Interesting new way to do the first two layers.

kprox1994

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As I was solving my cube today, I was thinking. What if I solved the F2L pairs first, and then inserted the cross pieces by doing M slices? I timed myself a few times, and my times were quite a bit slower. I don't know how efficient this would be with lots of practice, but it seems like it would (at least for me) make more use of inspection time by finding pairs instead of planning out your cross. Even if this is not very efficient, it sure is fun to do!
 
Hm... Well the problem is you get awkward cases where the f2l edge is in the cross place, so you will basically resort M and S slice pairing, also making the cross with Ms and Ss is inefficient.
Interesting idea, though.
If you like mooing, though, you should switch to roux :D
 
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This isn't new, but it's definitely interesting. The biggest problem is that you need to either use both M and S, or some y rotations, which is a lot slower than pure <M,U> stuff.

I've gotten a sub-16 average with a method that starts by solving the four F2L pairs, by the way. (Specifically, this one: http://mzrg.com/rubik/methods/col3/)

Basically Kenneth's method; only difference is that he always ends with EPLL instead of PLL:
http://www.speedsolving.com/wiki/index.php/PCMS
 
This isn't new, but it's definitely interesting. The biggest problem is that you need to either use both M and S, or some y rotations, which is a lot slower than pure <M,U> stuff.

Hmm, didn't know about that method. It sure is slower, but I'm guessing you would get used to it even though it might not be as fast as Fridrich.

I've gotten a sub-16 average with a method that starts by solving the four F2L pairs, by the way. (Specifically, this one: http://mzrg.com/rubik/methods/col3/)

Hm... Well the problem is you get awkward cases where the f2l edge is in the cross place, also making the cross with Ms and Ss is inefficient.
If you like mooing, though, you should switch to roux :D

True, that's the worst part, but I assume you would get used to looking down there and it would become less awkward but still awkward I just thought it was interesting.

I've thought about switching to Roux, especially since the fastest Roux solver goes to my school. I like M slices, but I can't get a hold of block building.
 
This isn't new, but it's definitely interesting. The biggest problem is that you need to either use both M and S, or some y rotations, which is a lot slower than pure <M,U> stuff.

I've gotten a sub-16 average with a method that starts by solving the four F2L pairs, by the way. (Specifically, this one: http://mzrg.com/rubik/methods/col3/)

I've tried the same method, and when i solved with it what would throw me off would a corresponding corners edge being on the D layer. I was able to average around 1 minute with the method and with CFOP i'd average around 30 seconds.
 
CFOP: I've known/ been doing this for a while. It feels cool doing M slices (not S's), but I'd rather get rid of the cross step as soon as possible so i can resort to F2L with mostly 2-gen moves. Then you're caught in a fast rhythm for OLL and then PLL.
 
Yeah, but in roux, due to the free m slice, you rarely need cube rotations and have lots of short cuts. Even the corners are solved efficiently cuz of that free m slice. And then mooing don't take that long.
And yes, mooing is MUing :)
 
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