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SSC (Shadowslice Snow Columns) 3x3x3 Method

shadowslice e

Member
Joined
Jun 16, 2015
Messages
2,924
Location
192.168. 0.1
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Stats for the method:
Number of algs: 32
Projected average moves: ~46
Number of major steps: 4

Overview of method:
1) EoEdge+1
2) Orient corners
3) Permute corners
4) LEE (Last Eight Edges)

Detailed description of method
1) EoEdge+1
This is exactly the same as the [wiki]Eoline[/wiki] used in ZZ and its variants with a y rotation as well as one extra solved edge so it is essentially an e slice-1 edge piece that also orients all edges (DO NOT SOLVE THE LAST E-SLICE EDGE, IT WILL INCREASE MOVE COUNT SIGNIFICANLY LATER)
7 moves, 0 algs

2) Orient corners:
. 2a) Orient 3 corners on the d-face (any 3: it doesn't matter)
. 5 moves, 0 algs
. 2b*) Pair the remaining e slice edge on the U layer- basically, set up a pair that would occur in WV but the colours do not have to match as they would in WV (this is probably the hardest thing to get your head around).
. 3 moves, 0 algs
. 2c*) Use the Winter Variation Last Slot algs to insert the remaining pair.
. 8 moves, 27 algs

3) Permute corners:
. Use the algs for this step on square one (converting the notation- /=R2, 3= quarter turn clock wise, -3= quarter turn counter clockwise etc.
. 12 moves (in ATM which is similar to square one), 5 algs

4) LEE (Last Eight Edges)
. 4a) Insert either UR and UL edges or DR and DL edges
. 4 moves, 0 algs
. 4b) Do the other set that was not done (so if you did UR/UL, do DR/DL and vice versa) this step is identical to LSE in roux (although it may be upside down)
. 4 moves, 0 algs
. 4c) LFE (Last Four Edges).
. 4 moves, 0 algs. (identical to that which is used in roux)


*This step could soon be replaced by SLS (Shadowslice Last Slot) -an alg set specifically to be used in conjunction with SSC that orients the last 5 corners while inserting the last e-slice piece. Some of these algs will be from WV although some will be different and shorter.

SLS (Shadowslice Last Slot)
Number of algs: 23 (projected, does not include intuitive set up)
Average moves: 5.00 (so far using the cases that I like the most- the ones in Bold (Number calculated in ATM)

This is a method of inserting the last E-slice piece during a solve designed specifically for Shadowslice belt/columns first variants as it does not matter where the corners are afterwards, merely that they are oriented. It also requires that the last e-slice piece is mobile and can be placed in certain slots in the U layer using <M2, U, D>

List of Algs (so far checked and generated)
For images of the CO, see cubewhiz's winter variation page http://absolutemind.pagesperso-orange.fr/f2ll-angl.htm here. However, there are 5 additional cases that are not listed: All corners oriented (0), right facing one corner oriented (1a), almost anti-sune (2a), passing bikes mirrored (4a), anti-sune (8a), and anti-spiral (20a). Each are numbered to the WV case they are a mirror of.

I'm addition, this is really only a preliminary set of algs so feel free to create new algs or pick your own favourite.


All corners oriented
0) Edge placement: UL
R F2 U2 F2 R'

Three corners oriented
1) Edge placement: UF
(U') R U D' R' D R'
(U') R' U' D R' U R
. Edge placement: UR
(U2) R' U R' D R' U' R
(U2) R' D' R' D2 R' U R
. Edge placement: UB
(U) R U2 R2 U2 D R' U2 R
. Edge placement: UL
(U) R' D R' U2 R' U2 R

1a) Edge placement: UF
(U') R U R2 F R F'
(U) L U F' U' F L'
. Edge placement: UR
R U R2 U2 R' U2 R
R' D R2 D2 R' D2 R'
. Edge placement: UB
(U2) R' D' L F2 L' F2 L' D R
. Edge placement: UL
(U) R2 U2 R D R2 U' R'
(U2) R' F' U R' U R F

Two corners oriented
2) Edge placement: UF
R U' R'
I didn't look into the others because I'm pretty sure that this one is best :)

2a) Edge placement: UF
(U2) R2 D R' U R'
. Edge placement: UR
R' U2 D R' U2 R
. Edge placement: UB
R U L2 U' L2 U R'
R U2 R2 D R2 U' R'
(U2) R2 D R2 U2 R U R'
. Edge placement: UL
(U2) R2 D' R2 U2 R' D R
R U R2 D' R2 U R'

3) Edge placement: UF
R' U' R D' R U R
R' D R D2 R U' R'
(U2) L U' R U L' U R'
. Edge placement: UR
R' U' R D' R U R
R' D R D2 R U' R
. Edge placement: UB
(U2) R2 D R' L U' R U L'
(U2) R' U2 R U D' R2 U R
. Edge placement: UL
(U) R' U R' U D R' U2 R

4) Edge placement: UF
(U) R2 D R' U' R'

4a) Edge placement: UR
(U') R U R'
. Edge placement: UL
(U) R U R'

5) Edge placement: UF
(U') R2 U' R U2 R' U2 R
. Edge placement: UR
(U'] R' D' R2 U R'
(U') R U L2 U L2 U' R
. Edge placement: UB
(U') R U L' U R U' R2 L
. Edge placement: UL
(U') R L U' R' U L'

6) (same as 2 but rotated)

7) Edge placement: UF
(U') R' U2 R' U2 R
. Edge placement: UB
R U' R U R' U R'
R2 U R U2 R U2 R
One corner oriented
8) Edge placement: UF
(U) R U' R' U R U2 R'
(U) R2 (U D) R D' R
Edge placement: UB
(U2) R' U' D' R2 U R
(U) R2 U R U' R' U R
Edge placement: UL
R2 U R2 U2 R U'
(U2) R2 U2 R U' R' U R

8a) Edge placement: UB
(U') R2 U R' U R'
Edge placement: UL
R2 (U D) R' U R'

9) Edge placement: UB
(U') R U2 R'

10) Edge placement: UF
(U') R U' R2 U2 R' U2 R
(U D) R2 U' R U' R2 U R
Edge placement: UR
(U') R2 D' R2 U' R U2 R'
Edge placement: UB
(U) R' U' R2 U' R U2 R
Edge placement: UL
(U2) R (U' D') R D R'

11) Edge placement: UF
(U) R' U' R2 U R2 U2 R'
(U) R' U' R2 U' R2 U2 R
(U2) R2 U2 R U' R2 U R
(U2) R2 U2 R2 U R U2 R'
Edge placement: UR
(U') R2 U' R2 D' R U2 R'
Edge placement: UB
(U2) R U2 R' U' R U2 R'
(U) R' D R (U2 D2) R U2 R'

12) (See 8)

13) (See 11)

14) Edge placement: UF
(U) R2 D R' U2 R'
Edge placement: UL
(U2) R (U2 D') R' D R'

15) Edge placement: UF
U2 R U' R D R' U2 R'

16) (See 8)

17) (See 9)

18) (See 15)

19) Edge placement: UR
(U2) R2 D R' U2 R'
No corners oriented
20) Edge placement: UR
(U) R D' R2 U2 D R'
R U' D' R U2 R2 D R'

20a) Edge placement: UF
R U R U D R' U R'

21) Edge placement: UB
(U2) R U R D R' U2 R'
Edge placement: UR
(U) R' U2 R' U D' R2 U R
(U) R' U' D' R U' R U2 R
Edge placement: UL
(U) R' U2 R' U D' R2 U R
(U) R' U' D' R U' R U2 R
Edge placement: UF
U R U' R D R' U' R'
U R' D' R' D R' U2 R'
U2 R' D' R U' R U2 R'

22) (See 21)

23) Edge placement: UF
(U) R U2 D' R2 U R2 D R'
(U) R D' R U' R' U' D R'
(U) R2 D2 R' D2 R U2 D2 R'
(U) R2 D2 R' D2 R' U2 D2 R'
(U) R' D' R2 D' R2 U2 D R'
(U') R2 D R U2 R' U2 D' R
(U') R2 D2 R U2 R U2 D2 R
(U') R2 D2 R U2 R' U2 D2 R
(mirror for UB)

24) (See 21)

25) Edge placement: UR
R2 U R2 U2 R U2 R'
Edge placement: UB
(U') R U R' U' R U2 R'
Edge placement: UL
(U') R U2 R' U2 R U' R'

26) (See 25)

27) Edge placement: UF
(U) R D' R2 U2 D R'

Advantages
1) Very ergonomic turn set (mostly <U,D,R,M>)
2) Awesome LSE finish
3) Quite alg-light (especially for a non-block-builder.
4) Lower move count than any other method that would be focusing on high tps (rather than block building)

Disadvantages
1) Lots of small steps
2) a couple of new things that could take a bit of getting used to.

List of example solves
Example solve
scramble: B2 L D2 R' B2 U2 B2 F2 L B2 R' B2 R' B2 D' F2 U R2 U L' R2 F2
Solution: L B2 L U D' R' (orient edges + 3 E layer edges + orient 3 D corners)
D2 R U2 R' (set up WV)
U' L' U R U' R' L (WV)
U' R2 U2 R2 (sort corners)
U' D2 R2 U' R2 U D R2 D' R2 (permute corners)
U (UL/UR)
M2 D M' D2 M' D' (DL/DR)
D2 M D2 M' (LL)

Example solve 2
Scramble: L2 B2 U' B2 U2 B2 R2 F2 D F2 R2 F' D B L2 F D L2 R U2 R'

Solution: x2 (in inspection)
(B’ R D’ R’ F L D')- EoLine/Edge
z (because I'm not used to making an EoEdge yet)
R (3rd edge)
D R2 (3d corners)
M2 U2 M2 (setting up WV)
U2 L' U2 R U' R' U2 L (Fingertrick friendly WV http://www.cubewhiz.com/wv.php)
U R2 (D2 U') R2 (corners to edges)
D' R2 (U D') R2 D R2 U' R2 U R2 U' R2 (corner permutation- worst case http://www.cubezone.be/square1step4.html )
U M U2 M' D' (LD and RD)
M2 U M' U2 M (UL and UR)
U M U2 M

Example Solve 3

Scramble: R2 U2 F2 L2 R2 D' F2 R2 D' F2 U' L U' R2 B2 D R' F2 U F'

Solution:
z2 // Inspection
F' R' D' // EoEdge
z D2 R // 3rd e-slice piece
U R2 D // 3 corners
M2 U M2 // set up to SLS (Shadowslice Last Slot- new last slot- details below)
U2 R U R' // SLS
U' R2 D R2 D' R2 U2 R2 // CTL (Corners To Layers) -absolutely awful worst case.
D' R2 (U D') R2 D R2 U' R2 U R2 U' R2 // CPBL (Corner Permutaion of Both Layers)- worst case.
D' M2 D // LD/LR permutation
M2 U' M' U2 M' U' M2 U // LU/RU permutation- worst case
M' U2 M2 U2 M' //LFE (Last Four Edges)

Total count- 52 HTM, 51 ATM

Even with 3 worst cases.


  1. Orient edges and place the LF and LB edges (like an EOLine rotated 90 degrees)
  2. Orient corners and finish E-slice
    1. separate FR and BR
    2. Form a 1x1x3 "triplet" with one of the edges
    3. Form a 1x1x2 "pair" with the other one
    4. OL5C
    5. Finish.
  3. Permute all corners
  4. LEE (Last Eight Edges)
(assuming green on front, white on top)
  1. Orient edges and place the Front-left (orange/green) and Back left (orange/blue) edges
  2. Orient Corners and finish E-slice
    1. Separate the front right (green/red) and back right (blue/red) edges (ie place either the front right (green/red) edge in the U layer and the back right (blue/red) in the D layer or vice versa)
    2. Create a "triplet" (a 1x1x3 or column) using the edge in the D-layer (technically a pseudo triplet) of pieces so that if the edge in in the Down Left potition, there would be a white or yellow sticker in the front down left position and a yellow or white sticker in the back down left position. Place this in the down left slot.
    3. Create another similar pseudopair (not triplet: this one is a 1x1x2) using the remaining e-slice edge in the U-layer. Place this in the front up slot with the yellow or white sticker on the corner facing to the left (ie being in the left-up-front position).
    4. Look at the right side to determine the O5C (orient 5 corners) case and execute the alg
    5. Bring the unsolved e-slice edges to RU and RD using only U and D moves then do an R or R' to solve them.
  3. Separate the corners: make sure white corners are facing up and yellow corners are facing down. This is similar to the first step of Vandenburgh on square one. You can learn algorithms for it if you want.
  4. Permute (solve in relation to each other) the corners while separating the edges (so yellow edges face down and white edges face up): this has 48 algorithms and can all be learnt.
  5. EZD: permute all of the edges so the cube is completely solved.
sqAree's OL5C Algs
 
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yeah, i was pretty confused with the directions, what about another example solve that works and outline when each step is being done, looks like it could be pretty good but can't tell for sure. plus the first example solve already has solve eo.
 
Example solve
scramble: B2 L D2 R' B2 U2 B2 F2 L B2 R' B2 R' B2 D' F2 U R2 U L' R2 F2

Solution: L B2 L U D' R' D2 R U2 R' U' L' U R U' R' L U' R2 U2 R2 U' D2 R2 U D R2 D' R2 U M2 D M U2 M' D2 M2 U2 D' M2 U2 M U2 M

Doesn't work.

(And even if it did, it would still be nice of you to give us an alg.cubing.net link so that not everybody has to copy&paste it)

What does "SSC" stand for? I mean, besides SpeedSolving.Com?
 
I'd like to see a better writeup of this method with at least one proper annotated solution - it's pretty confusing and vague now. For instance, I don't know what LE means or how you intend to orient 3 edges on the bottom layer in 5 moves while keeping EOline + another edge.

I think your movecount is way low, as you are not accounting for bad cases, AUF, etc. and there are a lot of small steps so it definitely adds up. Having most of the D layer unsolved will probably make lookahead hard or impossible unless you constantly look at the bottom of the puzzle (like in Square-1). And of course, with almost no lookahead and short steps with no algs, high TPS will be pretty much impossible. It could be interesting to play around with though.

EDIT: Oh yeah, and how come the example solve has all edges oriented already? :P

EDIT 2: fixed example, but I still don't know why you're doing some things
scramble: B2 L D2 R' B2 U2 B2 F2 L B2 R' B2 R' B2 D' F2 U R2 U L' R2 F2
Solution: L B2 L U D' R' (orient edges + 3 E layer edges + orient 3 D corners?)
D2 R U2 R' (set up WV)
U' L' U R U' R' L (WV?)
U' R2 U2 R2 (sort corners)
U' D2 R2 U' R2 U D R2 D' R2 (permute corners)
U (UL/UR)
M2 D M' D2 M' D' (DL/DR)
D2 M D2 M' (LL)
 
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EDIT 2: fixed example, but I still don't know why you're doing some things
scramble: B2 L D2 R' B2 U2 B2 F2 L B2 R' B2 R' B2 D' F2 U R2 U L' R2 F2
Solution: L B2 L U D' R' (orient edges + 3 E layer edges + orient 3 D corners?)
D2 R U2 R' (set up WV)
U' L' U R U' R' L (WV?)
U' R2 U2 R2 (sort corners)
U' D2 R2 U' R2 U D R2 D' R2 (permute corners)
U (UL/UR)
M2 D M' D2 M' D' (DL/DR)
D2 M D2 M' (LL)

that's pretty much exactly right
 
Example solve 2
L2 B2 U' B2 U2 B2 R2 F2 D F2 R2 F' D B L2 F D L2 R U2 R'

x2
(B’ R D’ R’ F L D')- EoLine/Edge
z (because I'm not used to making an EoEdge yet)
R (3rd edge)
D R2 (3d corners)
M2 U2 M2 (setting up WV)
U2 L' U2 R U' R' U2 L (Fingertrick friendly WV http://www.cubewhiz.com/wv.php)
U R2 (D2 U') R2 (corners to edges)
D' R2 (U D') R2 D R2 U' R2 U R2 U' R2 (corner permutation- worst case http://www.cubezone.be/square1step4.html )
U M'U2 M D' (LD and RD)
M2 U2 M U2 M (UL and UR)
U M' U2 M'
52 moves (or 50 with my turn metric) with worst permutation case (in my turn metric) and not great LD/RD or UL/UR. This also uses the fingertrick friendly alg variants.
 
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Example solve 2
L2 B2 U' B2 U2 B2 R2 F2 D F2 R2 F' D B L2 F D L2 R U2 R'

x2
(B’ R D’ R’ F L D')- EoLine/Edge
z (because I'm not used to making an EoEdge yet)
R (3rd edge)
D R2 (3d corners)
M2 U2 M2 (setting up WV)
U2 L' U2 R U' R' U2 L (Fingertrick friendly WV http://www.cubewhiz.com/wv.php)
U R2 (D2 U') R2 (corners to edges)
D' R2 (U D') R2 D R2 U R2 D R2 U' R2 (corner permutation- worst case http://www.cubezone.be/square1step4.html )
U M'U2 M D' (LD and RD)
M2 U2 M U2 M (UL and UR)
U M' U2 M'
52 moves (or 50 with my turn metric) with worst permutation case (in my turn metric) and not great LD/RD or UL/UR. This also uses the fingertrick friendly alg variants.
Great efficiency!
 
Example solve 2
L2 B2 U' B2 U2 B2 R2 F2 D F2 R2 F' D B L2 F D L2 R U2 R'

x2
(B’ R D’ R’ F L D')- EoLine/Edge
z (because I'm not used to making an EoEdge yet)
R (3rd edge)
D R2 (3d corners)
M2 U2 M2 (setting up WV)
U2 L' U2 R U' R' U2 L (Fingertrick friendly WV http://www.cubewhiz.com/wv.php)
U R2 (D2 U') R2 (corners to edges)
D' R2 (U D') R2 D R2 U R2 D R2 U' R2 (corner permutation- worst case http://www.cubezone.be/square1step4.html )
U M'U2 M D' (LD and RD)
M2 U2 M U2 M (UL and UR)
U M' U2 M'
52 moves (or 50 with my turn metric) with worst permutation case (in my turn metric) and not great LD/RD or UL/UR. This also uses the fingertrick friendly alg variants.

for some reason the solution isn't working for me, probably something to do with the LEE, but i'm starting to get an idea of what's going on, like an advanced belt method.
 
I corrected the corner permutation step so it should work now.
Sorry I'm just terrible with notation ant the square one algs i learned with a different notation system so they've become just muscle memory (see the link)

Also the e-slice doesn't actually have to have solved centres it's just easier for me at least to work like that.

[I'm beginning to see] what's going on, like an advanced belt method.

This method grew out of my columns first variant of Roux when I tried to make an efficient variant of it while taking away the block building and creating algs for it. This is the original post on it: https://www.speedsolving.com/forum/...ew-Method-Substep-Concept-Idea-Thread/page103
 
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Example Solve 3

Example Solve 3

Scramble: R2 U2 F2 L2 R2 D' F2 R2 D' F2 U' L U' R2 B2 D R' F2 U F'

Solution:
z2 // Inspection
F' R' D' // EoEdge
z D2 R // 3rd e-slice piece
U R2 D // 3 corners
M2 U M2 // set up to SLS (Shadowslice Last Slot- new last slot- details below)
U2 R U R // SLS
U' R2 D R2 D' R2 U2 R2 // CTL (Corners To Layers) -absolutely awful worst case.
D' R2 (U D') R2 D R2 U' R2 U R2 U' R2 // CPBL (Corner Permutaion of Both Layers)- worst case.
D' M2 D // LD/LR permutation
M2 U' M' U2 M' U' M2 U // LU/RU permutation- worst case
M' U2 M2 U2 M //LFE (Last Four Edges)

Total count- 52 HTM, 51 SSTM (ShadowSlice Turn Metric)

Even with 3 worst cases

SLS- basically, orient 5 remaining corners (outside of their layers) while inserting the remaining e-slice piece- from algs I've generated so far it is a lower move count than WV but has twice as many cases (although selection of cases- as I did here- is much easier to control so it could realistically only be necessary to learn a handful of cases and some set up moves) This variation is only really of use (as far as I can tell) with SSC or one of my other e-slice methods.
 
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