StachuK1992
statue
As a few of you know, I decided a few days ago that I would document and learn L2L4.
It seems as though no one else was taking major initiative in working on it, and I needed a new documentation project, so 12 days later, I'm done generating the 220 algorithms and documenting them.
The previous thread was here where some discussion and a tiny bit of progress was made. I still need to sift through this for algorithms and whatnot to make my list better.
This is the general idea of L2L4:
Solve a 1x3x3 block, often called a "layer" in any typical layer-by-layer method.
Solving one edge at a time, solve the edge and corner orientations and permutations, in whatever order.
As you can imagine, this method is extremely alg-heavy, totaling for a "pure" system to be 220.
Through a bit of research, the order presented here seems to be the most fitting.
Without further ado, here are the algs:
CO, which solves FL while orienting the LL corners.
CP, which solves FR while permuting the LL corners, making sure not to disturb the orientations of said corners.
then do a y2!
EO, which solves FL while orienting the remaining edges making sure not to disturb anything other than the final 6 edges which are in the working zone
EP, which permutes the final 5 edges.
A few example solves:
U L' B' L U F D U2 B R' F2 R B' R B' U' D L B2 R D R2 B2 R' F2
1) (x2 F2 U2 L F R' D L F) (R D2 L' D2 R U2 R') as you can tell, Thom's better than me at FL
2) U d2 R U R' U L' F2 L2 F2 L
3) U2 R U R U D' R U R' D R2 U2 R' U R'
4) y2 U' R U R' F' U2 R' F' R F
5) U' R U R2 U R U R' U' R' U' R' U R' U' R' U2
Be warned - these algs...they need much revision. I wanted to get this idea out there, and an alg ready for ever case. If you have any additions/changes/fixes, please let me know. In fact, I still need one alg for CP.
Advantages:
After the first layer, the average TPS should be fairly fast as it's essentially just alg after alg.
Recognition is *not* a problem. Just find the edge while looking at the last layer.
Good for TeamBLD?
Disadvantages:
Movecount, perchance.
lots of algs.
I will be learning these, apart from CO, and here's why I feel that my CLS hack for L2L4 shall be sufficient:
Rather than doing a full 1x3x3, I plan to do a 1x2x3 with a 1x1x2 attached (basically FL - a corner)
Then, using a CLS alg or a WV case, or even an intuitive F2L 'alg' I can solve that final corner, CO, and the final edge.
Then just continue with the rest of the method.
I do realize that I make a lot of these threads where I just publish something and it gets bashed. Oh well; I put time into these and I know they have a decent potential.
Thanks for reading, and let me know your thoughts.
Stachu
PS - Please please please give me better algs.
It seems as though no one else was taking major initiative in working on it, and I needed a new documentation project, so 12 days later, I'm done generating the 220 algorithms and documenting them.
The previous thread was here where some discussion and a tiny bit of progress was made. I still need to sift through this for algorithms and whatnot to make my list better.
This is the general idea of L2L4:
Solve a 1x3x3 block, often called a "layer" in any typical layer-by-layer method.
Solving one edge at a time, solve the edge and corner orientations and permutations, in whatever order.
As you can imagine, this method is extremely alg-heavy, totaling for a "pure" system to be 220.
Through a bit of research, the order presented here seems to be the most fitting.
Without further ado, here are the algs:
CO, which solves FL while orienting the LL corners.
CP, which solves FR while permuting the LL corners, making sure not to disturb the orientations of said corners.
then do a y2!
EO, which solves FL while orienting the remaining edges making sure not to disturb anything other than the final 6 edges which are in the working zone
EP, which permutes the final 5 edges.
A few example solves:
F2 R L U' B2 F' D B F L2 D F' U F2 U D L' B2 L2 U R U' D' R2 U2
1) U B' L F L F' L2 F2 L' F R U' x2
2) R' D2 L2 D F D R2 U2 R'
3) R2 B R' U B U2 R2 U R B' U y
4) R2 U2 F R F' U' R2 F' U' F U' R2 U2
5) R' U R U R' U2 R U' R' U' R U2
U L' B' L U F D U2 B R' F2 R B' R B' U' D L B2 R D R2 B2 R' F2
1) (x2 F2 U2 L F R' D L F) (R D2 L' D2 R U2 R') as you can tell, Thom's better than me at FL
2) U d2 R U R' U L' F2 L2 F2 L
3) U2 R U R U D' R U R' D R2 U2 R' U R'
4) y2 U' R U R' F' U2 R' F' R F
5) U' R U R2 U R U R' U' R' U' R' U R' U' R' U2
Be warned - these algs...they need much revision. I wanted to get this idea out there, and an alg ready for ever case. If you have any additions/changes/fixes, please let me know. In fact, I still need one alg for CP.
Advantages:
After the first layer, the average TPS should be fairly fast as it's essentially just alg after alg.
Recognition is *not* a problem. Just find the edge while looking at the last layer.
Good for TeamBLD?
Disadvantages:
Movecount, perchance.
lots of algs.
I will be learning these, apart from CO, and here's why I feel that my CLS hack for L2L4 shall be sufficient:
Rather than doing a full 1x3x3, I plan to do a 1x2x3 with a 1x1x2 attached (basically FL - a corner)
Then, using a CLS alg or a WV case, or even an intuitive F2L 'alg' I can solve that final corner, CO, and the final edge.
Then just continue with the rest of the method.
I do realize that I make a lot of these threads where I just publish something and it gets bashed. Oh well; I put time into these and I know they have a decent potential.
Thanks for reading, and let me know your thoughts.
Stachu
PS - Please please please give me better algs.
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