ProStar
Member
OCLL/PLL is 28 algs and is faster than COLL/EPLL for TH. Anyway, I still think that normal F2L would be faster.
What about for OH?
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OCLL/PLL is 28 algs and is faster than COLL/EPLL for TH. Anyway, I still think that normal F2L would be faster.
Just use YruRUWhat about for OH?
Ok, similar to my last proposal, but more of a Band type of thing.
1. EOHoop - Just a vertical EO band.
2. F4C - solve First Layer Corners.
3. L4E - Solve the E-Slice Edges.
4. COLL - Nothing special.
Also, for a higher alg-count (~200-300), you can combine 3 and 4. Can someone do the math on the number of cases?
I have no idea what exactly each step is supposed to be doing, so no.
Solve E-slice edges? From where? Which edges are already solved? Are DL and DR solved??
I have no idea what exactly each step is supposed to be doing, so no.
For OH, COLL + EPLL is generally regarded as faster by pretty much all top OH solvers because of the 2-gen finish. For a more thorough explanation, have a look at Antoine Cantin's video about the topic.What about for OH?
If EOHoop is orienting all the edges and permuting all U and D layer edges:Ok, similar to my last proposal, but more of a Band type of thing.
1. EOHoop - Just a vertical EO band.
2. F4C - solve First Layer Corners.
3. L4E - Solve the E-Slice Edges.
4. COLL - Nothing special.
Also, for a higher alg-count (~200-300), you can combine 3 and 4. Can someone do the math on the number of cases?
Think about thisS-slice corners
Edited lol.Think about this
Ok my last idea was pretty bad (used L4C, had no real way to solve F4C, and never solved S-slice corners). I just had a brainwave and I'd thought I could jot it down before going to bed.
1. EOBand
2. Sort Corners
3. ZBLL
(rotate)
4. ZBLL
There could be parity, in which there are two impossible ZBLLs, but a simple alg (E-Perm would be perfect because you can easily predict ZBLL, and don't have to rotate because E-Perm starts with x) would fix it up.
- Very algorithmic, so it's easy to reach full move-count potential quickly.
- Algorithmic methods have higher TPS.
- Only one alg set is used.
Also, you could do Band + Sort Corners, then EO. This would be significantly easier, and then you can use slice moves for EO.
- High alg-count (493), so hard to learn. You could just learn COLL/EPLL (or OCLL/PLL), but since you have to use that twice, your move-count is significantly higher.
- EOBand is very hard.
- Unavoidable rotation.
Could you recog parity, then, just imagine the two edges swapped and recall it while doing parity? This could drop recog times by a bit. Also, I don't know if this is feasible because I don't know ZBLL recognition, but, like you predict PLL during OLL, could you predict ZBLL or maybe just start recognizing it based off your prediction? This might (and probably is) unreasonable, but I just want to throw it out there.I'll try to go through all steps and give my opinions on them:
- EOBand (maybe EOBelt?) seems to be way better than EOHoop because it only permutes four edges, probably somewhere in the EOCross region regarding difficulty.
- Sorting corners is ergonomic because of <U, D, R2>-gen, but lookahead is hindered because corners are on top and bottom and, most importantly, unoriented.
- Instead of E perm, you can also just use the standard Belt method parity alg M2 U2 M2 U2 which does a two swap of edges on both sides, so ZBLL doesn't need to be recoged three times.
- ZBLL is a bad choice here because of recognition. For some solvers who know full ZBLL, recognition can sometimes take up to a second if not more, so one would have to spend about two seconds just for recog here. Another issue is also parity. Most people either use blocks or recognition from two sides (probably fixed orientation), but not all sides, to recog the algorithms, so performing the wrong algorithm or long pauses would be very common.
I don't know ZBLL recognition myself, but I've heard that there are two main ways to recognize it after recognizing the coll: either find patterns/blocks or choose a reference corner and recognize the edge cycle.Could you recog parity, then, just imagine the two edges swapped and recall it while doing parity? This could drop recog times by a bit. Also, I don't know if this is feasible because I don't know ZBLL recognition, but, like you predict PLL during OLL, could you predict ZBLL or maybe just start recognizing it based off your prediction? This might (and probably is) unreasonable, but I just want to throw it out there.
Also, yes, I meant Belt, just wrote that at 12:00 AM.
How does doing recog during the parity alg not make the rest shorter? Instead of having 2 seconds where you don't turn, you'll have 1.25 (2 minus parity execution) seconds where you don't turn.So theoretically it is possible to recall during parity, but that still doesn't make your recall time faster. (That's similar to saying that recognizing and recalling PLL during PLL parity on 4x4 makes your PLL faster, which it doesn't.) That means that you still have those two seconds (or how long it takes two recog and recall ZBLL times two) and the rotation added to your solving time.
(Also I hope you're fully awake by 12 AM, lol)
I think I worded that badly.How does doing recog during the parity alg not make the rest shorter? Instead of having 2 seconds where you don't turn, you'll have 1.25 (2 minus parity execution) seconds where you don't turn.
Ok. So, do you think OCLL/PLL or COLL/EPLL could be faster? I think something like this that's 3-look could be just as fast/faster.I think I worded that badly.
My point is that you have 2 seconds or so added to your solve because of ZBLL recog and recall.
When there is parity, you still need those 2 seconds to recog and recall, but in the mean time you're also executing the parity alg. That means that in optimal circumstances, a solve with parity would be as fast as a solve without it. That doesn't mean, however, that getting parity makes your whole solve faster than if you didn't get it.
And therefore, your method still has those 2 seconds added because of ZBLL, which means that another variant with better recog and recall but longer algs/more steps might be better if recog + recall + execution of it would be faster than that of ZBLL.
That seems better, though maybe there's a way to do both COLL algorithms rotationlessly? (Like CO on both sides + CP on both sides, but that would probably be a worse variant of SSC.)Ok. So, do you think OCLL/PLL or COLL/EPLL could be faster? I think something like this that's 3-look could be just as fast/faster.
1. COLL
2. (rotate) COLL
3. Parity
4. PBLE (Permute both layer edges)
This would keep down on alg count, allow for PBLE recognition during parity, and make parity easy to recog. The reason I would choose this over OCLL/PLL x2 is that that is 4-Look.
People can mirror an alg on the fly, so I wonder if with a little training you could flip an alg upside down.That seems better, though maybe there's a way to do both COLL algorithms rotationlessly? (Like CO on both sides + CP on both sides, but that would probably be a worse variant of SSC.)
Woah. My math has gotta be off. It's 20,160, according to my (almost certainly wrong) calculations. 8! (Number of edges) / 2 (permutation parity) = 20,160. I guess you could solve DL and DR for intuitive L6EP. This would help with the rest of the solve, as you wouldn't need to solve F and B centers to for EOBand.Also do you know how many algorithms PBLE is? (Since I've heard that it's a lot for Square-1 and the number of algs is probably similar.)
Actually, it would only be 8, as at least one edge will always be pre-oriented, making it compareable to Petrus EO. Petrus EO, contrary to popular belief, isn't that hard or time consuming. You only need to find two flipped edges and then you can recognize the next two while fixing the first two, and keep repeating this.EO of 9 edges midsolve