TDM
Legend
Like AUF, but with the front face.What's AFF?
x // InspectionF' R2 U' F U' R F' R2 F'
R U R2 F R F' // Diagface+OLL
R U' R' U' F2 U' R U R' D F2 R2 U // PBL
Next: R2 F2 U R' F' R2 F U R'
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Like AUF, but with the front face.What's AFF?
x // InspectionF' R2 U' F U' R F' R2 F'
what?Scramble: R2 F2 U R' F' R2 F U R'
x z // Inspection
F // Face+twisted corner
R' U' R B R' U2 R U' R' U // T-EG-L+ (EG with twisted corner in place, left half of bottom layer needs permuting, FRD corner is twisted clockwise)
Next scramble: R2 F2 U R' F' R2 F U R'
There should be a 2x2 method that just solves the entire cube from a 2 piece block, provided that U and D layer pieces are in their respective layers. I'm guesstimating the alg count would be ~500Scramble: R2 F2 U R' F' R2 F U R'
x z // Inspection
F // Face+twisted corner
R' U' R B R' U2 R U' R' U // T-EG-L+ (EG with twisted corner in place, left half of bottom layer needs permuting, FRD corner is twisted clockwise)
Next scramble: R2 F2 U R' F' R2 F U R'
U' * B2 U2 // to L3CR2 F' U' R U2 F R next scramble lol (can someone try NMCLL please)
That would be like TEG with two corners allowed to be twisted instead of one, so your bottom layer could have 18 different cases. With about 40 algorithms for the last layer for each of those cases (some would have 43), that would be about 720 cases. A lot of those are already known, because TCLL+, TCLL-, EG-1, and CLL are all included, but I don't think it would be very practical.There should be a 2x2 method that just solves the entire cube from a 2 piece block, provided that U and D layer pieces are in their respective layers. I'm guesstimating the alg count would be ~500
Next: R2 F' R' F2 R' U2 R2 U' R2
Next Scramble: R' U F' U R' F2 U' R U2
U' L2 F2 * U2 F2 // to L3CNext: R U F2 R F' U F2 R' U
x2 //inspectionU' L2 F2 * U2 F2 // to L3C
Next: F' R2 U' R2 U R U' F2 U'
z2 // rotateNext: U F2 U' F2 R2 U' R F R'
z y // rotateNext: U2 R' U' F' U R2 F2 U' R' U2
The orient/separate thing is cool.Two people gave new scrambles, so I did both
z y // rotate
U2 R' U2 F R' U' R2 // orient/separate
D' R2 U' B2 U2 R2 U' R2 U' // PBL
Next: F2 U' R' F U2 F U R U'
Next: U' F2 R U' F' U' F2 U2 R'
Next: R U2 F' R U2 R' F2 U R
next R2 F' U2 F' R U R2 F2 R'