[IDEA] Cross Creation with more Algs

m1r0

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This is just an idea I had of creating a cross (and first layer) using slightly less intuition, more algs (mostly from third layer CFOP). I know that this probably can't be used practically, however it just seemed like an interesting idea to me. Don't hate on my idea, as I am a cube newbie :confused:

Edit: This can be pretty helpful for those who are color neutral, in case you come across a side with 3-4 pieces already in the right layer, but out of position and orientation.
Here is a more practical example that I could see being used. If you're are color neutral, and find a cross, but the edges are all in the wrong position, you can use this, and it's optimal.
Positioning Cross

You can also use this to orient and then position them.

Here is a cross solve using this method, where the pieces are in the right layer: Cross Solve

This solve of the cross is three moves above optimal, or four, if you count turns of the cube.

Solving cross using more algs, less intuition: (Edited)

1. Mess around with the cube until you have four edge pieces on bottom, where the center piece of the same color is. Edit: These edge pieces do not have to even be correctly oriented at all.

2.Edit: If edges are adjacent use (with visible L on far left): (R2 F R F') If it is a line, hold it parallel to you and execute: (F R U R' U' F') or neither or both, depending on the number of edges are oriented, using normal LL algs.

3. Rotate cross until two of the edges match up with both of their center pieces.

Option 4. If the two edges that match up are adjacent, orient cube so that one of the edges is across from you, and other is on your right.

Then, preform: U L' U2 F' U F L, or the one more move, but more finger trick friendly: R U R' U R U2 R' U

All edges should be in right position

Other Option 4. If both of the edges are vertical from each other, preform (with unoriented edge in front):

F D' R2 F' D R2

Edit: Other Other Option 4:

If you find that you have a cross, but one of the edges is missing, preform:

F R' B' R F2
Congrats, the cross should be solved! (Yes, I know this borrows heavily on LL algorithims)


Next is where the solve get's even more inefficent:

Note: This is made as if you solve as if the 1st layer is on top.


1. Using what ever algorithim you like, get 4 random corners into the first layer.

2. Search for a correctly oriented corner. If none found, use the classic ( U R U' L' U R' U' L), and search again.

3. Next try using ( U R U' L' U R' U' L) , until the two corners facing you are positioned correctly.

4. Check if the other two corners are positioned correctly. If they are, use (R D R' D') to orient each of them.

If they are not, while the two correctly corners are facing you, use (R' L U2 R L')

Then repeat from 3, assuming that the other two corners are positioned correctly.

Now, for the credits.

Basically, everything is from CFOP, just kind've ported to the cross and first layer to take intuition out of cross solving. Note, I do not recommend that this is used for speedcubing.

Still, it's just a suggested idea.
 
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I'm pretty sure you can't move your own thread, unless you are a moderator.
 
The bad thing about this that I can see is using LL algs for the cross. LL algs are for not messing up the rest of the cube. With the cross, that doesn't matter. You should be able to use shorter algs which will help what you are trying to develop to be faster.
 
I was thinking about that, and I spent very little time on this thread. I do want to update with algs that don't care if they mess up the rest of the cube.
 
Editing with newer and better algs...

New algs added...

I'm a pretty slow cross solver, I think that I may actually get faster using this than intuitive...
 
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My intuitive cross is pretty damn good as I am also color neutral. For me this would be like wasting time learning algorithms to make my time 3-5 seconds slower.

Bottom Line: You're just adding more steps.
 
Unfortunatly with the move count on each of those algs youd really be expected to solve the whole cross from scratch. Being move optimal and planning it out beforehand really is the best way. Learning a whole other method will just hold you back from doing it correctly. Also Badmephisto's 'standardised beginners cross' is more like what your method should be like.
Still nice attempt.
 
I understand this isn't very effective for speedcubing, it's just a proposed idea, another way to do it.

yeah, nice idea though (especially for beginners).
teaching the cross to a newbie is the most difficult part.

I remember, badmephisto has a video tutorial for cross for beginners.
can't look for the video right now because youtube is blocked here (I'm at my office)
but it is something like putting the cross piece at U.
 
Maybe try to solve cross+some second layer's edges? Macky says that finding corners is easier, so if You wouldn't have to look for all of the edges, it could be faster? And maybe even easier than an X-Cross.
 
5BLD: However, you have to take into account how much more uniform this method is. Doing a practiced algorithm tends to take less time than turning completely intuitively. So those 3 more moves, do not equate to optimal or one above optimal, because practiced algs do not take as much time as completely intuitive ones. Note, I still do not think that this should replace inutive algs in speedcubing, it's just another way to do it.
 
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