Its an set of 15 (i think) algs that solves the cube, as long as the last 5 edges (UF UB UR UL DF) are oriented correctly.
Ofc this also assumes that the corners are solved.
Ill edit this with the wiki link (if there is one)
Its an set of 15 (i think) algs that solves the cube, as long as the last 5 edges (UF UB UR UL DF) are oriented correctly.
Ofc this also assumes that the corners are solved.
Ill edit this with the wiki link (if there is one)
ok i tried out some stuff to have a more straight forward method to get to 3x3x4 (the main shape of this method). Here it is:
step 1: Solve 1x3x4 on the left with half of the bottom center solved.
step 2: Expand to 2x3x4 using F3L.
step 3: Solve the bottom center and expand into 3x3x4 using F3L techniques.
step 4: do a y move and solve the L2C (Last 2 Centers)
step 5: solve L7E (Last 7 Edges)
Step 6: solve LL
Comparison to old version:
Simpler and is more straight forward.
No need to keep switching between centers and edges.
It is easier to expand from a 1x3x4 block than a 2x2x3 block
Pros:
Easy look ahead during F3L.
Efficiency is optimized because of block-building
Minimal rotations (2-3 rotations)
Excellent lookahead during L7E
Cons:
Trickier to learn than methods like Yau and Hoya
Step 3 can have bad ergonomics because of the places the half center can be in.
Potential Modifications (to be tested)
OPA
Solving EO during step 4 (not sure if possible)
looking to name this method the CV4 (Caleb Valenzuela's 4x4x4) method or the CVB (Caleb Valenzuela's Block). Any ideas? Currently in the "Design" phase of this method. The Pros and Cons are not complete yet.
yeah my method here is just a less optimized OBLBL for 4x4 i was thinking of dropping the idea but maybe i could fine tune it by adding OPA and EO techniques.
thought of another method idea for 3x3. It goes like this:
step 1: create 1x2x3 block on the left
step 2: create 1x2x2 block on the right
step 3: solve DFDB edges
step 4: form pair (can be done while solving DFDB)
step 5: VLS
step 6: PLL
biggest downsides are:
1. Movecount might not even be lower than Roux
2. VLS requires a free pair and forming a pair will add more moves
I think I’ll just discard this method because it has no potential especially with existing methods like APB and Roux.
thought of another method idea for 3x3. It goes like this:
step 1: create 1x2x3 block on the left
step 2: create 1x2x2 block on the right
step 3: solve DFDB edges
step 4: form pair (can be done while solving DFDB)
step 5: VLS
step 6: PLL
biggest downsides are:
1. Movecount might not even be lower than Roux
2. VLS requires a free pair and forming a pair will add more moves
I think I’ll just discard this method because it has no potential especially with existing methods like APB and Roux.
yeah umm my method here is just a less optimized OBLBL for 4x4 i was thinking of dropping the idea but maybe i could fine tune it by adding OPA and EO techniques.
Its an set of 15 (i think) algs that solves the cube, as long as the last 5 edges (UF UB UR UL DF) are oriented correctly.
Ofc this also assumes that the corners are solved.
Ill edit this with the wiki link (if there is one)
ok i tried out some stuff to have a more straight forward method to get to 3x3x4 (the main shape of this method). Here it is:
step 1: Solve 1x3x4 on the left with half of the bottom center solved.
step 2: Expand to 2x3x4 using F3L.
step 3: Solve the bottom center and expand into 3x3x4 using F3L techniques.
step 4: do a y move and solve the L2C (Last 2 Centers)
step 5: solve L7E (Last 7 Edges)
Step 6: solve LL
Comparison to old version:
Simpler and is more straight forward.
No need to keep switching between centers and edges.
It is easier to expand from a 1x3x4 block than a 2x2x3 block
Pros:
Easy look ahead during F3L.
Efficiency is optimized because of block-building
Minimal rotations (2-3 rotations)
Excellent lookahead during L7E
Cons:
Trickier to learn than methods like Yau and Hoya
Step 3 can have bad ergonomics because of the places the half center can be in.
Potential Modifications (to be tested)
OPA
Solving EO during step 4 (not sure if possible)
looking to name this method the CV4 (Caleb Valenzuela's 4x4x4) method or the CVB (Caleb Valenzuela's Block). Any ideas? Currently in the "Design" phase of this method. The Pros and Cons are not complete yet.
i’m back with a new method idea for 4x4!
here’s my first rough idea:
step 1: solve the D, L, B, and R centers. This can be done multiple ways, but Yau style seems to work best for me.
step 2: solve the DL, DB, and BL edges.
step 3: solve the DL pair to make a 3x3 block in the back.
step 4: solve L2C (last two centers)
step 5: finish edge pairing
step 6: solve the rest of the cube using a method of choice (I personally use APB)
my first concept is alright, but having to solve the centers/edges(step 1+2) like that can lead to some awkward cases which can lead to rotations and bad solutions and worse lookahead. So I took some techniques from my previous failed method to optimize this new one.
step 1: make two opposite centers (make sure white and yellow always stay on the bottom and top except if you are CN)
step 2: make a 1x3x3 block in the BL
step 3: expand the 1x3x3 block into a 2x2x3 block using F3L techniques, then repeat again to expand the 2x2x3 block into a 3x3x3 block.
step 4: solve L2C and the DF edge using F3L
step 5: finish edge pairing (yau style)
step 6: finish solving the cube using method of choice (once again, I personally use APB)
this method of solving is much better than my first “draft”. And even better, this new method I made hasn’t been invented!!!
i’m back with a new method idea for 4x4!
here’s my first rough idea:
step 1: solve the D, L, B, and R centers. This can be done multiple ways, but Yau style seems to work best for me.
step 2: solve the DL, DB, and BL edges.
step 3: solve the DL pair to make a 3x3 block in the back.
step 4: solve L2C (last two centers)
step 5: finish edge pairing
step 6: solve the rest of the cube using a method of choice (I personally use APB)
my first concept is alright, but having to solve the centers/edges(step 1+2) like that can lead to some awkward cases which can lead to rotations and bad solutions and worse lookahead. So I took some techniques from my previous failed method to optimize this new one.
step 1: make two opposite centers (make sure white and yellow always stay on the bottom and top except if you are CN)
step 2: make a 1x3x3 block in the BL
step 3: expand the 1x3x3 block into a 2x2x3 block using F3L techniques, then repeat again to expand the 2x2x3 block into a 3x3x3 block.
step 4: solve L2C and the DF edge using F3L
step 5: finish edge pairing (yau style)
step 6: finish solving the cube using method of choice (once again, I personally use APB)
this method of solving is much better than my first “draft”. And even better, this new method I made hasn’t been invented!!!
Although concept 2 hasnt properly been invented, i for one have played around with this idea (im sorry), and i think id probably main it if i didnt like blockbuilding on 4x4 and if hoya wasnt hoya.
Speaking of hoya, im trying to make a variant of it suited for methods like apb/petrus (gonna call it hoyapb or hoypb chances are).
Thanks for reminding me of f3l techniques ig, those might be handy.
Although concept 2 hasnt properly been invented, i for one have played around with this idea (im sorry), and i think id probably main it if i didnt like blockbuilding on 4x4 and if hoya wasnt hoya.
Speaking of hoya, im trying to make a variant of it suited for methods like apb/petrus (gonna call it hoyapb or hoypb chances are).
Thanks for reminding me of f3l techniques ig, those might be handy.
as in it hasnt really been presented before.
tbh i dont think many people have thought of this kind of idea before, i mean i did think of this sort of idea a few months back but thats all i know of it.
im not claiming credit for this idea btw, in case it seems i am.
as in it hasnt really been presented before.
tbh i dont think many people have thought of this kind of idea before, i mean i did think of this sort of idea a few months back but thats all i know of it.
im not claiming credit for this idea btw, in case it seems i am.
i’m back with a new method idea for 4x4!
here’s my first rough idea:
step 1: solve the D, L, B, and R centers. This can be done multiple ways, but Yau style seems to work best for me.
step 2: solve the DL, DB, and BL edges.
step 3: solve the DL pair to make a 3x3 block in the back.
step 4: solve L2C (last two centers)
step 5: finish edge pairing
step 6: solve the rest of the cube using a method of choice (I personally use APB)
my first concept is alright, but having to solve the centers/edges(step 1+2) like that can lead to some awkward cases which can lead to rotations and bad solutions and worse lookahead. So I took some techniques from my previous failed method to optimize this new one.
step 1: make two opposite centers (make sure white and yellow always stay on the bottom and top except if you are CN)
step 2: make a 1x3x3 block in the BL
step 3: expand the 1x3x3 block into a 2x2x3 block using F3L techniques, then repeat again to expand the 2x2x3 block into a 3x3x3 block.
step 4: solve L2C and the DF edge using F3L
step 5: finish edge pairing (yau style)
step 6: finish solving the cube using method of choice (once again, I personally use APB)
this method of solving is much better than my first “draft”. And even better, this new method I made hasn’t been invented!!!
I just made a huge optimization which makes my method even better for APB 3x3 stage!
step 1: make two opposite centers (same as previous concept)
step 2: make a 1x3x4 on the left
step 3: expand the 1x3x4 into a 2x3x3 (but preserving the FL pair from the 1x3x4), then expand again into a 3x3x3 block (still preserving the FL pair)
step 4: solve L2C and the DF edge using F3L (make sure not to break the FL pair)
step 5: finish edge pairing (yau style)
step 6: finish 3x3 stage using the APB method
this is more similar to OBLBL but you don’t need to do a y rotation and you don’t have to expand the 1x3x4 into a 2x3x4 into a 3x3x4.
I just made a huge optimization which makes my method even better for APB 3x3 stage!
step 1: make two opposite centers (same as previous concept)
step 2: make a 1x3x4 on the left
step 3: expand the 1x3x4 into a 2x2x3 (but preserving the FL pair from the 1x3x4), then expand again into a 3x3x3 block (still preserving the FL pair)
step 4: solve L2C and the DF edge using F3L (make sure not to break the FL pair)
step 5: finish edge pairing (yau style)
step 6: finish 3x3 stage using the APB method
this is more similar to OBLBL but you don’t need to do a y rotation and you don’t have to expand the 1x3x4 into a 2x3x4 into a 3x3x4.
first average of five with my new method!
Generated By csTimer on 2025-11-10
avg of 5: 1:07.82
Time List:
1. (1:34.34) F R2 U L2 D' F D2 L' B L2 F2 U L2 D2 L2 D' R2 D L2 U R2 Uw2 B2 R' F2 R' D Uw2 Rw2 D' R F2 D' Fw R2 Uw2 F' R' Fw Uw Rw2 F' B L Fw' Rw'
2. 57.90 D2 L2 F R2 B L2 D2 L2 F' L2 U B' L F2 L2 B2 L2 U R2 Fw2 Rw2 U R2 D Uw2 R F2 Fw2 D' F2 R U Fw' L Rw2 F L2 F Uw R2 L Fw L D' Fw
3. 1:14.69 U2 R' L2 B2 R B D' F2 L' U2 D2 R2 D2 B2 U2 F2 D2 F' R2 B' R2 Uw2 R2 Rw2 F' U F' B2 D2 Fw2 U' F' B' Rw' U R2 Fw2 L2 U' F Fw Rw U Fw R2 F
4. 1:10.86 B' D2 R2 F' L2 B' L2 U2 B2 D2 F' R' D R F D L2 B' R U' Rw2 B' Rw2 Fw2 D' F L2 U2 D' B' Fw2 U' R B2 Uw2 Rw' B U' Fw Uw' B2 U' Fw' Rw' D
5. (56.83) D F2 R2 U L2 U' R2 B2 L2 D R2 L' B R L' F2 R2 D R Rw2 D L' Fw2 U' R2 Rw2 D2 F2 Uw2 R Uw2 R2 Fw R2 U F2 Uw' R' B Fw' D2 R2 Fw2 D'
I noticed that look ahead is especially difficult during 1x3x4 and 2x3x3 and some cases for the last half center + edge were tricky so I might have to learn how to generate algs
first average of five with my new method!
Generated By csTimer on 2025-11-10
avg of 5: 1:07.82
Time List:
1. (1:34.34) F R2 U L2 D' F D2 L' B L2 F2 U L2 D2 L2 D' R2 D L2 U R2 Uw2 B2 R' F2 R' D Uw2 Rw2 D' R F2 D' Fw R2 Uw2 F' R' Fw Uw Rw2 F' B L Fw' Rw'
2. 57.90 D2 L2 F R2 B L2 D2 L2 F' L2 U B' L F2 L2 B2 L2 U R2 Fw2 Rw2 U R2 D Uw2 R F2 Fw2 D' F2 R U Fw' L Rw2 F L2 F Uw R2 L Fw L D' Fw
3. 1:14.69 U2 R' L2 B2 R B D' F2 L' U2 D2 R2 D2 B2 U2 F2 D2 F' R2 B' R2 Uw2 R2 Rw2 F' U F' B2 D2 Fw2 U' F' B' Rw' U R2 Fw2 L2 U' F Fw Rw U Fw R2 F
4. 1:10.86 B' D2 R2 F' L2 B' L2 U2 B2 D2 F' R' D R F D L2 B' R U' Rw2 B' Rw2 Fw2 D' F L2 U2 D' B' Fw2 U' R B2 Uw2 Rw' B U' Fw Uw' B2 U' Fw' Rw' D
5. (56.83) D F2 R2 U L2 U' R2 B2 L2 D R2 L' B R L' F2 R2 D R Rw2 D L' Fw2 U' R2 Rw2 D2 F2 Uw2 R Uw2 R2 Fw R2 U F2 Uw' R' B Fw' D2 R2 Fw2 D'
I noticed that look ahead is especially difficult during 1x3x4 and 2x3x3 and some cases for the last half center + edge were tricky so I might have to learn how to generate algs
first sub-1 ao5 lol
Generated By csTimer on 2025-11-10
avg of 5: 59.76
Time List:
1. 56.83 D F2 R2 U L2 U' R2 B2 L2 D R2 L' B R L' F2 R2 D R Rw2 D L' Fw2 U' R2 Rw2 D2 F2 Uw2 R Uw2 R2 Fw R2 U F2 Uw' R' B Fw' D2 R2 Fw2 D'
2. (1:12.77) D' F2 U2 R2 D F2 U2 R2 B2 U B U' F2 D' F' R L U2 D B' Uw2 R' F2 B2 Rw2 Uw2 R U' Fw2 R' U F2 Fw R Fw L B L2 Rw' Fw2 Rw' Uw B' Uw2
3. (53.15) F2 R' D' L' F' U2 L' U' F2 L2 F2 R2 U D F2 U L2 D' L' Rw2 D Fw2 U2 F Rw2 Uw2 L2 D F' U2 F2 Rw' D' B' Fw2 R2 U2 Fw2 Uw' F2 Rw' Uw Fw2 R' D
4. 58.95 R2 U2 B' D2 B' U2 B2 R2 F2 L2 D2 R D B2 U' B2 R F U D2 Rw2 B R2 Uw2 F Fw2 U' Rw2 U Rw2 F D' L' F B' Rw' D' B Uw' F2 B2 Fw L' Rw' B
5. 1:03.49 U' B' U2 B U2 L2 F' B' D2 L2 B L U R' U B' L U' Rw2 F' R2 D' Rw2 F' D2 Rw2 U Uw2 B2 U' L' Uw2 Rw D2 Fw2 Rw Uw' F' R' Rw2 Uw2 Fw L2
step 1: make two opposite centers (same as previous concept)
step 2: make a 1x3x4 on the left
step 3: expand the 1x3x4 into a 2x3x3 (but preserving the FL pair from the 1x3x4), then expand again into a 3x3x3 block (still preserving the FL pair)
step 4: solve L2C and the DF edge using F3L (make sure not to break the FL pair)
step 5: finish edge pairing (yau style)
step 6: finish 3x3 stage using the APB method
Pros:
Lookahead and ergonomics after solving the 2x3x3 becomes significantly better.
Predicting whether you will get OLL parity or not is extremely easy (assuming you know how EO works which is essential for APB)
Edge Pairing and APB 3x3 stage consists of mostly RUF moves.
Cons:
Lookahead while forming a 1x3x4 and 2x3x3 is difficult
Slice moves are used more to reduce movecount, making ergonomics worse
method name: CVOB (Caleb Valenzuela’s Optimized Block)
Average Movecount: to be confirmed (I have counted around 149-179 moves so far)