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A sub 10 rouxer on the subreddit posted his own lse method that he used before switching to EOLR or something. I just like the braindead recog on it and I average about 4 secs with lse now (as opposed to 4-a-b-c) coming from 6 seconds. I'll stop rambling and drop the link now so you can try it for yourself.

https://docs.google.com/document/d/19fYocBPuClXnpZiggBm3vJKicztwuj0iXIuZtm0aRak/edit?usp=sharing
Isn't this just a worse version of normal LSE? The lookahead is barely different and it's incredibly inefficient.
 
The lookahead helps due to not having to look at the D layer I guess. I don't know, but I'm switching to EOLR soon. Also I can really crank up tps on this.
Can't you do this with normal LSE? The only part of LSE with difficult lookahead is the transition to 4c, which is the same in this method. If anything, being restricted to doing so many M moves would slow my TPS down.
 
Can't you do this with normal LSE? The only part of LSE with difficult lookahead is the transition to 4c, which is the same in this method. If anything, being restricted to doing so many M moves would slow my TPS down.
I just need to work on blocks right now, I'm at about 17 seconds with blocks, 5 at CMLL and about 6 for LSE.
 
ZZ variant, probably sucks.
1) EOline
2) Build any 2x2x1 block on each side
3) Build 6 1x1x2 blocks
4) permute all blocks
Might be useful for FMC.
 
So I'm playing with ZZ-D for my ZZ substep doc and I came up with this (but it's probably been considered/done before :p)

After 3x2x2, put one of the D layer corners in the back and solve CP in one alg. 13(?) algs. Should be about the same as Porky v2 in terms of execution/recog
 
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So over the time I have been using roux, I have found some interesting stuff. (not really anything new, but just some random tips I have found, and some weird algs).

-Alexander Lau will often do some weird FB trick(it is in a lot of the solves on the recon database ), where he builds the FB
an x away, then does an Lw move to bring up FB and the DR edge at the same time. there is not much evidence of hum using pinky pie though. He also does OH LSE in his own way, called Alex or Lau style, which rests the FR side on the table, and it looks like you are doing M and F moves.
-I didn't know this until recently, but Kavin, the world's fastest OH Rouxer, actually builds his FB on left(he's a right-handed Rouxer), then does a z' and does FB like a kind of cross-on-left with R, U, and u moves. He also is one of the creators/early adopters of Kavin style OH LSE, with the DR(DL for Kavin) edge on the table and doing M and U moves.

-Some weird CMLL stuff:
-If you use the <RUL> Jb-perm for oriented adjacent swap like I do, then a slight modification to it makes it an alg that flips edges. you make the first and last R moves wide, and makes the last R move an r2.
so the alg becomes this: r' U L' U2 R U' R' U2 r2(x')
-for oriented Diag swap, there is a great alg that flips edges:
R' U L' U2 R U' x' U L' U2 R U' R x
It seems slow, but I can sub-1 it, and I use this and Y-perm(preserve edges) as my main algs for diag oriented.

I just decided to rant a little about some Roux stuff, I have some other method Ideas I want to propose here later.
 
So I'm playing with ZZ-D for my ZZ substep doc and I came up with this (but it's probably been considered/done before :p)

After 3x2x2, put one of the D layer corners in the back and solve CP in one alg. 13(?) algs. Should be about the same as Porky v2 in terms of execution/recog
Huh. besides 2GR, my favorite ZZ-d variant is the one used by Kleb on the /r/cubers discord, and he told us discorders about it a few months ago. His was basically at F2L-1, permute all the corners as efficiently as possible, then build the last F2L pair and insert. I can't remember exactly how it worked, if the pair needed to be in the right place or only the corner, but it was surprisingly efficient
 
Here's another ZZ-D variant I came up with, probably less efficient than my last one though

Solve LS using any LS case while solving CP (no orientation): (6x18)+(3x2)=114 algs

Again, recog is similar to miDiPalma's "CLL" system. @Shiv3r Sound's interesting, I'll try to find it. If I can find a ZZ-D system that I like I'll add it to my variant doc.
 
Here's another ZZ-D variant I came up with, probably less efficient than my last one though

Solve LS using any LS case while solving CP (no orientation): (6x18)+(3x2)=114 algs

Again, recog is similar to miDiPalma's "CLL" system. @Shiv3r Sound's interesting, I'll try to find it. If I can find a ZZ-D system that I like I'll add it to my variant doc.
make a discord account and join the /r/cubers thing, Kleb is an admin on the /r/cubers discord. or I could ask him later.
 
Alright so my first proposal of ZZ-D has 14 algs and the recognition is actually not too bad if you hold last corner in the back like in TTLL. And if both corners are in the D layer you can use Porky v1 algs. I'll try and make some CP algs and post them here later. I think setup for this approach takes ~3 moves and the CP algs should be pretty short, hoping this can be a nice variant :P
 
Alright so my first proposal of ZZ-D has 14 algs and the recognition is actually not too bad if you hold last corner in the back like in TTLL. And if both corners are in the D layer you can use Porky v1 algs. I'll try and make some CP algs and post them here later. I think setup for this approach takes ~3 moves and the CP algs should be pretty short, hoping this can be a nice variant :p
what is the approach? (the steps). if it only has 1 corner in the D layer, I believe it is called semi-porky
 
what is the approach? (the steps). if it only has 1 corner in the D layer, I believe it is called semi-porky
You can have either both corners in the D layer (either solved or swapped) or just one in the back (or front is skilled enough, swapped or solved) and from there you can use TTLL like recog for 1 corner and normal CP recog when both are in the bottom. I'll put a solve in later

EDIT: Solve with 8 move CP. I think this is about standard for CP movecount right now but recog may be easier and the alg probably could've been shorter
 
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I specifically meant the steps, it looks like centers then directly solve edges, and then do something to corners.
oooh wait I was thinking midges like midges in waterman, this actually makes sense. basiclaly he solves the whole cube like he would a 4x4, then fixes the middle edges. I wonder if the 3-2-3 you can do can actually be pretty fast with this. I want to try this on Yau5/Hoya5 now!
 
So I came up with a side-first method (that has probably been done many times before):

1) side + E slice (You could do this like normal cross + F2L, just without worrying about correct cross-color permutation)
2) OLL
3) PL2L (permute Last 2 layers)

Example: R2 D2 B' L2 D2 B' L D2 R2 D' U2 F U' F2 U F2 L' R' U2
1)
cross: x2 F U2 F R' L'
F2L1: y R' U2 R2 U' R'
F2L2: L' U L' U2 L2 U2 L2
F2L3: U' R' U2 R y U2 R' U R
F2L4: R U2 R' U2 R U' R'
2) F R U R' U' F'
3)
Parity: M2 U2 M2
PLL1: U2 F R U' R' U' R U R' F' R U R' U' R' F R F' U'
PLL2: z2 U2 R2 u R' U R' U' R u' R2 y' R' U R

It's not very viable for speedsolving, but it's kinda fun to do so ¯\_(ツ)_/¯
 
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