Messing with DB's method

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So, as basically everyone on this forum knows, Dan brown's method (He didn't actully invent it) isn't that great. Still, it isn't to far off of the better beginner's methods, the ones that basically get changed into CFOP/Fredrich or another speed solving method. Anyway, one day I was considering how to make the method better. For those that don't know it, here are the steps, or just search for it on youtube.

1. Cross on top (color neutral)
2. Bottem layer corners
3. Beginner F2l ( alg + inverse)
4. LL cross (1 alg)
5. Permute LL cross (1 alg)
6. Permute LL corners (1 alg)
7. Orient last layer corners (1 alg)

It is a reasonably well made tutorial, and one that a lot of people seem to have seen. This makes me wonder if for some people, would it be better to use a sort of optimized version of the DB method that they already know, or start from scratch and learn the badmephisto/Intro to fridrich method? Using cube explororer, I made the following modifications:

1. Cross on top (color neutral) Cross on Bottom/Side
2. Bottem layer corners F2l
3. Begginner F2l F2l
4. LL cross 2 algs+combination
5. Permute LL cross (4 algs)
6. Permute LL corners (3 algs)
7. Orient last layer corners (3, so far)

I think there are more algorithms for optimizing step 7, but I'm tired.

If anyone wants to see the algs, and is to lazy to find them for themselves, post and ask nicely.

I USE CFOP, NOT THIS METHOD
 
Last edited:
The longer you do a slow method the longer you'll be slow. It's actually just a waste of time doing a slightly faster version if it doesn't directly lead into a proper speedsolving method.
 
The longer you do a slow method the longer you'll be slow. It's actually just a waste of time doing a slightly faster version if it doesn't directly lead into a proper speedsolving method.

I agree, this isn't really a good idea for someone that wants to be a "proper" speed solver. However, not everyone wants to be extremely fast, or learn a new method if they already know DB. For those people, I think this might be viable. Obviously, this is all theory so far, but I think it would be an interesting thing to pursue.

An example:

Several years ago, I learned DB method, and started solving. I only had a Rubik's brand cube lubed with vasoline (cringe), and was rather slow. However, I still wanted to get a bit faster, so I worked on optimizing the transitions between algorithms. I only actually cared about speed solving for about a month, and dropped it afterwards. I wouldn't have minded learning a few new algorithms as I have outlined above to improve my time, but I doubt I would have wanted to learn beginner's CFOP, 2L OLL, ect.
 
If you want to improve from Dan Brown's method, a pretty typical way to go would be something like this. If you're planning to move towards Fridrich I don't see any point in learning by a different route, unless you want to skip steps (which is totally fine but slightly more work for you). Step 0 and 1 are very similar, but I wrote them out to show the slight difference between what a lot of uber-beginners seem to do and what a better beginner method (badmephisto?) would typically teach.

F2L:
0) cross on top, first layer corners on top, middle edges on top
1) cross on bottom, first layer corners on bottom, middle edges on bottom
2) cross on bottom, keyhole (corners+edges) on bottom
3) cross on bottom, intuitive F2L on bottom

LL:
0) orient edges using 1 alg, permute edges using 1 alg, permute corners using 1 alg, orient corners using 1 alg
1) orient edges using 1 alg, orient corners using 1 alg, permute corners using 1 alg, permute edges using 1 alg
2) orient edges in one step (3 algs), orient corners in one step (7 algs), permute corners in one step (2 algs), permute edges in one step (4 algs) - i.e. 4-look last layer
3) orient edges in one step (3 algs), orient corners in one step (7 algs), PLL (21 algs) - i.e. 3-look last layer
4) OLL (57 algs), PLL (21 algs) - i.e. Fridrich last layer
 
2) orient edges in one step (3 algs), orient corners in one step (7 algs), permute corners in one step (2 algs), permute edges in one step (4 algs) - i.e. 4-look last layer
3) orient edges in one step (3 algs), orient corners in one step (7 algs), PLL (21 algs) - i.e. 3-look last layer

The standard order is
a) Edge-Orientation
b) Corner-Orientation
(2-Look OLL) But if you are not in the mood to learn 57 OLL algs. consider doing on lucky ocasions
a) Corner Orientation + 2 Edges (no new algs just Sunes, Antisunes and FRUR'U'F' , the eastimation how edges are oriented afterwards is simple that way )
b) orient 2-edges OLLs (these are only 2 algs , they are fast and so easy that you can do them from any angle without U adjustment, and recognition is super trivial )

alg suggestions RUR'UM'URU'r' and M'UMU2M'UM (and its mirrors)

This algs dont change corner positions
so there is one more benefit for people who don't know full PLL, because you can switch EO first /CO first to skip corner permutation, but that's maybe hard to do fast.
 
So, as basically everyone on this forum knows, Dan brown's method (He didn't actully invent it) isn't that great. Still, it isn't to far off of the better beginner's methods, the ones that basically get changed into CFOP/Fredrich or another speed solving method. Anyway, one day I was considering how to make the method better. For those that don't know it, here are the steps, or just search for it on youtube.

1. Cross on top (color neutral)
2. Bottem layer corners
3. Beginner F2l ( alg + inverse)
4. LL cross (1 alg)
5. Permute LL cross (1 alg)
6. Permute LL corners (1 alg)
7. Orient last layer corners (1 alg)

It is a reasonably well made tutorial, and one that a lot of people seem to have seen. This makes me wonder if for some people, would it be better to use a sort of optimized version of the DB method that they already know, or start from scratch and learn the badmephisto/Intro to fridrich method? Using cube explororer, I made the following modifications:

1. Cross on top (color neutral) Cross on Bottom/Side
2. Bottem layer corners F2l
3. Begginner F2l F2l
4. LL cross 2 algs+combination
5. Permute LL cross (4 algs)
6. Permute LL corners (3 algs)
7. Orient last layer corners (3, so far)

I think there are more algorithms for optimizing step 7, but I'm tired.

If anyone wants to see the algs, and is to lazy to find them for themselves, post and ask nicely.

I USE CFOP, NOT THIS METHOD

the method he teaches is the 7-Step solution invented by Dan Knights its the same solution thats is one the booklet that comes with the Rubik's brand 3x3's
 
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