Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Yeah, you're probably right, EOsquare would be tough. Maybe this would work? It's basically "PetrusCP":EOsquare sounds like a lot to tackle in 1 step, and L5C while preserving CP is probably going to be longer than 9 moves.
Wow that is a lot. 2x2x3 itself is really hard to plan in inspection. Add in CP and it's far harder. After that, you're going to have misoriented edges which means that the square is going to be very difficult to make (not nearly 7 moves), especially since you can't orient them with F. You're basically going to be breaking and restoring DF/DB every other move. Solving EO while inserting FR will also be very difficult for the same reason.Yeah, you're probably right, EOsquare would be tough. Maybe this would work? It's basically "PetrusCP":
1. 2×2×3 block+CP (~16 moves? The whole thing probably couldn't be planned out in inspection but I bet a lot of it could)
2. 1×2×2 square on BR (7 moves)
3. Insert the FR edge while solving EO (7 moves)
4. Solve the rest in one alg (this is probably about as many algs as ZBLL, but they're all 2 gen)
With AUFs this is probably about 40 moves. I like the last two steps but maybe the first two steps could be optimized, I found it hard to preserve CP while doing the square.
TSLE TTLL is not a good LSLL. It was a neat idea but in application it's just not good. It's got a high case count and high move count, with mediocre ergonomics.Also with my method, you can divide MMLS (2G1LLSLL) into 2 smaller steps if you like, TSLE and 2-gen TTLL, much fewer cases (than MMLS) but it's two-look rather than one.
@Thermex the 2x2x1 shouldn't be hard to make while preserving CP, just make sure you solve it with R, U, and slice moves only.
I can honestly say I agree with this 100%. A lot of the time I have lots of method ideas but most of the time after only a little probing I find they're duds. This is why most of what I've done (I hope) has been reasonably new/good.I always like to read this thread and check out the latest ideas, but in my opinion there is a great deal of postulating a new method (even a good one), then forgetting about it and postulating another method, without ever developing any one of them. I suggest picking what you feel is the most promising method and develop it for at least 3 months, and provide updates every few weeks as the method evolves, as the algorithms are tweaked for speed and finger tricks, lookahead is determined to be good or bad, etc...
I have been working on the same method for a year and a half and still have massive amounts of optimization to do, but I do feel focusing on one method is the better approach -- until and unless you feel the method is a dud and you move on to another one.
I think that waiting to do LS after EO isn't helpful at all. It makes EODFDB not possible to do with pure MU and as a reward for your harder EODFDB, you get a harder LS too. Better just to do CPFB SB EODFDB 2GLL, since both EODFDB and LS will be easier.@Arc alright, yeah maybe MMLS is dumb, but what about the rest of it? CPFB, 2x2x1 in RB (+EO of FR), EODFDB, last slot + 2GLL.
That's more I less what I'm doing, the reason I've proposed so many methods is just to see if anything sticks or if anything inspires someone to change it and make something really good. In the past this has worked: Ribbon was developed because I proposed a sorta meh method that JTay messaged me about and ended up optimizing, BOPE was also developed off a mediocre idea Crafto posted that I saw potential in. I think you're right though that eventually you have to stick with something, so I think I'll just stop posting mediocre ideas for a little while so I can work on BOPE and skewb TCLL.I can honestly say I agree with this 100%. A lot of the time I have lots of method ideas but most of the time after only a little probing I find they're duds. This is why most of what I've done (I hope) has been reasonably new/good.
Basically I just throw a load of ideas at a wall, see what sticks then take a cleaner to see which are really stuck and continue to focus on them more than anything else.
That's SSChow about we reduce to <R2,L2,F2,B2,U,D> then we solve it
any thoughts???
This is basically "CPBope". Not a bad idea but I think the original CPRoux idea you posted is much more efficient.Here's an idea:
1. Trigger pairs: Solve corners at DLB+DRB, solve edges at DL+DR, reduce remaining 6 corners to <R U* R', L U* L', U>
2. Expand pairs to squares, then F2B
3. EODFDB
4. 2GLL
Approximate movecount: 8 pairs + 8 squares + 12 pairs + 8 EODFDB + 13 2GLL = 49
Ok, on taking a closer look at BOPE I've been inspired to propose the following (which I will call the TT method for teoidus). The blocks are solved in a somewhat different order because I think this way will be more ergonomic and have better flow.
1. Big Block: instead of Blocks from BOPE, which solves 2 1x2x2s on L and R, I solve a single 1x2x3 on L. This allows for greater flexibility in blockbuilding (for example, attaching a 1x1x3 to another 1x1x3 or building 1x2x2 + a corner and then keyholing in the edge), reduces the remainder of the solve to pseudo2gen <R,r,U,M>, and takes care of one of the 6 corners that would have to be otherwise solved by OSC/PSC.
2. Square + corner: build a 1x2x2 on R + solve the DFR corner. Often the DFR corner solution can be cancelled into the square solution, yielding even further efficiency gains and solving a second of the 6 corners otherwise dealt with by OSC/PSC.
3. CLL (OSC+PSC in one step): since 2 of 6 corners have already been solved, we can simultaneously orient and permute the LL corners with an algset 42 wide, skipping PSC 100% of the time!
4. L7E: many strategies described by @shadowslice e can be employed in this step. The entire step is <R,U,M> so guaranteed to be ergonomic, and lookahead is as easy as in LSE.
Approximate movecount: 7 Big block + 10 sq&corner + 9 CLL + 17 L7E = 43
Additional algs could easily reduce L7E movecount. I could see this potentially averaging 35 moves or even less with additional algsets.
This is pretty different from BOPE, and I though of an idea a while ago that almost the exact same thing and maybe saves a move or two with less algs:Ok, on taking a closer look at BOPE I've been inspired to propose the following (which I will call the TT method for teoidus). The blocks are solved in a somewhat different order because I think this way will be more ergonomic and have better flow.
1. Big Block: instead of Blocks from BOPE, which solves 2 1x2x2s on L and R, I solve a single 1x2x3 on L. This allows for greater flexibility in blockbuilding (for example, attaching a 1x1x3 to another 1x1x3 or building 1x2x2 + a corner and then keyholing in the edge), reduces the remainder of the solve to pseudo2gen <R,r,U,M>, and takes care of one of the 6 corners that would have to be otherwise solved by OSC/PSC.
2. Square + corner: build a 1x2x2 on R + solve the DFR corner. Often the DFR corner solution can be cancelled into the square solution, yielding even further efficiency gains and solving a second of the 6 corners otherwise dealt with by OSC/PSC.
3. CLL (OSC+PSC in one step): since 2 of 6 corners have already been solved, we can simultaneously orient and permute the LL corners with an algset 42 wide, skipping PSC 100% of the time!
4. L7E: many strategies described by @shadowslice e can be employed in this step. The entire step is <R,U,M> so guaranteed to be ergonomic, and lookahead is as easy as in LSE.
Approximate movecount: 7 Big block + 10 sq&corner + 9 CLL + 17 L7E = 43
Additional algs could easily reduce L7E movecount. I could see this potentially averaging 35 moves or even less with additional algsets.
I believe ZBRoux/LLOB has already been fully developed, as has 2GR.
This is pretty different from BOPE, and I though of an idea a while ago that almost the exact same thing and maybe saves a move or two with less algs:
1. FB
2. BR square
3. VOP L5E: this solves the last 5 corners in a similar way to OSC/PSC
4. Crafto's L7E method
EDIT: I typed this up as @efattah posted his response, so you probably don't need to look through both. As he said, this sort of idea was proposed a while ago in the WaterRoux thread and is pretty good.
@efattah as far as I know the only methods that are really being worked on right now are our two methods, LMCF and BOPE. BOPE progress is slow, nobody's really helping me right now with OSC/PSC and I'm yet to find a great way to do L8E. One thing I've though about recently is using TEG with BOPE, it saves a move or two to use a TEG and potentially push Bope under 40 moves. I think it's only worth it to use TEG for LSC if you already know the algs from 2×2, though.
As for the other methods you mentioned, nobody's really found a CPRoux variant that has stuck, and I really think someone just needs to figure out how to do CPFB until it goes anywhere. I believe ZBRoux/LLOB has already been fully developed, as has 2GR. WaterRoux was sort of abandoned since Bope looks better, but it could make a resurgence.