR (60 algs). This could reduce movecount between 1-1.5 STM. The seond is an variation on step (2). Instead of solving the FR and BR pairs directly we will solve the BR pair in R and the FR pair in U. There would be 77 FR pair algs that could be used and would save between 2-3 STM. This would be usefull since you solve BR pair and then FR pair instead of being pair nuetral. This would be followed up by SBC which solves the the FR Pair and the remain 4 corners (324 algs). SBC's average movecount is nearly the same as C#LL, meaning there would be no penalty to movecount. I've generated these algs although haven't yet organized into a document. The main concern with SBC is possible issues with recognition and ergonomics - I will update as I test more of the algs. If you would like to help further develop this method please feel free to join the SSRC Method Discord here.
Algs:
I've attached a downloadable PDF that includes all of the algs for the first variant (EODR). The excel sheet can be found here. LRP algs can be found here.
Table of Contents:
FR Pair: Page 1
C#LL: Pages 2-5
EODR: Pages 6-7
Extra: Page 8
Notes:
I've include a few Last Slot algs for when the FR edge is stuck in DR (Page 1).
I've also included an approach for intermediate EODR (Page 8). The algs transform your EODR case into 2 of the 3 arrow cases. This helps provide a pathway when learning EODR.
Thanks and Acknowledgements:
Special thanks to @Athefre for their development of LRP and being a great friend and mentor, @trangium for his creation of MCC and Batch Solver which was used heavily (literally could not make this method without batch), @shadowslice e for the inspiration to create this method - specifically SSC, Gilles Roux, again, for his inspiration, and Herbert Kociemba for the creation of CubeExplorer which was also heavily used.
Let me know what you guys think!
Sincerely,
Silky
I'm excited to share, with you all, my completed SSRC method proposal. It has taken me 4 years to complete but I am very pleased with the final result. It's been a dredge but here it goes:
Intro: SSRC (Silky Sexy's Roux + Columns) was proposed in 2020. The original concept was a combination of SSC, Roux, and SOAP although was later changed to help simplify and streamline the method. The method was designed to be an intuitive method which boasted a low movecount and low number of algs (since I suck at learning them). Although this is no longer true, the method requiring between 125-177 algs, many of the algs are semi-intuitive. The semi-intuitive semi-algorithmic style of solving is one of its defining characteristics and allows you to influence later steps. Also, this method is really fun
Steps:
(1) First Block (7 STM) | <UDFBLR>
(2) Pairs (11.5 STM) | <RrUMSF>
(3) C#LL (9.75 STM) | <RrUFD>
(4) L7E (16.7 STM) | <RrUMS>
Movecount: 44.95 STM
I tested the movecount with an Ao100 - averaging 45.08 STM. More efficient pair building would lower the movecount between 1-2 STM. I believe, with enough practice, Pairs could average ~10.5 STM. Likewise I believe that L7E could average closer to 16.5 STM especially if option selecting is used.
How to:
Steps (1)-(3) are self explanitory. FB and Pairs are all solved intuitively using blockbuilding. C#LL is solved using 42 Algs. L7E is a bit more complicated but there are 2 main approaches.
The first approach is to use 135 algs to solve edge orientation while simultaneously soving the DR edge (EODR). This is follwed by L6EP which is the same as in Roux (4b+4c).
The second approach is to to orient the last 7 edges using 23 algs (L7EO), permute UR UL and DR edges using 60 algs (LRP), and permute the M slice edges (PMS). PMS is completely intuitive - same as in Roux. LRP, as well as iterative EO, were proposed by @Athefre - big thanks to him for all of the help and support over the years <3
Example Solve:
Method: EODR
Scramble: L D L' U2 L' B2 R' B2 L' B2 R2 F2 U F' U' F' L' F' L2
x' F r' B' U2 R2 r' F // FB (7)
r U' M2 U r2 U' r' U' r U' R' // Pairs (11/18)
U' R U R' U' R' F R F' // C#LL (9/27)
U2 R U r U' M' U r' U' r' // EODR (10/37)
U' M2 U' M2 U M2 // L6EP (6/43)
Method: LRP
Scramble: L D L' U2 L' B2 R' B2 L' B2 R2 F2 U F' U' F' L' F' L2
x' F r' B' U2 R2 r' F // FB (7)
r U' M2 U r2 U' r' U' r U' R' // Pairs (11/18)
U' R U R' U' R' F R F' // C#LL (9/27)
U' M' U2 M' U2 M U M2 U2 M' // L7EO (10/37)
U' S' U2 S // LRP (4/41)
U2 M2 // PMS (2/43)
Imrpovements:
There are a few improvements in the works that I want outline. Some of these are under development currently although do not currently have a timeline for release. The first is a replacement to EODR which I call Roux-bee-doux-bee-twoux (RBD2). The idea is that we will solve the DR edge while transforming our EO case into a arrow case. This allows for the use of EOLR (60 algs). This could reduce movecount between 1-1.5 STM. The seond is an variation on step (2). Instead of solving the FR and BR pairs directly we will solve the BR pair in R and the FR pair in U. There would be 77 FR pair algs that could be used and would save between 2-3 STM. This would be usefull since you solve BR pair and then FR pair instead of being pair nuetral. This would be followed up by SBC which solves the the FR Pair and the remain 4 corners (324 algs). SBC's average movecount is nearly the same as C#LL, meaning there would be no penalty to movecount. I've generated these algs although haven't yet organized into a document. The main concern with SBC is possible issues with recognition and ergonomics - I will update as I test more of the algs. If you would like to help further develop this method please feel free to join the SSRC Method Discord here.
Algs:
I've attached a downloadable PDF that includes all of the algs for the first variant (EODR). The excel sheet can be found here. LRP algs can be found here.
Table of Contents:
FR Pair: Page 1
C#LL: Pages 2-5
EODR: Pages 6-7
Extra: Page 8
Notes:
I've include a few Last Slot algs for when the FR edge is stuck in DR (Page 1).
I've also included an approach for intermediate EODR (Page 8). The algs transform your EODR case into 2 of the 3 arrow cases. This helps provide a pathway when learning EODR.
Thanks and Acknowledgements:
Special thanks to @Athefre for their development of LRP and being a great friend and mentor, @trangium for his creation of MCC and Batch Solver which was used heavily (literally could not make this method without batch), @shadowslice e for the inspiration to create this method - specifically SSC, Gilles Roux, again, for his inspiration, and Herbert Kociemba for the creation of CubeExplorer which was also heavily used.
Let me know what you guys think!
Sincerely,
Silky