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Aerma

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Aerma
Basically you solve the first layer unpermuted an then the last layer with oll than pbl so somewhat like Ortega for 3x3
Let's do the math - 22 PLL states on top (counting solved) time 22 PLL states on the bottom. Then there's also the E layer to be solved. With EO being solved, there's 12 states I believe. Without EO necessarily being solved, I believe there's ~96. All together that's 46464 cases and algorithms for the PBL step. Multiply that by two if you solve the first side without making sure there's no parity, or just do M2 U2 M2 before PBL. Either way, it isn't possible. People have enough trouble learning a few hundred for ZBLL, imagine over fourty-six thousand.
 

Aerma

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so I noticed that when you have the T oll and the last slot is 3 move insert, the wv looks like the T itself. And it's possible to predict coll by looking at the top stickers and one sticker on the D layer.

what about predicting coll before the 3 move insert?

https://alg.cubing.net/?setup=F-_r_U_R-_U-_r-_F_R&alg=R_U_R-
(sorry for the double post!)

Possible? Yes. Easy? Sort of. Better than insertion + regular COLL? Probably not worth the effort. I'd love to be proven wrong though, as always when I'm pessimistic about something :p
 
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Method Goal: To create the best edges-first method. Edges-first is generally really terrible, but today I'm making it good.

-Method Steps-
#1- EO on 2 axis. Can also be thought of orienting edges on one axis and placing the E layer edges. If you’re going for speed, try to plan this whole step in inspection.
#2- Finish edges. Solve the edges using domino (R2 L2 U D F2 B2) moves. A really helpful tip is to form edge pairs on the U/D layers, it makes easy to finish from there, and also don’t forget about the middle layer.
#3- Solve corners w/ 4 comms. Solve corners in the easiest order, don’t try to make a layer or solve specific pieces or anything like that. Try to solve 2 corners per commutator, and then solve the last 3 corners with one.
It’s important to note that it sometimes only requires 3 comms and others it can take 5, just 4 is by far the most common.

-Example Solve-
Scramble: L' D2 L2 D2 F2 L2 R2 D' R2 F2 L2 F2 B' D' B2 U2 B' U2 L' U2 F
(y')
R' U D' F L' D2 L // EO on 2 axis (7)
E' L2 D R2 D2 R2 // Finish edges (6)
x' L D L' U' L D' L' U // 1st Comm (8)
x2 R' D' R U R' D R // 2nd Comm (7)
L D' L' U' L D L' // 3rd Comm (7)
B2 R' U R D R' U' R D' B2 // 4th Comm (10)

Edges in 13
Corners in 32
= only 45 moves! (more efficient than many other methods!)

Also- No algorithms!

-----

What are your thoughts on this?
 
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Im genius!
Why everyone is solving Cfop with cross at the begening if you can solve first 2 blocks just like in Roux (Im Roux solver so thats why I came up with this solution). It gives you lot of efficiency because of free M slice and makes the solve rotationless (lot of cool-roux pairing tricks). Then before the last layer you solve front and back cross edges, and you can use this step to solve U layer edges (propably slightly longer EOLR from roux). Then just COLL and cube is solved :)
Number of moves=FB 8~10+SB 16~19 + 1LL6E I bet something like~15 + COLL ~10=49~54 (Kian daud thet he solves cube in 60 moves on average)
. It's genius isn' it?
 
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Im genius!
Why everyone is solving Cfop with cross at the begening if you can solve first 2 blocks just like in Roux (Im Roux solver so thats why I came up with this solution). It gives you lot of efficiency because of free M slice and makes the solve rotationless (lot of cool-roux pairing tricks). Then before the last layer you solve front and back cross edges, and you can use this step to solve U layer edges (propably slightly longer EOLR from roux). Then just COLL and cube is solved :)
Number of moves=FB 8~10+SB 16~19 + 1LL6E I bet something like~15 + COLL ~10=49~54 (Kian daud thet he solves cube in 60 moves on average)
. It's genius isn' it?
This is one of the most (if not the most) commonly proposed methods. It's just a worse version of Roux and CFOP. It's not worth doing at all.
 
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