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Immune System ((M)-CELL)
Ok, this is a set of methods with increasing difficulty that is based around the idea of an M-CELL. They are 2OP, T-CELL and B-CELL.
But first, what is an M-CELL? Simply, M-CELL stands for Missing Corner and Edge Last Layer. So it means that 1 edge and 1 corner in the D-face are not solved and will be solved at the same time as the last layer in a similar method to LS. The name also reflects how there is a "cell" of caged unsolved pieces in the D-layer. At the time of writing, CELL is solved using variants of TCLL and L5E
So what are the methods and how do they differ?
If you made it this far, congradulations! I would love to hear what you think of this style of solving and how you would modify it to be more effective. If TL;DR, this is like MGLS but always has an LL skip by using TCLL and L5E by using an altered form of LSish stuff.
Ok, this is a set of methods with increasing difficulty that is based around the idea of an M-CELL. They are 2OP, T-CELL and B-CELL.
But first, what is an M-CELL? Simply, M-CELL stands for Missing Corner and Edge Last Layer. So it means that 1 edge and 1 corner in the D-face are not solved and will be solved at the same time as the last layer in a similar method to LS. The name also reflects how there is a "cell" of caged unsolved pieces in the D-layer. At the time of writing, CELL is solved using variants of TCLL and L5E
1) CELL looks cooler
2) CELL is more efficient (as it doesn't need any PLL, OLL, ELL etc afterwards)
3) In the most advanced form, CELL can be a 1LLL
4) It can be used in conjunction with any method equally well.
5) You can use CELL after solving less of the cube than is required by LS
6) They are more intuitive than most LS methods.
2) CELL is more efficient (as it doesn't need any PLL, OLL, ELL etc afterwards)
3) In the most advanced form, CELL can be a 1LLL
4) It can be used in conjunction with any method equally well.
5) You can use CELL after solving less of the cube than is required by LS
6) They are more intuitive than most LS methods.
So what are the methods and how do they differ?
The simplest method is 2-OP which stands for 2 (double) Orient and Permute. This is very similar to a VOP 3x3x3 solve where first the L5C are oriented then permuted, followed by L5EOP (the same thing but with edges). Thus the steps are:
1) Solve F2L-2 (I will go into detail on the various ways in which this can be done later in the post)
2) Orient corners (perhaps MGLS?)
3) Permute corners
4) Orient edges
5) Permute edges
NOTE: to be honest, steps 2-5 are completely interchangeable so long as you first orient the orbit, then permute it (technically you can do this the other way round but the algs are much worse and the movecount is much higher)
1) Solve F2L-2 (I will go into detail on the various ways in which this can be done later in the post)
2) Orient corners (perhaps MGLS?)
3) Permute corners
4) Orient edges
5) Permute edges
NOTE: to be honest, steps 2-5 are completely interchangeable so long as you first orient the orbit, then permute it (technically you can do this the other way round but the algs are much worse and the movecount is much higher)
This is essentially a 1-look variant of 2-OP and is thus the natural progression there are 96 algs for the corners but you can do the edges intuitively on average in <10 moves STM. The steps are as follows
1) build to F2L-2- with an M-CELL in the base (see below)
2) L5C (TCLL or similar)
3) L5E (straight)
This method is where you can create a 1LLL-recognise L5E, solve using L5C, solve L5E. This method will give an LL that is <24 moves long that can be executed all in one go with no pauses.
1) build to F2L-2- with an M-CELL in the base (see below)
2) L5C (TCLL or similar)
3) L5E (straight)
This method is where you can create a 1LLL-recognise L5E, solve using L5C, solve L5E. This method will give an LL that is <24 moves long that can be executed all in one go with no pauses.
With this variation, the CELL does not have to be adjacent (as the others had to be- hence the name Twinned-CELL). While this variation is no more efficient than T-CELL when it come to the CELL stage, it does provide a significant advantage when it comes to the F2L as there are a lot more options for what block you can build/place. The downside of this is that the locations of the CELLs can be very awkward sometimes so this variation may not be for speedcubing but it can still give some crazy good efficiency and low movecounts.
The steps:
1) F2L-2 (but the cells don't have to be adjacent)
2) L5C
3) L5E (maybe combine the last 2 so this could be a 2 step method)
The steps:
1) F2L-2 (but the cells don't have to be adjacent)
2) L5C
3) L5E (maybe combine the last 2 so this could be a 2 step method)
This is the section where I will go through the various ways to build to an F2L-2. First I will present the way to do it for 2OP and T-CELL then give my suggestions for modification to increase efficiency for B-CELL
1) solve 3 cross pieces and place on left
2) do the CE pairs like ZZF2L using the R-face to match up and then insert
3) last two pairs (one with a misoriented corners, insert)
Modifications for B-CELL: insert one of the corners for the F2P (first two pairs) of the case for that is much easier/better, otherwise, you can't really change much. It may also be worth learning VHLS/ZBLS to orient the edges if the opportunity presents itself although this is not exclusive to B-CELL and anyway, the orientation in L5E is still quite efficient and there is no guarentee that you can. In addition, the TCLL cases are quite ergonomic and just as fast, if not faster, than standard COLL and the ZBLS will not really reduce alg count
2) do the CE pairs like ZZF2L using the R-face to match up and then insert
3) last two pairs (one with a misoriented corners, insert)
Modifications for B-CELL: insert one of the corners for the F2P (first two pairs) of the case for that is much easier/better, otherwise, you can't really change much. It may also be worth learning VHLS/ZBLS to orient the edges if the opportunity presents itself although this is not exclusive to B-CELL and anyway, the orientation in L5E is still quite efficient and there is no guarentee that you can. In addition, the TCLL cases are quite ergonomic and just as fast, if not faster, than standard COLL and the ZBLS will not really reduce alg count
Essentially the same as CFOP style but with the EoLine first.
1) Eoline
2) ZZ FB
3) L2P (one misoriented)
Modification: see above, in addition, you could also only place one edge in the EoLine and use the other one as the CELL
1) Eoline
2) ZZ FB
3) L2P (one misoriented)
Modification: see above, in addition, you could also only place one edge in the EoLine and use the other one as the CELL
1) 2x2x3
2) form one pair+insert+orient?
3) 2nd pair
Modification: perhaps a misoriented corner in the 2x2x3 or a missing edge in it. Also, see above.
2) form one pair+insert+orient?
3) 2nd pair
Modification: perhaps a misoriented corner in the 2x2x3 or a missing edge in it. Also, see above.
1) Roux block on LD
2) form a 2x2x2 above it either UFL or UBL
3) insert CE
My F2L style that I feel goes quite well with the method. I can usually finish this in <20 moves, often ~15.
Modification for B-CELL: for step 2, the M-layer and the cap do not have to match up so long as both are on L. This is about 3-4 moves more efficient for me on average.
2) form a 2x2x2 above it either UFL or UBL
3) insert CE
My F2L style that I feel goes quite well with the method. I can usually finish this in <20 moves, often ~15.
Modification for B-CELL: for step 2, the M-layer and the cap do not have to match up so long as both are on L. This is about 3-4 moves more efficient for me on average.
Do I need to explain this one?
1) 3 piece cross
2) edges
3) corners
4) last pair.
Modifications: see 1,2 and 3.
1) 3 piece cross
2) edges
3) corners
4) last pair.
Modifications: see 1,2 and 3.
The most advanced and complicated way although it is also far more efficient than 1,2,3 and 5 and a bit more efficient that SS style. Unlike the other ones this style is only really more useful when using B-CELL so that is what i will present.
1) 3 heise blocks, not the Centre, Edge, Centre one
2) move to correct places and orient edges simultaneously.
1) 3 heise blocks, not the Centre, Edge, Centre one
2) move to correct places and orient edges simultaneously.
This variant is rotationless (in contrast to the above detailed variant)
1) FB (Roux block
2) 2x2x2 pair in BDR using mainly U, R and Rw turns.
3) Last F2L pair (corner misoriented so still easy)
4) TCLL
5) L5E.
1) FB (Roux block
2) 2x2x2 pair in BDR using mainly U, R and Rw turns.
3) Last F2L pair (corner misoriented so still easy)
4) TCLL
5) L5E.
1) Ergonomic (mostly R, Rw, M and U turns)
2) Quickly eliminates hidden pieces
3) Low movecount
4) No abstract concepts like the EoLine (so is direct solving)
5) Good lookahead (links into point 2)
6) Not too high an alg count (<100- around the same as CFOP, perhaps less if you mirror some of the cases and exclude things like 3-cycles that can be done intuitively)
7) Fast turning is definately possible with the method
8) No rotations
9) There are many options for the various ways the F2L can be constructed as it is a relatively easy shape that does not have too many pieces getting in the way of others (such as in a full F2L)
2) Quickly eliminates hidden pieces
3) Low movecount
4) No abstract concepts like the EoLine (so is direct solving)
5) Good lookahead (links into point 2)
6) Not too high an alg count (<100- around the same as CFOP, perhaps less if you mirror some of the cases and exclude things like 3-cycles that can be done intuitively)
7) Fast turning is definately possible with the method
8) No rotations
9) There are many options for the various ways the F2L can be constructed as it is a relatively easy shape that does not have too many pieces getting in the way of others (such as in a full F2L)
1) New cubers may find it difficult to optimise block building (but this is the same with many intuitive things such as cross, F2L etc).
2) 100 algs may still be more than some people may want to learn (but it's not much for a 1LLL if your lookahead gets good enough and definately less than the other 1LLL -ZBLL
3) Where to find 3x3x3 TCLL algs (they may exist but this will definately not be a permantent problem as if this method gets enough interest I will generate the algs (although some others may want to find good ones before then).
4) Lack of cubers experienced at using the method (unavoidable with any new method really, hopefully this will change)
2) 100 algs may still be more than some people may want to learn (but it's not much for a 1LLL if your lookahead gets good enough and definately less than the other 1LLL -ZBLL
3) Where to find 3x3x3 TCLL algs (they may exist but this will definately not be a permantent problem as if this method gets enough interest I will generate the algs (although some others may want to find good ones before then).
4) Lack of cubers experienced at using the method (unavoidable with any new method really, hopefully this will change)
In summary, I believe this method has some potential to be fast in the current form and it still does have room for improvement so has a lot of potential for speed I think. It will be interesting to see how fast someone can get if they use this as their main method (I will learn the whole thing including algs at some point, I just want to actually get decently fast with the method I am currently using (roux) first before really exploring other methods such as SSC and T-CELL although I may learn the TCLL algs for Roux as it does have some application)
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