The L.O.T. Initiative

Jared Burkhart

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This is a conceptual method that requires someone who is decent at 2 things: 1. Developing new algorithms 2. Knows and/or is quite familiar with ZBLL and related techniques. Now I will say the interesting part, this is called the L.O.T. Method because it combines f2l with OLL and PLL and is, in theory, superior to ZBLL. (Legendary Overkill Technique is the abbreviated title) So you start with the standard CFOP approach, (cross and 3 f2l slots)and using the last slot you will begin permuting the cube. To do this, you will need to build blocks in the U layer (intuitively, as follows, 2x1 block [1 U layer edge cross] 2x2 block [1 corner + another U layer edge cross and makes a 2x2x1 block] and solve 1 more pair [makes 1x2x3 block] Now you are left with the last f2l slot to solve as well as the 3x1 bar in the U layer. This is the most difficult part primarily because there is no real "wiggle room" to speak of, and is where your experience comes in. Solving that last f2l slot while ORIENTING and PERMUTING the last layer all simultaneously is where I am stuck at, but I hope I said this clearly enough for any of you to understand. This is a cooperative initiative, and is my hope that everyone can actually bring this technique to its feet well enough for intermediates such as myself to learn. I also hope you enjoy your day! (P.S. if it is easier to do this on 2x2, then it can still be applied)
 
This is a conceptual method that requires someone who is decent at 2 things: 1. Developing new algorithms 2. Knows and/or is quite familiar with ZBLL and related techniques. Now I will say the interesting part, this is called the L.O.T. Method because it combines f2l with OLL and PLL and is, in theory, superior to ZBLL. (Legendary Overkill Technique is the abbreviated title) So you start with the standard CFOP approach, (cross and 3 f2l slots)and using the last slot you will begin permuting the cube. To do this, you will need to build blocks in the U layer (intuitively, as follows, 2x1 block [1 U layer edge cross] 2x2 block [1 corner + another U layer edge cross and makes a 2x2x1 block] and solve 1 more pair [makes 1x2x3 block] Now you are left with the last f2l slot to solve as well as the 3x1 bar in the U layer. This is the most difficult part primarily because there is no real "wiggle room" to speak of, and is where your experience comes in. Solving that last f2l slot while ORIENTING and PERMUTING the last layer all simultaneously is where I am stuck at, but I hope I said this clearly enough for any of you to understand. This is a cooperative initiative, and is my hope that everyone can actually bring this technique to its feet well enough for intermediates such as myself to learn. I also hope you enjoy your day! (P.S. if it is easier to do this on 2x2, then it can still be applied)
I’m a bit confused. Does the final step solve ls and ll when you have a 1x3 bar in the u layer? Like this:
image.jpg

I’m just confused on the steps. Could you try to make an example solve? I can definitely generate the algs for you once I knows what the steps are.
 
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I’m a bit confused. Does the final step solve ls and ll when you have a 1x3 bar in the u layer? Like this:View attachment 48009
I’m just confused on the steps. Could you try to make an example solve? I can definitely generate the algs for you once I knows what the steps are.
I do not have puzzle handy now would wake everyone but YOU ARE SO CLOSE! So the orange face is solved,but the blue edge goes to the blue face,and the green edge goes on the green face. Then work on f2l which should permute the whole thing.
 
I do not have puzzle handy now would wake everyone but YOU ARE SO CLOSE! So the orange face is solved,but the blue edge goes to the blue face,and the green edge goes on the green face. Then work on f2l which should permute the whole thing.
So it’s just a 2x3 block, and you need to solve a connected f2l pair, and get an ll skip?
 
i managed to do it but it was a bit tedious (and i got lucky)
Here’s what i observed
making a 2x2 in the U layer is not really ergonomic and if you don’t know comms then it’s just a bunch of random move spamming until you find one that works. Doing this intuitively is kinda annoying imo, having algs for that will be better. Making the 1x2x3 is not that bad, again, you need comms. And lastly… the fourth F2L pair+the other 1x1x2. If you’re solving normally, you will run into cases where the F2L pieces are unsolved in it’s slot, it’s in the U layer but unsolved, etc. If you were to solve the F2L case, you would have to break whatever you permuted. So you pretty much need algorithms for this, although i doubt they will be good.

TDLR: it’s fun as a casual method, but not good for speedsolving.
 
i managed to do it but it was a bit tedious (and i got lucky)
Here’s what i observed
making a 2x2 in the U layer is not really ergonomic and if you don’t know comms then it’s just a bunch of random move spamming until you find one that works. Doing this intuitively is kinda annoying imo, having algs for that will be better. Making the 1x2x3 is not that bad, again, you need comms. And lastly… the fourth F2L pair+the other 1x1x2. If you’re solving normally, you will run into cases where the F2L pieces are unsolved in it’s slot, it’s in the U layer but unsolved, etc. If you were to solve the F2L case, you would have to break whatever you permuted. So you pretty much need algorithms for this, although i doubt they will be good.

TDLR: it’s fun as a casual method, but not good for speedsolving.
I was hoping to evolve it to be better than ZBLL but yeah it was a long shot
 
One more question: do the remaining 2 edges have to be oriented? I’ll try to gen the algs tonight, but it might have to wait till tomorrow.
No, they don't. In fact, the edges are how I estimated the amount of cases. The l2e have 4 possible orientations, I call them Side flip, Front flip, Back flip and Free flip. I do not know how to make new algs though...
 
i managed to do it but it was a bit tedious (and i got lucky)
Here’s what i observed
making a 2x2 in the U layer is not really ergonomic and if you don’t know comms then it’s just a bunch of random move spamming until you find one that works. Doing this intuitively is kinda annoying imo, having algs for that will be better. Making the 1x2x3 is not that bad, again, you need comms. And lastly… the fourth F2L pair+the other 1x1x2. If you’re solving normally, you will run into cases where the F2L pieces are unsolved in it’s slot, it’s in the U layer but unsolved, etc. If you were to solve the F2L case, you would have to break whatever you permuted. So you pretty much need algorithms for this, although i doubt they will be good.

TDLR: it’s fun as a casual method, but not good for speedsolving.
Will you try it once we have perfected the 1x2x3 block and the l5p? This technique is still in its early stages and will need further developing. I am grateful to @CrossPetrus for helping me make this possible!
 
Excellent. I estimate there to be about 44 algorithms. Can you make it good bro?
9 corner orientations (3 for corner number one times 3 for corner number two, the third corner's orientation is locked) times 2 edge orientations (both good edges or both bad edges) times 6 permutations (for solved edges you can have solved corners, clockwise corners or anticlockwise corners, for swapped edges you can have corners one and two swapped, two and three swapped, or three and one swapped) is 108 cases (if i understand this method correctly)

I'd recommend splitting it up in 3 groups by where the F2L corner is (UBR, UFR, DFR), then dividing each of those 36 up by some other feature (eg, corner orientation)
 
9 corner orientations (3 for corner number one times 3 for corner number two, the third corner's orientation is locked) times 2 edge orientations (both good edges or both bad edges) times 6 permutations (for solved edges you can have solved corners, clockwise corners or anticlockwise corners, for swapped edges you can have corners one and two swapped, two and three swapped, or three and one swapped) is 108 cases (if i understand this method correctly)

I'd recommend splitting it up in 3 groups by where the F2L corner is (UBR, UFR, DFR), then dividing each of those 36 up by some other feature (eg, corner orientation)
WOW thanks for working on those numbers! So the are 3 corners and 2 edges that ae unsolved, like in @CrossPetrus picture that he just showed.
 
WOW thanks for working on those numbers! So the are 3 corners and 2 edges that ae unsolved, like in @CrossPetrus picture that he just showed.
Given your description it seems that I understood it correctly then. I'll play around and try to find some TPS-spammable algs for cases (likely only one) as an alternative to what @CrossPetrus gens
 
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