irontwig
Veteran
It isn't; EOa is just orienting one ledge and one redge at the same time, EOb is just LSE. Freestyle finish is probably not the best for speed though.
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It isn't; EOa is just orienting one ledge and one redge at the same time, EOb is just LSE. Freestyle finish is probably not the best for speed though.
Yah, some stages are too complex.
Maybe you can do PLL in 2-looks, like, you learn all the cases(and their algs or what) that can be on U or D(if you solve D corners) and then x2 and do another normal PLL?
Yah, some stages are too complex.
Maybe you can do PLL in 2-looks, like, you learn all the cases(and their algs or what) that can be on U or D(if you solve D corners) without separation and then x2 and do normal PLL?
Another way to reduce to <U,D,R2,L2,F2,B2>:
http://www.speedsolving.com/forum/s...ing-Discussion&p=556670&viewfull=1#post556670
The Human Kociemba method that Thom Barlow did in one video?
No, Thom first solves as a three colour cube (treating opposite colours as the same) and then finishes up.
The idea is this: R2 U' R2 basically replaces DRF with ULF. So what you want to do is replace one corner on D with a differently-oriented one, fixing the corner parity. If you want to rotate a bottom corner clockwise, for instance, you could replace solved with clockwise, or clockwise with counterclockwise, or counterclockwise with solved.We had a lot of trouble with the corner parity. I'm not sure how you would recognize which moves to do for your way. If you figure something out, let us know.
Er, actually, I'd consider that both high move count and high alg count. 160 algs is a huge number especially if the majority of them are 20 moves long and totally unintuitive.People say belt methods aren't practical due to high move count and alg count, this method has reasonable move count (like 60-70, I don't know how to calculate) and only 161 algs (29 of which are Fridrich).
I think we kinda fixed the corner parity.
Here's a new solve.
B' U F' L' F2 L' D' B U' B2 D2 B2 L2 F' B2 R L' U' D' R2 D B' U L' U'
EO: D' R' U R F
Belt: D' R' D R D L2 D2 L'
Corner Parity: U R2 U R2
EPOCLL: x2 U L U' L' D' L2 U2 L' U' L'
Seperation+ D Corners: R2 D2 U R2 U' R2 U2 R2 S U2 S' U M' U2 M
EPPBL Parity: M2 U2 M2
EPPBL: D' U' L2 U D L2 U l2 U L2 R2 U L2 U' L2 U' D' L2 U' D'
Thanks qq.
The idea is this: R2 U' R2 basically replaces DRF with ULF. So what you want to do is replace one corner on D with a differently-oriented one, fixing the corner parity. If you want to rotate a bottom corner clockwise, for instance, you could replace solved with clockwise, or clockwise with counterclockwise, or counterclockwise with solved.
Another option (if you're willing to have the belt be either solved or an R2 off, which might be worthwhile for corner separation) is to simply do an R2, moving two corners to the bottom layer. I am not sure this can always create a solvable parity case, but it seems to work most of the time, so it's probably still useful (and hey, one move is better than 3 or 7, eh?). I guess, yeah, if you're going to separate later, it wouldn't hurt to leave the belt up to an R2 off - no point wasting moves keeping it that way when you're just going to intuitively mess it up later.
Er, actually, I'd consider that both high move count and high alg count. 160 algs is a huge number especially if the majority of them are 20 moves long and totally unintuitive.
Uh, what? Fridrich has 78 algs including inverses and mirrors - this is about twice that. Even if you add F2L (and you shouldn't) you have about 40-50 more. And your PLL+EPLL algs are both harder to execute and harder to remember than all the Fridrich ones.Hm.. I think I get it. I'll quote this in the OP.
It's not unreasonably high though. Only ~10 more than Fridrich, which is the most popular method.
I'm not sure move count is higher at all, actually. I don't see any obvious way to save moves by building the separated first layer with the corners intact but the edges not; if you just build blocks, it's actually pretty efficient, and you can actually do the whole thing in <U,R2,D> and get high TPS out of it. No M'U2M inserts needed.You could always just insert the edges in their correct places during separation and do PLL, then there's just ~80 algorithms, but move count is higher by 3-12
Uh, what? Fridrich has 78 algs including inverses and mirrors - this is about twice that. Even if you add F2L (and you shouldn't) you have about 40-50 more. And your PLL+EPLL algs are both harder to execute and harder to remember than all the Fridrich ones.
Uh, what? Fridrich has 78 algs including inverses and mirrors - this is about twice that. Even if you add F2L (and you shouldn't) you have about 40-50 more. And your PLL+EPLL algs are both harder to execute and harder to remember than all the Fridrich ones.
I think that part of his post was directed at movecount, not alg count
qqwref said:I'm not sure move count is higher at all, actually. I don't see any obvious way to save moves by building the separated first layer with the corners intact but the edges not; if you just build blocks, it's actually pretty efficient, and you can actually do the whole thing in <U,R2,D> and get high TPS out of it. No M'U2M inserts needed.
Belt method = square-1 on 3x3?
00:35:24 <+Kirjava> TFM, Salvia and Belt fall under a method category that I like to call "bad ideas"