Inspecting CP in inspection allows us to solve the entire cube 2-gen.
Many cubers, notably Jayden and Bhargav are particularly excited by this idea; and this can potentially beat Roux for One-handed solving.
If you find it game-changing, or otherwise, let me know. I'll be putting this up along with the numbering system on some facebook groups, and on youtube.
On an overall level, it has an average move count of 45-50, and is similar to Roux in execution, except we have 2GLL instead of CMLL, and there is no MU turning necessary.
The idea is simple: Reduce the cube to be solvable using
(First) u, r, U, R
(Then) r, U, R
(And finally) U, R
Scramble: D2 R2 D2 R2 F’ R2 B’ D2 B F’ D F D’ U2 B D’ U B’ L R
R U x’ // 113
It takes 2-3 moves to make a 1x1x3 with white or yellow on one of the sides with 3 pieces (there are 8 such bars possible). This has to be placed in bottom left.
U2 F’ U F // CP
This takes 3-4 moves, and I have developed a numbering system to figure out how to do CP. Since all this is seen in inspection, there is no question of recognition time; and this step is extremely flexible (my numbering system gives 12 solutions that are 4 moves or less) so influencing the next step is very easy.
This is as far as needs to be seen in inspection, however, seeing much farther is possible (for reference, doing this with my numbering system is far easier than making an EO line in inspection)..
Now the cube is reduced to RUru.
U r u R’ U2 R’ u2 // 123
The cube is now reduced to RUr.
The previous step was quite simple and almost always ends with u2, so it is a great opportunity to look ahead.
r U2 r’ U’ R r U’ r’ // EO
R’ U’ r2 // 223
The above two can in advanced solves be combined like EOLR in Roux.
Now, the cube is solvable 2gen, we know how quick that can be.
1/6 of the time we get a CP skip. That’s 4 less moves, two of which are F or D; and allows us to see further into the solve during inspection.
Here are some example solves.
These by no means are perfectly done solves, but they do show the method's general idea; and the high probability of lucky solves adds to it as evident in solve 5.
Scramble 1: R2 U’ B2 R2 D’ F2 D B2 R2 D2 B F2 U L2 R U L’ R’ F2 D
Solution 1: z // inspection
R S // 113
R2 F’ U’ F // CP
u’ R u’ R U R u2 // 123
R2 U R’ r U’ r // EO
R U2 R U r2 // 2-gen reduction
Scramble 2: F U2 B’ U2 L2 R2 F2 R2 F D’ U’ B R D’ R2 D’ L R2 D’ U
Solution 2: x2 // inspection
R’ F // 113
R F’ U’ F // CP
u R u R’ U2 R u2 // 123
R U R U r U’ r’ // EO
R’ U R U’ r2 // 2-gen reduction
Scramble 3: D2 R2 D2 R2 F’ R2 B’ D2 B F’ D F D’ U2 B D’ U B’ L R
Solution 3: x’ // inspection
R F // 113
U2 F’ U F // CP
U r u R’ U2 R’ u2 // 123
r U2 r’ U’ R r U’ r’ // EO
R’ U’ r2 // 2-gen reduction
Scramble 4: D2 F2 R B2 D2 B2 R’ F2 L’ B2 F2 U F D L’ F’ D B’ U L2
Solution 4: z y // inspection
F U’ f’ U F // 113 + CP
U r U r’ R’ U’ R’ u2 // 123
r U’ R2 U r U’ r // EO
U R’ U’ r2 // 2-gen reduction
Scramble 5: D’ B2 U B2 U’ F2 L2 U2 B2 U’ F L2 B U’ R F2 D R’ B2 L2
Solution 5: z2 y // inspection
S2 U’ F2 // 113
CP Skip!
U R’ u’ r’ R2 U R’ u2 // 123
U’ r U R U r U’ r’ // EO (+ block)
U r’ U2 r’ // 2-gen reduction (+ block)
R U2 R U2 R’ U’ R U R’ // F2L
U’ // 2-GLL Skip!
1/6 chance of CP skip, 1/324 chance of LL skip (1/108 if you do phasing, 1/12 if you do WV) Plus extremely high TPS for most of the solve, which would be under 50 moves long.
I’ll put up the numbering system.
If the method looks promising, let me (and others) know!
The method is called YruRU (Vaay-roo-roo).
EDIT: Here is the website for the method if you’re interested in having a look at the updated version (as of late June 2020).
Many cubers, notably Jayden and Bhargav are particularly excited by this idea; and this can potentially beat Roux for One-handed solving.
If you find it game-changing, or otherwise, let me know. I'll be putting this up along with the numbering system on some facebook groups, and on youtube.
On an overall level, it has an average move count of 45-50, and is similar to Roux in execution, except we have 2GLL instead of CMLL, and there is no MU turning necessary.
The idea is simple: Reduce the cube to be solvable using
(First) u, r, U, R
(Then) r, U, R
(And finally) U, R
Scramble: D2 R2 D2 R2 F’ R2 B’ D2 B F’ D F D’ U2 B D’ U B’ L R
R U x’ // 113
It takes 2-3 moves to make a 1x1x3 with white or yellow on one of the sides with 3 pieces (there are 8 such bars possible). This has to be placed in bottom left.
U2 F’ U F // CP
This takes 3-4 moves, and I have developed a numbering system to figure out how to do CP. Since all this is seen in inspection, there is no question of recognition time; and this step is extremely flexible (my numbering system gives 12 solutions that are 4 moves or less) so influencing the next step is very easy.
This is as far as needs to be seen in inspection, however, seeing much farther is possible (for reference, doing this with my numbering system is far easier than making an EO line in inspection)..
Now the cube is reduced to RUru.
U r u R’ U2 R’ u2 // 123
The cube is now reduced to RUr.
The previous step was quite simple and almost always ends with u2, so it is a great opportunity to look ahead.
r U2 r’ U’ R r U’ r’ // EO
R’ U’ r2 // 223
The above two can in advanced solves be combined like EOLR in Roux.
Now, the cube is solvable 2gen, we know how quick that can be.
1/6 of the time we get a CP skip. That’s 4 less moves, two of which are F or D; and allows us to see further into the solve during inspection.
Here are some example solves.
These by no means are perfectly done solves, but they do show the method's general idea; and the high probability of lucky solves adds to it as evident in solve 5.
Scramble 1: R2 U’ B2 R2 D’ F2 D B2 R2 D2 B F2 U L2 R U L’ R’ F2 D
Solution 1: z // inspection
R S // 113
R2 F’ U’ F // CP
u’ R u’ R U R u2 // 123
R2 U R’ r U’ r // EO
R U2 R U r2 // 2-gen reduction
Scramble 2: F U2 B’ U2 L2 R2 F2 R2 F D’ U’ B R D’ R2 D’ L R2 D’ U
Solution 2: x2 // inspection
R’ F // 113
R F’ U’ F // CP
u R u R’ U2 R u2 // 123
R U R U r U’ r’ // EO
R’ U R U’ r2 // 2-gen reduction
Scramble 3: D2 R2 D2 R2 F’ R2 B’ D2 B F’ D F D’ U2 B D’ U B’ L R
Solution 3: x’ // inspection
R F // 113
U2 F’ U F // CP
U r u R’ U2 R’ u2 // 123
r U2 r’ U’ R r U’ r’ // EO
R’ U’ r2 // 2-gen reduction
Scramble 4: D2 F2 R B2 D2 B2 R’ F2 L’ B2 F2 U F D L’ F’ D B’ U L2
Solution 4: z y // inspection
F U’ f’ U F // 113 + CP
U r U r’ R’ U’ R’ u2 // 123
r U’ R2 U r U’ r // EO
U R’ U’ r2 // 2-gen reduction
Scramble 5: D’ B2 U B2 U’ F2 L2 U2 B2 U’ F L2 B U’ R F2 D R’ B2 L2
Solution 5: z2 y // inspection
S2 U’ F2 // 113
CP Skip!
U R’ u’ r’ R2 U R’ u2 // 123
U’ r U R U r U’ r’ // EO (+ block)
U r’ U2 r’ // 2-gen reduction (+ block)
R U2 R U2 R’ U’ R U R’ // F2L
U’ // 2-GLL Skip!
1/6 chance of CP skip, 1/324 chance of LL skip (1/108 if you do phasing, 1/12 if you do WV) Plus extremely high TPS for most of the solve, which would be under 50 moves long.
I’ll put up the numbering system.
If the method looks promising, let me (and others) know!
The method is called YruRU (Vaay-roo-roo).
EDIT: Here is the website for the method if you’re interested in having a look at the updated version (as of late June 2020).
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