# The New Method / Substep / Concept Idea Thread

#### mDiPalma

##### Member
I want to know if anyone has thought of this and also can someone tell me how to use an alg generator?

So basically this is very similar to vandenbergh for squan. Steps:

HARCS can probably generate your algs. Post in the thread if you have questions.

#### Zarxrax

##### Member
An idea for a 2x2x2 method popped into my head today. It's just a rough concept at the moment, and I'm not completely sure it would actually work or would be feasible. My idea was to create a method that has a fairly low alg count but is still possible to 1-look.

Step 0: Start with 3/4 of a face of opposite colors, similar to Guimond, but 2 of the pieces need to form a bar. This is usually solved already or can be solved with 1 move.

Step 1: The bar goes on the left side of the bottom. Then use 2-gen algs to orient. A caveat is that you can NOT use guimond-optimized algs for this step because pieces should not move between the bottom and top layers. I believe that with using 2-gen algs it should be possible to preserve the permutation of the pieces (or do a simple swap that is easy to track). I believe the alg count here should be 32 (8 cases + mirrors and inverses)

Step 2: Separation and PBL together. There are fewer separation cases than Guimond because you always have a bar on the bottom left. I think this might be 50-60 algs. More than I originally thought.

Potential cons of this method would be high move count, and AUF between steps might make the recognition more difficult. Plus, recognition of the cases for step 2 is apparently fairly tough as well.

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#### WoowyBaby

##### Member
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)

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?

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#### Cubingcubecuber

##### Member
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)

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?
Lol

#### Cubinwitdapizza

##### Member
Has anybody come up with this? Let me know.

1. solve all the edges intuitively
2. Solve all the corners using comms.

so this is incredibly simple so someone has probably thought of it. This would probably be more of a fmc method than a speedsolving method.

#### WoowyBaby

##### Member
Has anybody come up with this? Let me know.

1. solve all the edges intuitively
2. Solve all the corners using comms.

so this is incredibly simple so someone has probably thought of it. This would probably be more of a fmc method than a speedsolving method.
Yes, I have definitely made a method like that and I'm sure others have as well. My method starts with EO on two axis. Here's my post about it. It averages in the 40s for movecount, and I have actually gotten a sub-30 FMC using it too, but it's pretty bad for speedsolving

#### Skewbed

##### Member
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)

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 never realized how good that method is.
How is EO-DFDB done? Is it intuitive?

#### BlastKracken7

##### Member
Hopefuly I made a new skewb method(s).

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

#### BlastKracken7

##### Member
yeah i did but I didn't find anything exact. I found things that had 2 steps switched but that is it

When I make all the algs for each method I will make a pdf for them

##### Member
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

#### BlastKracken7

##### Member

update: I'm thinking of dropping the intermediate algs and just doing beginers and advanced. and then coming back to intermediate when I do advanced.

#### Angry_Mob

##### Member
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

Thoughts?

#### Aerma

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

Thoughts?
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

#### Angry_Mob

##### Member
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.

#### Triangles_are_cubers

##### Member
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.

#### Triangles_are_cubers

##### Member
Hopefuly I made a new skewb method(s).

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
Isn’t that Ranzha’s but worse?

#### PapaSmurf

##### Member
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

Thoughts?
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.

I never realized how good that method is.
How is EO-DFDB done? Is it intuitive?
It is. It is basically EOLine but you use <RrUMF> to do it.

#### BlastKracken7

##### Member
Isn’t that Ranzha’s but worse?
Its actually ranzha's but the last 2 are switched for the begginers

#### Skewbed

##### Member
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: