Roux-breaker? The YruRU method

I’ll have to look into this, it seems really cool! The only reason I never tried Briggs was because there wasn’t enough explanation for it. Hopefully this will clear things up ;)
 
Would you consider this to be a viable 2h method?
I’m pretty sure at the current stage it doesn’t even compare to say CFOP for 2H because of the awkward grip required to do u and r moves in the start and the active thinking portion for EO. But then again I can argue similarly for Roux, yet people are quite fast with it in 2H as well.
Only time will tell whether it is viable for 2H, though I wouldn’t bet on it.

Here are some CP-line examples.


R2 F2 D2 U' L2 D B2 D' L D' U2 L' F' D L' B F2 R' U'

z’ y
Corners already solved
Sequence - 312
R’ (F’ u’ F) U S’ // CP-line



R L U' F2 L' F' D B U' F D B2 U' B2 L2 D L2 F2 U2 L2 F2

y z’
F // corners
Sequence - 321
r (F r F) f2 // CP-line


U2 R F2 R D2 L' B2 U2 R2 U2 L2 U' B2 L B L' R2 B2 D2 L U'

x z’
Corners already solved
Sequence - 312
r (F’ u’ F2) f’ // CP-line


R' D B2 L U2 F R2 L U' B' R L2 U2 R2 B2 D2 B2 R2 F2 D' R2

z2
Corners already solved
Sequence - 231
u (F’ u F) U S’ // CP-line


F2 B' D2 L F2 D2 R2 L U' F' R' F2 L D2 L' F2 U2 R' U2 D2 F2

z x’
F2 f // line
Sequence - 321
(F R F’) // CP-line
[with cancellations: z x’ S R F’]


Note, wherever possible, the centre that is to be solved on the L face is brought to either F, R or B face for the ease of doing the next step.
 
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D2 F2 D' R2 U' L2 B2 U' F2 R2 F L2 U' R U' L' D L B2 F'
what movecount can you get on this scramble

this method is actually just LEOR cp btw
 
D2 F2 D' R2 U' L2 B2 U' F2 R2 F L2 U' R U' L' D L B2 F'
what movecount can you get on this scramble

this method is actually just LEOR cp btw
Just like ZZ is just CFOP EO lol.

x z2
F2 U2 f’ u f// CP-line
u’ U R’ u2 // 123
r U2 r U2 r U’ r // EO
U2 r’ U2 r // 2-gen reduction
That was 20 moves ETM, 19 STM.
Kinda average scramble, got lucky during 1x2x3.
 
I'd like to here what @shadowslice e thinks of this, considering he's the creator of Briggs
I don't particularly care for cp first methods in speedsolving. They've been around for at least 4 years (possibly longer, but I haven't been able to find documentation of it) and it's been shown that cp in inspection can be done quickly and fairly easily (see 2gr).

What I want to see is basically inspectionless eo done fast in a speedsolve (not to mention RUru is a pretty awkward moveset). If that can be demonstrated, I'd be much more inclined to believe this method is good.

Failing that, I'd like to see eo and cp done together in inspection. Some friends and I actually tried to work out how to do that for a while but we never found anything satisfactory. I'd argue that cp first won't be really good until something along those lines is found (though even then it might not be since R,r2,U,U2 block building doesn't sound fun but ig you could try LU/RU alternating)

I'm also not convinced forcing 2gll is actually worth it. Afaik 2gll is not much (if at all) faster than zbll for oh on average.

And lastly, I don't think RU is actually faster than MU for oh (at least to solve their respective subgroups of the cube).

In summary, I don't think this method is anything revolutionary (or even does much to fix the problems of already existing cp methods).

But, like usual, I'd like to be proven wrong but I don't think I am.
 
I'm also not convinced forcing 2gll is actually worth it. Afaik 2gll is not much (if at all) faster than zbll for oh on average.
I'm similarly sceptical, but this may just be because of my ignorance. Here's what I've been thinking:

You have to do the F/B/D/L moves some time, so things like EP and CP just shift them around in the solve, and consolidate them. I'm not convinced that doing these awkward moves for CP at the start of the solve is any more efficient than doing them in the last layer. I'm no expert, but I think that CP only saves two L/L' moves in the last layer, and moves them to the start of the solve instead. With a z rotation, you can do corner permutation in the last layer using U/R/D moves, which is a very good move set for OH.

Doing EO first has some more benefits, since it consolidates many awkward moves into a single F or B move, and oriented edges help to reduce cases throughout the solve. I may be wrong, but it seems that CP only really helps during last layer.
 
Definitely worse than Roux.
There are too many small complicated steps, making it extremely difficult for me to believe that achieving fluid solving at high TPS is possible with this. The moveset is also quite far from ergonomic. RUru is pretty ugly for 2H due to wrist overturning and F-face thumb regrips every time a wide u is performed. It's arguably even worse for OH, for the same Uw front thumb regrip reason (as well as having to move middle finger from the E slice on the back). All of this extra work and dealing with ugly moves for a 2GLL finish is not worth it at all. If anything, this method shows how elegant and efficient Roux is as a method. The real roux-killer is more likely to be found in the hands of a young CFOP user who decides to learn how to actually build blocks properly and do giant Xcrosses every time followed by some ridiculous amount of algorithm sets solving LSLL.
 
I think the Uw moves just break the entire thing for OH. you have to hold the entire cube by one 1x1x3 pillar on the bottom left. The only way to realistically do this is to use some wierd table abuse, which is exactly what this method is trying to lower.
 
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