Welcome to the Speedsolving.com, home of the web's largest puzzle community! You are currently viewing our forum as a guest which gives you limited access to join discussions and access our other features.

R U' L2 D' F2 D' U' F D2 L D2 F2 D' B L' R F' R' U L F2 B R B2 R'

F2 L R' U' R //Elayer
R U R' U R U2 R' z2 F R U R' U' R U R' U' F' //Orient C
F2 U' F2 U R U R' F' R U R' U' R' F R2 U' R' //Permute C (I'm working on the cornersteps currently)
U M U2 M2 U M D' U' M2 U2 M2 //Dlayer
M U' M' U2 M U' M' //Orient E
U-perm

Spoiler: 2

D' R2 U' R D' B' R2 L' F2 U' L2 F L2 R2 U B2 R2 L F B R B L D' L2

D2 R2 D x' L U2 L' //E-layer
R' U' R U' R' U2 R U2 L' y' R U R' U' F//Orient corners
U2 L2 U D L2 D L2 D' L2 //Separate
x2 R2 U R2 U' R2 U R2 U R2 U2 R2 //Permute
U' M U2 M' D' M U2 M' U' M' U M y' M' U2 M //D
M U' M' U2 M U' M' //Orient
H-perm

Spoiler: 3

R2 L' D2 F2 L2 D B2 L U2 R2 D L' F' R2 F' B R' D U2 B2 F2 L' D2 U L'

L U' L R2 F' U' F //E
R2 U' F R U R' U' F' x2 F R U R' U' F' //Orient
U D2 R2 D' R2 U2 R2 //Separate
U2 R U R' F' R U R' U' R' F R2 U' R' //Permute
M U2 M' U' M' U' M y' U M' U2 M U M U M' //D-layer
M' U' M U2 M' U' M //Orient
Z-perm

1: E layer
2. Orient all corners
3. Permute bottom layer corners
4. Place D layer edges
5. Orient edges (Basically 3 OLL's since all corners are oriented)
6. PLL

Steps 5 and 6 could probably be done together, I just don't know any alg set that permutes corners and orients and permutes edges... Anyone?

1: E layer
2. Orient all corners
3. Permute bottom layer corners
4. Place D layer edges
5. Orient edges (Basically 3 OLL's since all corners are oriented)
6. PLL

I'm not sure how you intend to deal with corner parity, which is a big deal for any kind of "C*LL twice" step. This method relies heavily on algorithmic steps without really providing any good lookahead opportunities or turning freedom. I think knowing full CLL and ELL may make this method look better than it is, and you won't have too much difficulty getting to a decent average (sub-20?) but you will find it very difficult to get really fast times.

U' B2 R2 D R2 D2 L2 U' L2 U' F' U' F2 L' R B' R2 B2 R F

F2 B2 D' R2 D' R' // belt
D R2 U R2 U' R2 // phasing1
U' D R2 U R2 U' R2 // phasing2
U' R' U R U' R' U2 R U2 R' U R U' R' U2 R // CO1 + parity
x2 y' F' r U R' U' r' F R // CO2
U2 R2 U' R2' U2' y R2 U' R2' // CP
D2 U2 M' U2 M y' M' U M2 U M' y' U2 M' U2 M // down edges
y F R U R' U' F' R' U' R' F R F' U R // ELL

First try. Seems too long (79 STM). What do I do wrong?

R2 B2 L2 U F2 U' B2 U' F2 R F D U' B D2 U' F L' D'

B' R2 B2 L2 U' L // belt
F2 U2 F2 // phasing
D' R2 L' U' L U' L' U2 L U2 R2 // CO1 R' D' R D' R' D2 R // CO2
y2 U R2 U' R2' U2' y R2 U' R2' // CP
D' U' M' U2 MM U2 M' y U' M' U M // down edges M U' M' U2 M U' M' // EO
U' M2 U M U2 M' U M2 // U-perm

U' B2 R2 D R2 D2 L2 U' L2 U' F' U' F2 L' R B' R2 B2 R F

F2 B2 D' R2 D' R' // belt
D R2 U R2 U' R2 // phasing1
U' D R2 U R2 U' R2 // phasing2
U' R' U R U' R' U2 R U2 R' U R U' R' U2 R // CO1 + parity
x2 y' F' r U R' U' r' F R // CO2
U2 R2 U' R2' U2' y R2 U' R2' // CP
D2 U2 M' U2 M y' M' U M2 U M' y' U2 M' U2 M // down edges
y F R U R' U' F' R' U' R' F R F' U R // ELL

First try. Seems too long (79 STM). What do I do wrong?

R2 B2 L2 U F2 U' B2 U' F2 R F D U' B D2 U' F L' D'

B' R2 B2 L2 U' L // belt
F2 U2 F2 // phasing
D' R2 L' U' L U' L' U2 L U2 R2 // CO1 R' D' R D' R' D2 R // CO2
y2 U R2 U' R2' U2' y R2 U' R2' // CP
D' U' M' U2 MM U2 M' y U' M' U M // down edges M U' M' U2 M U' M' // EO
U' M2 U M U2 M' U M2 // U-perm

Well, you are understand about ECDU method, second solve is a very good examble, you can reduce more movecount by directly using ELL. At a first solve you wasted your move in two times phasing and you met parity, so it's too long.

Note: I would very happy if you use "equator" replace for "belt"

it is not that good imo, but if you have bad 1x2x3 blocks on roux you can do equator,corners, orient and permutate dl and dr edges, EO, roux 4b, roux 4c

it is not that good imo, but if you have bad 1x2x3 blocks on roux you can do equator,corners, orient and permutate dl and dr edges, EO, roux 4b, roux 4c