Noahaha
blindmod
Just something I've been toying around with. Probably not very useful.
This is based on Petrus:
Step 1: create a 2x2x2 block with all D-layer corners placed. One of the two adjacent to the block must be oriented.
Step 2: Identify the corner swap in the U-layer and swap the corners using R U/U'/U2 R'.
Step 3: Place the last 2 edges of the 2x2x3 around the oriented D-layer corner while trying to make sure that you end up with 0 or 4 bad edges.
Step 3.5: If you ended up with 4 bad edges, use M' U M or M F M' to fix them. If you have 2 bad edges, which is undesirable, use R U R' U' M' U R U' r' or M U M' U2 M U M'.
Step 4: 2-gen F2L
Step 5: 2GLL.
Example solve with commentary:
U2 F' U' L' U2 F2 L2 U B' U F2 U2 F' R2 F L2 B' R2 F (scrambled with white on top and green in front)
CP-Block: (8)
D2 F2 B2
E2 ; instead of u2 since the blue-red-white corner is already placed.
R' U' B U ; It's a little unfortunate that the white-orange-blue corner is at DFR. Otherwise I would only have needed 2 moves here. For example, if it was at DBR, B R' would have sufficed.
CP: (4)
x' U ; places the UBL and UBR corners, so it is easy to see that UFL and UFR need to be swapped.
R U' R' ; accomplishes this.
2x2x3: (7)
z' y2 L U2 L' ; places the U F edge. I know that this insertion does not affect EO.
B' ; sets up an F' U' F insertion which flips the edges at RF and UR. I look at the edges at this point and I only see one bad edge at RD. So, I have to bite the bullet and accept 4 bad edges.
F' U' F
EO: (5)
x' y ; bad edges are at FL, FD, FR and UL
U F2 ; set up
M F M' ; kind of like arrow case in Roux.
F2L: (15)
y'
R U R2 U R2 U' R U R' U' R U R' U' R
2GLL: (14)
U2
R2 U' R U R U R' U2 R U R2 U R2
Total: 53
Conclusion: This might be good for OH sometimes. CP blocks often just happen, or are one or two moves extra. The example solve was probably about average movecount if not a little higher.
This is based on Petrus:
Step 1: create a 2x2x2 block with all D-layer corners placed. One of the two adjacent to the block must be oriented.
Step 2: Identify the corner swap in the U-layer and swap the corners using R U/U'/U2 R'.
Step 3: Place the last 2 edges of the 2x2x3 around the oriented D-layer corner while trying to make sure that you end up with 0 or 4 bad edges.
Step 3.5: If you ended up with 4 bad edges, use M' U M or M F M' to fix them. If you have 2 bad edges, which is undesirable, use R U R' U' M' U R U' r' or M U M' U2 M U M'.
Step 4: 2-gen F2L
Step 5: 2GLL.
Example solve with commentary:
U2 F' U' L' U2 F2 L2 U B' U F2 U2 F' R2 F L2 B' R2 F (scrambled with white on top and green in front)
CP-Block: (8)
D2 F2 B2
E2 ; instead of u2 since the blue-red-white corner is already placed.
R' U' B U ; It's a little unfortunate that the white-orange-blue corner is at DFR. Otherwise I would only have needed 2 moves here. For example, if it was at DBR, B R' would have sufficed.
CP: (4)
x' U ; places the UBL and UBR corners, so it is easy to see that UFL and UFR need to be swapped.
R U' R' ; accomplishes this.
2x2x3: (7)
z' y2 L U2 L' ; places the U F edge. I know that this insertion does not affect EO.
B' ; sets up an F' U' F insertion which flips the edges at RF and UR. I look at the edges at this point and I only see one bad edge at RD. So, I have to bite the bullet and accept 4 bad edges.
F' U' F
EO: (5)
x' y ; bad edges are at FL, FD, FR and UL
U F2 ; set up
M F M' ; kind of like arrow case in Roux.
F2L: (15)
y'
R U R2 U R2 U' R U R' U' R U R' U' R
2GLL: (14)
U2
R2 U' R U R U R' U2 R U R2 U R2
Total: 53
Conclusion: This might be good for OH sometimes. CP blocks often just happen, or are one or two moves extra. The example solve was probably about average movecount if not a little higher.
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