Erzz
Premium Member
I just had this random idea for a Columns First method. I got bored so generated algorithms for it. It's just for fun, it isn't good for speed. At least, I don't think so.
Still no idea what to call it. Post ideas if you have them.
General Idea:
1) Four F2L pairs, no cross edges
2) Fix centers if needed (M and S turns, intuitive)
3) CxLL, as long as it doesn't affect the E slice or D corners you can use it.
4) Orientate the edges.
5) Separate the edges into their correct slices.
6) Solve the M slice.
7) Do a y/y' and solve the new M slice.
Step One is intuitive. If you really need to, you can use your Fridrich algorithms. For the first few pairs you can insert them with just R or F if they are paired. You can also use the M slice without worrying about messing up the cross.
A better way to do it would be to do it Roux-style with block building, leaving out the DL and DR edges.
I shouldn't need to say anything about step 2.
There are many different alg sets you can use here. CMLL, COLL, modified CLL, etc. Whichever method you use, there will be 42 algorithms.
You can check the wiki for algorithms, or this thread, or this site, or this video, as well as many others.
You could also just use OLL algorithms to flip the corners, then A perms / T perms / Y perms / etc to solve the corners.
The columns are done now.
This can be done intuitively, or you can use algorithms. I do it intuitively, so I didn't generate algorithms for this step. You can look at some Roux tutorials for ideas on how to do this.
I did find this algorithm accidentally though:
M d D M U M' S
It flips all the non-E edges. Might be useful, might be better ones out there.
If you're doing this intuitively, try to do step five at the same time, or at least avoid bad cases.
The M and S slice should only have edges in them that have stickers the same colour as the centers of that slice. So if you start with white on D, and the M slice has White/Blue/Green/Yellow, then the White/Blue, White/Green, Yellow/Blue, and Yellow/Green edges should be in the M slice.
There seems to be 13 cases for this step. For recognition, just find all the pieces that don't belong in each slice. If there is one from each slice in the same layer, there is an adjacent swap. If there is just one from a slice in a layer, there is also one from the other slice in the other layer. That's when you need the algorithms that say UF<->DF and such.
If you don't want to learn 13 algorithms, just learn the Adj on U one and the UB<->DB one.
(<-> just means "these two edges are being switched")
Algorithms
Fix the columns after doing these.
The case names come from 4c here.
Since both slices are unsolved, there can be 2 edges switched anywhere in each of those cases. Since there are 4 sides to a slice, there are 16 (4 cases * 4 switches) more cases that can come up. Unfortunately they aren't as short as the normal cases.
They are separated by where the switch is. So if you look under "Half-a-Dot", then under "F:", those will solve the Half-a-Dot case when UF and DF are switched.
If everything is solved except for the switch, put the switch on U and rotate, then do one of these algorithms on the other slice.
Algorithms
Step seven is just the cases from 4c here.
After this the cube should be solved. If not, I probably didn't explain well enough.
Move count should definitely be below 70, I think. 75 algorithms or so.
PS: Stachu's aCube GUI is very useful. I might re-generate these algorithms after aCube 4 comes out.
Still no idea what to call it. Post ideas if you have them.
General Idea:
1) Four F2L pairs, no cross edges
2) Fix centers if needed (M and S turns, intuitive)
3) CxLL, as long as it doesn't affect the E slice or D corners you can use it.
4) Orientate the edges.
5) Separate the edges into their correct slices.
6) Solve the M slice.
7) Do a y/y' and solve the new M slice.
Step One
Step One is intuitive. If you really need to, you can use your Fridrich algorithms. For the first few pairs you can insert them with just R or F if they are paired. You can also use the M slice without worrying about messing up the cross.
A better way to do it would be to do it Roux-style with block building, leaving out the DL and DR edges.
I shouldn't need to say anything about step 2.
Step Three
There are many different alg sets you can use here. CMLL, COLL, modified CLL, etc. Whichever method you use, there will be 42 algorithms.
You can check the wiki for algorithms, or this thread, or this site, or this video, as well as many others.
You could also just use OLL algorithms to flip the corners, then A perms / T perms / Y perms / etc to solve the corners.
The columns are done now.
Step Four
This can be done intuitively, or you can use algorithms. I do it intuitively, so I didn't generate algorithms for this step. You can look at some Roux tutorials for ideas on how to do this.
I did find this algorithm accidentally though:
M d D M U M' S
It flips all the non-E edges. Might be useful, might be better ones out there.
If you're doing this intuitively, try to do step five at the same time, or at least avoid bad cases.
Step Five
The M and S slice should only have edges in them that have stickers the same colour as the centers of that slice. So if you start with white on D, and the M slice has White/Blue/Green/Yellow, then the White/Blue, White/Green, Yellow/Blue, and Yellow/Green edges should be in the M slice.
There seems to be 13 cases for this step. For recognition, just find all the pieces that don't belong in each slice. If there is one from each slice in the same layer, there is an adjacent swap. If there is just one from a slice in a layer, there is also one from the other slice in the other layer. That's when you need the algorithms that say UF<->DF and such.
If you don't want to learn 13 algorithms, just learn the Adj on U one and the UB<->DB one.
(<-> just means "these two edges are being switched")
Algorithms
Adj = L<->B
Z = L<->B, R<->F
Square brackets are for AUF/ADF.
--
Adj on U
[U' D] R' U' R U R U R U' R'
--
Adj on U, UF<->DF
M U2 M' U' M' U2 M' U M2
M2 U' M U2 M U M U2 M'
--
Adj on U, UR<->DR
[U' D'] M2 U M' D2 M U M' U2 M'
[U D'] M U2 M' U M' U2 M' U' M2
--
Adj on D
[U'] M2 D M' U2 M D' M2
--
Adj on D, UF<->DF
[U2] M2 D M' U2 M D M' D2 M'
--
Adj on D, UR<->DR
[U2 D'] R2 U' M U2 M2 U2 M U R2
[U2 D'] R2 U' M' U2 M2 U2 M' U R2
[U' D'] M2 D' M' D2 M' D' M U2 M'
[U' D'] M2 D' M' U2 M D' M' D2 M'
bleh...
--
Both Adj
[U'] M U2 S U S' M'
[U2 D'] M U' D' M' U' M (U' D) M'
--
Both Adj, UR<->DR
[U' D'] M' S' U S D2 M
[U D] M (U' D) M' U M U D M'
--
Both Adj, UF<->DF
S U2 M D' M' S'
M2 U' M U2 M (U' D) M' U2 M
--
Z on U, Adj on D
[D2] M2 U M2 U M U2 M' D' M' U2 M
--
Z on D, Adj on U
No "good" alg yet... Use one of these for now
[U2 D] M U2 M U M U2 M D' M2 D' M2
[U2 D] M D2 M' U M' D2 M D' M2 D' M2
[U2] M2 D' M2 D' M' D2 M U M D2 M'
--
Double Z
M2 U' M2 U' D M2 D M2
--
UB<->DB
M' U' M2 U2 M2 U' M
M' U M2 U2 M2 U M
Z = L<->B, R<->F
Square brackets are for AUF/ADF.
--
Adj on U
[U' D] R' U' R U R U R U' R'
--
Adj on U, UF<->DF
M U2 M' U' M' U2 M' U M2
M2 U' M U2 M U M U2 M'
--
Adj on U, UR<->DR
[U' D'] M2 U M' D2 M U M' U2 M'
[U D'] M U2 M' U M' U2 M' U' M2
--
Adj on D
[U'] M2 D M' U2 M D' M2
--
Adj on D, UF<->DF
[U2] M2 D M' U2 M D M' D2 M'
--
Adj on D, UR<->DR
[U2 D'] R2 U' M U2 M2 U2 M U R2
[U2 D'] R2 U' M' U2 M2 U2 M' U R2
[U' D'] M2 D' M' D2 M' D' M U2 M'
[U' D'] M2 D' M' U2 M D' M' D2 M'
bleh...
--
Both Adj
[U'] M U2 S U S' M'
[U2 D'] M U' D' M' U' M (U' D) M'
--
Both Adj, UR<->DR
[U' D'] M' S' U S D2 M
[U D] M (U' D) M' U M U D M'
--
Both Adj, UF<->DF
S U2 M D' M' S'
M2 U' M U2 M (U' D) M' U2 M
--
Z on U, Adj on D
[D2] M2 U M2 U M U2 M' D' M' U2 M
--
Z on D, Adj on U
No "good" alg yet... Use one of these for now
[U2 D] M U2 M U M U2 M D' M2 D' M2
[U2 D] M D2 M' U M' D2 M D' M2 D' M2
[U2] M2 D' M2 D' M' D2 M U M D2 M'
--
Double Z
M2 U' M2 U' D M2 D M2
--
UB<->DB
M' U' M2 U2 M2 U' M
M' U M2 U2 M2 U M
Step Six
The case names come from 4c here.
Since both slices are unsolved, there can be 2 edges switched anywhere in each of those cases. Since there are 4 sides to a slice, there are 16 (4 cases * 4 switches) more cases that can come up. Unfortunately they aren't as short as the normal cases.
They are separated by where the switch is. So if you look under "Half-a-Dot", then under "F:", those will solve the Half-a-Dot case when UF and DF are switched.
If everything is solved except for the switch, put the switch on U and rotate, then do one of these algorithms on the other slice.
Algorithms
Half-a-Dot:
U/D:
H perm. If D you skip the first M2.
F:
U M2 U2 M2 U' M U2 M'
U' M2 U2 M2 U M U2 M'
M' U2 M U M2 U2 M2 U'
M' U2 M U' M2 U2 M2 U
B:
Same as F but switch direction of the Ms.
--
Dot: (I'm not sure if you can actually get this with this method)
U:
Same as D, but end with M2.
D:
U M U2 M2 U2 M' U'
U M' U2 M2 U2 M U'
U' M U2 M2 U2 M' U
U' M' U2 M2 U2 M U
F:
M U2 M U M2 U2 M2 U'
M U2 M U' M2 U2 M2 U
B:
Same as F but with M'.
--
Fuu~:
U:
M U M2 U2 M2 U M
M U' M2 U2 M2 U' M
D:
U M2 U2 M2 U' M U2 M'
U' M2 U2 M2 U M U2 M'
M' U2 M U M2 U2 M2 U'
M' U2 M U' M2 U2 M2 U
F:
U M2 U2 M2 U M U2 M U2
U2 M' U2 M' U M2 U2 M2 U
U2 M' U2 M' U' M2 U2 M2 U'
U' M2 U2 M2 U' M U2 M U2
B:
U2 M U M2 U2 M2 U M U2
U2 M U' M2 U2 M2 U' M U2
--
Worse than Fuu~:
U:
M' U M2 U2 M2 U M'
M' U' M2 U2 M2 U' M'
D:
U M2 U2 M2 U' M U2 M
U' M2 U2 M2 U M U2 M
M' U2 M' U M2 U2 M2 U'
M' U2 M' U' M2 U2 M2 U
F:
U2 M' U M2 U2 M2 U M' U2
U2 M' U' M2 U2 M2 U' M' U2
B:
U2 M U2 M U M2 U2 M2 U
U2 M U2 M U' M2 U2 M2 U'
--
U/D:
H perm. If D you skip the first M2.
F:
U M2 U2 M2 U' M U2 M'
U' M2 U2 M2 U M U2 M'
M' U2 M U M2 U2 M2 U'
M' U2 M U' M2 U2 M2 U
B:
Same as F but switch direction of the Ms.
--
Dot: (I'm not sure if you can actually get this with this method)
U:
Same as D, but end with M2.
D:
U M U2 M2 U2 M' U'
U M' U2 M2 U2 M U'
U' M U2 M2 U2 M' U
U' M' U2 M2 U2 M U
F:
M U2 M U M2 U2 M2 U'
M U2 M U' M2 U2 M2 U
B:
Same as F but with M'.
--
Fuu~:
U:
M U M2 U2 M2 U M
M U' M2 U2 M2 U' M
D:
U M2 U2 M2 U' M U2 M'
U' M2 U2 M2 U M U2 M'
M' U2 M U M2 U2 M2 U'
M' U2 M U' M2 U2 M2 U
F:
U M2 U2 M2 U M U2 M U2
U2 M' U2 M' U M2 U2 M2 U
U2 M' U2 M' U' M2 U2 M2 U'
U' M2 U2 M2 U' M U2 M U2
B:
U2 M U M2 U2 M2 U M U2
U2 M U' M2 U2 M2 U' M U2
--
Worse than Fuu~:
U:
M' U M2 U2 M2 U M'
M' U' M2 U2 M2 U' M'
D:
U M2 U2 M2 U' M U2 M
U' M2 U2 M2 U M U2 M
M' U2 M' U M2 U2 M2 U'
M' U2 M' U' M2 U2 M2 U
F:
U2 M' U M2 U2 M2 U M' U2
U2 M' U' M2 U2 M2 U' M' U2
B:
U2 M U2 M U M2 U2 M2 U
U2 M U2 M U' M2 U2 M2 U'
--
Step Seven
Step seven is just the cases from 4c here.
After this the cube should be solved. If not, I probably didn't explain well enough.
Move count should definitely be below 70, I think. 75 algorithms or so.
PS: Stachu's aCube GUI is very useful. I might re-generate these algorithms after aCube 4 comes out.
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