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I have a 3x3 method idea, that to me, just sounds really nice.

1. Left 1x2x3
2. EO + DFDB
3. Right 1x2x3
4. ZBLL (or 2lll)

Spoiler: Example Solve

Scramble: D B R L' U' L2 B F2 D R2 B2 U2 F2 L2 U' L2 D' B2 L U2
(x2 y)
U D B L' U' B // Left 1x2x3 (6)
r U' r' U' r U2 r U2 r2 // EO + DFDB (9)
U2 R U2 R' U2 R2 U' R' U' R2 U' R // Right 1x2x3 (12)
U2 R' U' R U' R' U2 R U' // ZBLL (9)
36 HTM ! (and 92% R and U moves!!)

Maybe I’ll name it LEOR or something. Thoughts on this method?

Last night I was thinking of something for skewb and ended up finding algs for what I was thinking of (for beginners) I wat to know if any of these already exist.

Beginners: Make a block with 2 centers and 2 corners. Solve 2 corners. Orient the last 4. Solve the last 4 centers.

Intermediate: Make a block with 2 centers and 2 corners. Solve all 6 remaining corners. Solve the last 4 centers.

Advanced: Made a block with 2 centers and 2 corners. Solve the rest.

I would like to kno if any of these exist and if they do please help me out

this looks like it could have some potential but the algs would have to be all ns because otherwise it would disrupt the first step making them (in most cases) harder to learn

This probably already exists, but I think it's cool.
1. EOcross, but the edges can be permuted in any way
2. F2L-1 (kind of), solving edges into their correct location, but putting corners wherever is easiest
3. Solve the last pair and orient the LL corners (probably with WV)
4a. Permute corners
4b. Permute edges

I see a lot of people trying to reach the PBL state using belt methods, which I believe are much worse than this. It's not amazing, but one thing I really like about it is how it makes planning EOcross much, much easier. I'm a huge nub with zz, and can sometimes plan the entire cross in inspection. This method also leads to lots of keyhole shenanigans. I've come up with another version of this method that is more similar to zz, and I think it's about equal to the above method:

1. EOcross, but the edges can be permuted in any way
2. F2L, both the corners and edges being solved in their correct locations
3. COLL
4. Permute edges

This probably already exists, but I think it's cool.
1. EOcross, but the edges can be permuted in any way
2. F2L-1 (kind of), solving edges into their correct location, but putting corners wherever is easiest
3. Solve the last pair and orient the LL corners (probably with WV)
4a. Permute corners
4b. Permute edges

I see a lot of people trying to reach the PBL state using belt methods, which I believe are much worse than this. It's not amazing, but one thing I really like about it is how it makes planning EOcross much, much easier. I'm a huge nub with zz, and can sometimes plan the entire cross in inspection. This method also leads to lots of keyhole shenanigans. I've come up with another version of this method that is more similar to zz, and I think it's about equal to the above method:

1. EOcross, but the edges can be permuted in any way
2. F2L, both the corners and edges being solved in their correct locations
3. COLL
4. Permute edges

Interesting idea, but there's a few glaring issues—
- There would be 720 algorithms for 4a and another 720 for 4b, if I'm not mistaken, and the method is nowhere near good enough to justify this alg count :/
- Solving EOCross and F2L normally isn't all that much longer/harder, and it saves you a lot of recognition time and execution time for step 4.
Regular EOCross, followed by F2L, then ZBLL, is what many people consider to be a better method to ZZ. It has Way less algs than your method, and it's probably significantly faster too.
I don't mean to discourage you, though—keep on making methods, and maybe you'll come across something really good eventually

4a is 8 algs and 4b is 15, so it's actually not that bad. I may have worded myself poorly (which is something I do often), but you're solving F2L so that there is a solid face on the bottom that needs to be permuted. The main advantage of this method is that EOcross is much easier to solve in inspection. I still think zz is better because 3 algs to finish the solve is too many imo.

4a is 8 algs and 4b is 15, so it's actually not that bad. I may have worded myself poorly (which is something I do often), but you're solving F2L so that there is a solid face on the bottom that needs to be permuted. The main advantage of this method is that EOcross is much easier to solve in inspection. I still think zz is better because 3 algs to finish the solve is too many imo.

Isn’t there 3 cases for 4a? Solved, Adjacent and Diagonal? Also for 4b, just to clear up stuff, you can look at the cross at any given time. Therefore, you don’t need a x rotation to see the BD edge.

Last night I was thinking of something for skewb and ended up finding algs for what I was thinking of (for beginners) I wat to know if any of these already exist.

Beginners: Make a block with 2 centers and 2 corners. Solve 2 corners. Orient the last 4. Solve the last 4 centers.

Intermediate: Make a block with 2 centers and 2 corners. Solve all 6 remaining corners. Solve the last 4 centers.

Advanced: Made a block with 2 centers and 2 corners. Solve the rest.

I would like to kno if any of these exist and if they do please help me out

This probably already exists, but I think it's cool.
1. EOcross, but the edges can be permuted in any way
2. F2L-1 (kind of), solving edges into their correct location, but putting corners wherever is easiest
3. Solve the last pair and orient the LL corners (probably with WV)
4a. Permute corners
4b. Permute edges

I see a lot of people trying to reach the PBL state using belt methods, which I believe are much worse than this. It's not amazing, but one thing I really like about it is how it makes planning EOcross much, much easier. I'm a huge nub with zz, and can sometimes plan the entire cross in inspection. This method also leads to lots of keyhole shenanigans. I've come up with another version of this method that is more similar to zz, and I think it's about equal to the above method:

1. EOcross, but the edges can be permuted in any way
2. F2L, both the corners and edges being solved in their correct locations
3. COLL
4. Permute edges

Just do ZZ with EOCross. There's not too much to it other than it's definitely better. EOCross ZZ<Pseudo EOCross, but then every other step with ZZ is either equal or better for both methods. In terms of algs, there would be 8 then 49.

Simiar to my earlier post, about the Roux alternatives to CMLL (except it's conjugated this time):

1. First Block
2. Second Block Back Square + 1 oriented corner (usually already done)
3. Set up edge for next step (short, <MU>, preserves corner)
4. Conjugated CMLL with unsolved edge
5. L6E

Pros:
- Only 42 algorithms
- Solving 6 pieces at a time with those algs
- Better algs than CMLL (since more unsolved pieces)
- Easier than full Second Block

Cons:
- Bad recognition
- Edge needs to be set up

This should be a lot easier than learning about 500 algs or whatever it was for L5C with unsolved edge. It does the same steps with less algs.

This method is basically the 42 method with an unsolved edge getting solved with Conjugated CMLL, so you don't have to do L7E.

I have a 3x3 method idea, that to me, just sounds really nice.

1. Left 1x2x3
2. EO + DFDB
3. Right 1x2x3
4. ZBLL (or 2lll)

Spoiler: Example Solve

Scramble: D B R L' U' L2 B F2 D R2 B2 U2 F2 L2 U' L2 D' B2 L U2
(x2 y)
U D B L' U' B // Left 1x2x3 (6)
r U' r' U' r U2 r U2 r2 // EO + DFDB (9)
U2 R U2 R' U2 R2 U' R' U' R2 U' R // Right 1x2x3 (12)
U2 R' U' R U' R' U2 R U' // ZBLL (9)
36 HTM ! (and 92% R and U moves!!)

Maybe I’ll name it LEOR or something. Thoughts on this method?

I have a 3x3 method idea, that to me, just sounds really nice.

1. Left 1x2x3
2. EO + DFDB
3. Right 1x2x3
4. ZBLL (or 2lll)

Spoiler: Example Solve

Scramble: D B R L' U' L2 B F2 D R2 B2 U2 F2 L2 U' L2 D' B2 L U2
(x2 y)
U D B L' U' B // Left 1x2x3 (6)
r U' r' U' r U2 r U2 r2 // EO + DFDB (9)
U2 R U2 R' U2 R2 U' R' U' R2 U' R // Right 1x2x3 (12)
U2 R' U' R U' R' U2 R U' // ZBLL (9)
36 HTM ! (and 92% R and U moves!!)

Maybe I’ll name it LEOR or something. Thoughts on this method?

Just to clear things up for me at least, was this post intended to be a joke of some sort? LEOR already exists as a method, and we’ve been talking about it a lot on here. I assumed it was a joke until I saw PapaSmurf’s post... so is it?