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Weird megaminx last layer method I came up with and am using, loosely based on fish and chips:
  1. EO (I use Petrus, so it's not technically part of the last layer)
  2. Create an edge-corner-edge block (at most three sunes needed, but most cases need only one or two)
  3. Edges
  4. L4C
Spending an extra sune to force a solved corner (to get L4C instead of L5C) seems to be worth it, and it also greatly increases the chance of having just three corners left, which can be done with a single "intuitive" commutator.

Doing step 2 in one look might work; I estimate that there would be around 20-30 essential cases. Forcing an additional corner in step 3 could be feasible too.
 
Weird megaminx last layer method I came up with and am using, loosely based on fish and chips:
  1. EO (I use Petrus, so it's not technically part of the last layer)
  2. Create an edge-corner-edge block (at most three sunes needed, but most cases need only one or two)
  3. Edges
  4. L4C
Spending an extra sune to force a solved corner (to get L4C instead of L5C) seems to be worth it, and it also greatly increases the chance of having just three corners left, which can be done with a single "intuitive" commutator.

Doing step 2 in one look might work; I estimate that there would be around 20-30 essential cases. Forcing an additional corner in step 3 could be feasible too.
This looks like a mini-tripod thing I proposed a while back and still use though I'm only about average at mega (somewhere in the range of 1:20 to 1:30) and I mostly use it because I was too lazy to learn all the algs needed for standard 4lll so idk if it's actually better than standard 4lll (or 3lll if you're a bit more dedicated).
 
This looks like a mini-tripod thing I proposed a while back and still use though I'm only about average at mega (somewhere in the range of 1:20 to 1:30) and I mostly use it because I was too lazy to learn all the algs needed for standard 4lll so idk if it's actually better than standard 4lll (or 3lll if you're a bit more dedicated).

Got a link?

I'm pretty slow at megaminx (averaging barely sub-2:30) if you consider your timings average, heh. I think this has the potential to have a lower average move count than OLL + 2-look PLL, but maybe I'm just saying that because I'm also too lazy to learn the algs for standard 4LLL (3LLL excluding EO).
 
Got a link?

I'm pretty slow at megaminx (averaging barely sub-2:30) if you consider your timings average, heh. I think this has the potential to have a lower average move count than OLL + 2-look PLL, but maybe I'm just saying that because I'm also too lazy to learn the algs for standard 4LLL (3LLL excluding EO).
https://www.speedsolving.com/forum/...oncept-idea-thread.40975/page-59#post-1106551
Never really went anywhere but I still use it. there's a small progression and stuff but I think I calculated case count wrong for the last method (somewhat ironically :P)
 
Hey so for EG VOP there's a possibility of 6 cases (normal VOP, FVEG, LVEG, BVEG, RVEG, and VEG2) and 6 permutation cases each gives only 36 algs. Also, PBL and normal PLL are possibilities, so only like 7 more cases if you didn't already know them. IDK the number of orientation algs, but the method looks really promising
 
Hey so for EG VOP there's a possibility of 6 cases (normal VOP, FVEG, LVEG, BVEG, RVEG, and VEG2) and 6 permutation cases each gives only 36 algs. Also, PBL and normal PLL are possibilities, so only like 7 more cases if you didn't already know them. IDK the number of orientation algs, but the method looks really promising
15 orientation algs, same a guimond. we should start a spreadsheet and make the PLL algs
 
Example solve, EG VOP
Scramble: R2 F R2 F R U' F2 R2 F'
x y'
V: R'
Orientation: U R F R F' R'
I guess these will be longer than I thought because the V has to be preserved.
Permutation: (U D) R2 U R2 U'
13 moves total. EG's average is 12.35 moves.

Also, I would love to help with VOP-EG. in fact, here's a 2x2 alg generator that runs in browser. Sue, if you want to make Permutation algs I can probably scratch out some orientation algs. In fact, I thik this method may be easy enough to look ahead into the second step, orientation, that it can be a 2-look method much easier than Ortega or LBL or something like that can.
 
Also, I would love to help with VOP-EG. in fact, here's a 2x2 alg generator that runs in browser. Sue, if you want to make Permutation algs I can probably scratch out some orientation algs. In fact, I thik this method may be easy enough to look ahead into the second step, orientation, that it can be a 2-look method much easier than Ortega or LBL or something like that can.
I'm working on some base permutation algs rn, they all look pretty good. Here's an alg sheet, PM me and I'll add you @Sue Doenim. Will look at the alg generator, should be helpful. And yes, completely agree on look ahead into orientation. I think that even though 1 look may not be possible, this will be a really good method for people who don't want to learn a lot of algs or don't have much interest in 2x2 (i'm in 2nd category lel)
 
I'm working on some base permutation algs rn, they all look pretty good. Here's an alg sheet, PM me and I'll add you @Sue Doenim. Will look at the alg generator, should be helpful. And yes, completely agree on look ahead into orientation. I think that even though 1 look may not be possible, this will be a really good method for people who don't want to learn a lot of algs or don't have much interest in 2x2 (i'm in 2nd category lel)
add me pls.
also there are some VOP PLFC algs already on the wiki.
since lookahead will be easier if the algs don't disturb the V, I think that we could probably just look at all of the available Guimond orientation algs and find the ones that don't disturb the V(the 2x2 alg genner can't ignore pieces.)
 
Alright sounds good. Just added you Shiv3r. I know a few pages with Guimond algs so I can look at those and see.
 
Alright guys the first gen of the EG VOP permutation algs have been made! The average movecount (-AUF's) is ~7 moves. Recognition is basically the same on all sets so it's really nice.

NOTE: The F, L, etc by each of the case names indicates where the solved bar/corner is. So in BEG, the solved bar is in the back. The case can be seen during inspection super easily. Just determine how to build the V and see what the case is. Should still give you enough time to determine orientation. Once that's done, you just have easy recognition for permutation. Very good method IMO, GJ Sue!

EDIT: Bumping the link
 
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Hey, I've been thinking of a new subset.

I was thinking about it, and I thought, maybe I could combine Winter Variation and COLL, to cause a last layer skip as a whole.

Is this possible? If so, could anyone help me get algs for this subset?
 
How about a 2 look LSLL where you first insert the last F2L edge while solving the LL edges, then solve the last 5 corners in one alg? I'm getting the feeling though that this has been done before.
 
So about the VOP EG-ish method(I suggest changing the name tbh, to like SOP), I don't know the average movecount for the V, but whenever I try making a v the average movecount is something like 1.2 or something like that. I think the highest movecount for a V may be 3 moves, however even then looking ahead into orientation will be incredibly easy, and by recognizing the VOP-EG Permutation set you have in inspection, the only 3 pieces you need to look at are in the top layer.

so basically, this is a less algorithm intensive 2.1 look method, and EG is like a 1.5-look method. if we get the algs generated, I will definitely start learning this method.

EDIT: looks like the permutation algs are done, who wants to help with orientation algs?
 
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