Shiv3r
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you could blockbuild the M slices maybe???
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Gilles suggests this as an option for F2B but then rotating for CMLL, which could work. However you have to rotate and then regrip before CMLL, and you also may not be able to recognise CMLL immediately since you can't see what's on the D face until after rotating.hey what if we did something like COL/ZZ-line on left and did FB on d face and SB on U face, then did CMLL on side then you can use E and R moves to solve LSE???
LOL nope this would suck pretty bad![]()
y 3x3 method is pertty similar to Yau, it's just that the execution is different because there's one less layer on each axis. I never said this method is good, I just wanted some feedback. For the 2x2, Veressano is a good method, and I know that, but maybe some person could master this method and get a WR/UWR, you never know. This time give me some constructiveFor the 3x3 method, what does that have anything to do with Yau and why do you think that method is good? For the 2x2 method, or you could just use ortega
For the 3x3 method, it would simply be very inefficient without a large number of algs as you are essentially doing edges first which has been toyed around with before and is generally considered to not be great for speedsolving compared to popular current methods.This question goes out mostly to people who know old pocchman or Yau.
I was recently thinking of 3x3 methods and I though of Yau. I'm not knowledgeable at 4x4 but I know kind of how it works. This method would use like 3 steps and someone good at yau/4x4 could probably make this into a speed method.
The steps:
1: Do the centers(troll step 'cause there are no centers to be made on 3x3)
2: Do the edges, simple beginner method algs would probs work
U R U' R' U' F' U F
U' L' U L U F U' F'
3: Do the corners :/ Here is my problem, I don't solve 4x4 so I don't know how you put the corners in. I know in old pocchman you use like the Y and J perm, so I was thinking of doing something like that but with actually looking. If anyone knows if this would be possible then please tell me the algorithms.
SECOND METHOD FOR 2X2 - Pattern Method
This is a very simple method based on some LBL algs from 2x2 (That's why I'm making a 2x2 method). There are 4 simple steps to this method and I've tested it out.
1: Make the first layer, but instead of making all the colors match make it like a checkerboard, orange and red next to each other and blue and green next to each other while the white is done at the bottom.
2: Do your OLL on the opposite layer.
3: Do your PLL. In my method there are 2 cases (with 3 algs in total)
The horizontal case,
R U R' U' R' F R2 U' R' U' R U R' F'.
If you get the horizontal case, you'll have to perform the diagonal algorithm on the bottom to solve the cube.
The diagonal case,
F R U' R' U' R U R' F' R U R' U' R' F R F'
THAT ALGORITHM FOR DIAGONAL USE SHOULD ONLY USE IN THIS METHOD IF YOUR PLL CASE ON TOP WAS THE HORIZONTAL CASE.
If you get the diagonal case on your pll, match up the pieces together. If your pieces match, you can simply do R2 B2 R2 to solve your cube.
I sincerely hope someone can find out the solution to Yau on 3x3, and also that someone can give me feedback on the 'pattern' method on 2x2. Remember, this is my first post on this website so please don't go too harsh on me if I do something wrong or if you disagree.
This is definately an option that is sometimes used in Roux, however, bar a lucky case, this is slower than the FB->SB as you have to track more pieces and it is less efficient....
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Possibly though I am not entirely convinced it would be better overall. Pure FreeFOP is probably more advantageous as you aren't restricted in your blocks and doing FB->SB->M-slice is better lookahead and more efficient though it would be worth doing if you have a lucky case.Although it may have slightly harder lookahead, wouldn't it be more beneficial in the long run once you get used to Galaxy Cross?
Firstly, welcome!This question goes out mostly to people who know old pocchman or Yau.
I was recently thinking of 3x3 methods and I though of Yau. I'm not knowledgeable at 4x4 but I know kind of how it works. This method would use like 3 steps and someone good at yau/4x4 could probably make this into a speed method.
I decided to make a walktrough solve with the cross solved already.Here's a substep idea that I've been toying with. Its called galaxy cross, and it's a new first layer formation to aide in solving.
https://alg.cubing.net/?setup=RUR-U-_L_U_L-U-_MUM2U-M2_U_M-_U
It consit's of two Center Edge and Corner Edge pairs. Because of that, a slice will be open for edge pairing and even for some other sort of cool ideas. Thats why I also call it 'Blockbuilder's Cross'
Here are a few ideas of how Galaxy Cross can be used as a first step in solving a cube:
GFOP: Same thing as Cfop, but with Galaxy cross instead of standard cross. This can be faster, since slice moves are open.
Galaxy Roux: Use Galaxy cross to start off F2B. Since there is less to permute, it's quicker to solve.
Crooked Roux: Solve the 1x2x3 blocks vertically, leaving two empty 2x2x3 spots.
Quasar: Create 1x2x3 blocks in the two open slots, and solve the last four cubies on the last layer in a final step.
Yes, it's called LBL/Beginners method with a different, maybe less efficient way of doing edges.So I don't know if this is already made or not and I don't know if this works or not because I don't have a cube nearby. Here it is:
1) you solve first layer by making edge-corner pairs and inserting.
2) you solve the E layer using E moves with the freedom of the unsolved last layer.
3) last layer using any alg you want.
This can also be done differently. This came to my mind first:
1) you leave one corner open in first layer
2) you leave one edge open in E layer
3) LSLL or something like that. It should solve the open slot and any substep of LL.
So does this exist already?
Don't you have to solve the corners at some point?So, if you guys are at all familiar with me by now you will know that I often propose strange and abstract methods/concepts here. This one is no exception, and I think it's by far my best. I kinda wanna keep this post short because I'm learning Algs currently.
1. FB, 2x2x1 in the back.
2. SB, 2x2x1 in the back on the other side.
3. Solve FR and FL
4. Roux style EO and make sure M slice is offset by an M2 for next step
5. LSSLL: Left Side Semi LL, solve the rest of the LL face and the 2 B M slice edges (which are now in front for better recog), while also resetting the M slice for next step, all in 1 alg.
6. RSSLL: Right Side Semi Last Layer, solve the rest of the R slice and the 2 F M slice edges. Cube solved.
The main strong point in the method, I believe, is recog because the first 2 steps solve most of the back part of the cube pushing everything you need to see in front. Also, no rotations (except maybe in Algs).
Suggestions/criticism? This method is still a WIP which is why it's not too great yet.