cpt.Justice
Regular
Someone probably already thought of this, but I'll post it anyway, seeing how I can't see any other threads about a similar approach.
My previous approach for the megaminx LL was pretty much Grant Tregay's Approach, but unlike him I used the R' D' R D commutator for corner orientation (basically because I didn't feel like learning any algs).
Recently I've been working a little on 4x4 BLD and learning basic commutators. I use an adaption of M2 for the edges (r2). M2 is a very popular method for edges, but the R2 method for the corners "turns out to be a bit cumbersome because half the pieces in the orbit are located in the buffer slice."
On a megaminx however, we can easily adapt the R2 method for permuting AND orienting the corners on the last face at the same time. And the best part is: only one of the pieces in the orbit will be located in the bufferslice. I already use commutators for both those steps (and R2 is basically just commutators), so with a little bit of practice I'm sure I'll be able to do corners much faster like this.
Currently, my idea is to insert one of the last layer corners into the first layer and then use one of the faces it is on.
Any thoughts regarding improvements / pros and cons will be greatly appreciated. I hope someone will benefit from this
If there is anything I should explain further or haven't explained at all, feel free to ask!
Edit: I forgot to mention, the buffer slice will naturally have to go R2, R2' (or DF2, DF2' I don't know the proper notation)
My previous approach for the megaminx LL was pretty much Grant Tregay's Approach, but unlike him I used the R' D' R D commutator for corner orientation (basically because I didn't feel like learning any algs).
Recently I've been working a little on 4x4 BLD and learning basic commutators. I use an adaption of M2 for the edges (r2). M2 is a very popular method for edges, but the R2 method for the corners "turns out to be a bit cumbersome because half the pieces in the orbit are located in the buffer slice."
On a megaminx however, we can easily adapt the R2 method for permuting AND orienting the corners on the last face at the same time. And the best part is: only one of the pieces in the orbit will be located in the bufferslice. I already use commutators for both those steps (and R2 is basically just commutators), so with a little bit of practice I'm sure I'll be able to do corners much faster like this.
Currently, my idea is to insert one of the last layer corners into the first layer and then use one of the faces it is on.
Any thoughts regarding improvements / pros and cons will be greatly appreciated. I hope someone will benefit from this
If there is anything I should explain further or haven't explained at all, feel free to ask!
Edit: I forgot to mention, the buffer slice will naturally have to go R2, R2' (or DF2, DF2' I don't know the proper notation)
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