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shadowslice e

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It sounds like you're halfway to developing a bad version of something like ssc or pcms.

So, yes it is a known method (or at least a method which has been thought about and considered in the past) but you are still bad for ignoring your cross pieces since that adds so many additional moves and ruins the ergonomics of your solves.
 

maticuber

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It sounds like a bad version or corner first (basically you solve corners like in a 2x2, then edges). That method was dominant in the 80s, but modern versions of cfop are better.

So, the biggest issue with that method are blindspots, Cross+F2L is great because you already know the location of 1/4th of your edges, and after inserting your first F2L pair you know the location of all the pieces. Not doing the cross takes away a lot of information, not only BD is out of sight, but also all the D face stickers.

You have to also take into consideration that when you do cross, you use 8 moves or less to solve 4 pieces, and after F2L you have 8 pieces that needs to be solved and OLL+PLL does it in ~21 moves. With your method you'll have 12 pieces that needs to be solved and you can't see.

An alternative method that's really similar to what you are trying to do is roux. You completely ignore the cross but do block building, imagine F2L without the M slice, after that you solve the corners and the cube can be solved using M U moves (I'm not familiar with Roux, maybe someone else can explain the method).
 
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Let me preface this with letting you know that I literally started attempting to speed solve last week, so if this is stupid, just let me know and let me know why.

Currently I am using CFOP, and have a very small OLL and PLL repertoire. I'm averaging 49 seconds out of sheer willpower alone. The biggest issue (besides optimal F2L building) is getting an efficient cross solution.

And because I suck at the Cross in CFOP, I recently started just putting White on bottom and doing F2L, completely ignoring the white cross pieces. After that, I solve the White edges. I asked the Discord, and someone mentioned that this was pretty much just a method called "FreeFOP" (I may have got that name wrong)

Well, I've been messing around with it and I've found that when you just ignore the Cross and do those F2L pairs, the yellow corner pieces on top can be solved just like normal. Then you just have to only use M and U moves to solve the bottom white layer. So now you have F2L solved and the yellow corners oriented. The next step is to figure out a way to move around the yellow edges with only M and U moves.

Firstly, is this an actual method, or am I just bad for ignoring my cross problems?

If this is a method, then how do I find information on how to get better at it? I feel way more comfortable doing it this way, but if there is a good reason why this is bad, then I have no choice but to move on and crunch some crosses.

Any help or advice would be appreciated!

Oh, also I was thinking about it and if you basically just solve only 2 opposite cross pieces in the beginning and do this, you have a Roux setup. So maybe I should learn Roux.
this sounds very similar to PCMS which while isn’t terrible but also isn’t as good as roux. if you want a good method that gives you a very free f2l I would advise roux. my other suggestion is to look into lots of different corners first methods such as PCMS and try and develop a viable method for modern speedsolving. If you try this it will take a lot of work and you will spend lots of time on something that may go knowhere But you will get to develop new things and may find the next big method.
 

brododragon

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What if you reduced the entire cube to 2-gen while doing EOLine in LEOR? I don't know exactly what reduces the cube to that (besides obviously EOLine). Is it CP? This is a very vague idea, but it had potential for OH with development.
 

Sub1Hour

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What if you reduced the entire cube to 2-gen while doing EOLine in LEOR? I don't know exactly what reduces the cube to that (besides obviously EOLine). Is it CP? This is a very vague idea, but it had potential for OH with development.
I'm not the most knowledgeable person in this field but I think that's the base of YruRu. CP Line makes it so the corners are possible to complete 2gen and the addition of EO makes it completely 2gen after 2x2x3
 

mukerflap

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What if you reduced the entire cube to 2-gen while doing EOLine in LEOR? I don't know exactly what reduces the cube to that (besides obviously EOLine). Is it CP? This is a very vague idea, but it had potential for OH with development.
because you cant see that far in inspection
 
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Is This A Method Used By Anyone?

Let me preface this with letting you know that I literally started attempting to speed solve last week, so if this is stupid, just let me know and let me know why.

Currently I am using CFOP, and have a very small OLL and PLL repertoire. I'm averaging 49 seconds out of sheer willpower alone. The biggest issue (besides optimal F2L building) is getting an efficient cross solution.

And because I suck at the Cross in CFOP, I recently started just putting White on bottom and doing F2L, completely ignoring the white cross pieces. After that, I solve the White edges. I asked the Discord, and someone mentioned that this was pretty much just a method called "FreeFOP" (I may have got that name wrong)

Well, I've been messing around with it and I've found that when you just ignore the Cross and do those F2L pairs, the yellow corner pieces on top can be solved just like normal. Then you just have to only use M and U moves to solve the bottom white layer. So now you have F2L solved and the yellow corners oriented. The next step is to figure out a way to move around the yellow edges with only M and U moves.

Firstly, is this an actual method, or am I just bad for ignoring my cross problems?

If this is a method, then how do I find information on how to get better at it? I feel way more comfortable doing it this way, but if there is a good reason why this is bad, then I have no choice but to move on and crunch some crosses.

Any help or advice would be appreciated!

Oh, also I was thinking about it and if you basically just solve only 2 opposite cross pieces in the beginning and do this, you have a Roux setup. So maybe I should learn Roux.
Maybe you want to check out the Columns first method. Seems that's what you're describing, or something similar. As for if it is bad... I don't know. A downside I could think of is that you can't easily see what's the BD edge, nor the bottom colours of any of the D edges... but again, I've never actually used that
 

RedstoneTim

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Why do you need to? You can look-ahead.

So, would it be possible to solve CPEOLine after FB to compete the entire cube 2-gen?
While it is possible to permute corners during EOStripe using moves like F' U* F, it's very hard to track EO, CP and the DF and DB edges all at the same time. We also had that idea on the LEOR discord server and came to the conclusion that it's basically impossible to do this quickly and that CP doesn't save enough time to justify that.
 

brododragon

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While it is possible to permute corners during EOStripe using moves like F' U* F, it's very hard to track EO, CP and the DF and DB edges all at the same time. We also had that idea on the LEOR discord server and came to the conclusion that it's basically impossible to do this quickly and that CP doesn't save enough time to justify that.
What about doing CP after EOLine? Would that suffer the same problems?
 

whaffle

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I've come up with a method and a 1-look 2-alg last layer method, both of which I believe are new.
Here are the steps of the method:
Step 1. Solve FB
Step 2. Solve bottom corners of SB
Step 3. Use CMLL or COLL or OLLCP to solve LL corners. Because we only care about orienting and permuting the corners at this stage, try to solve the DF and DB edges simultaneously by using Rw moves instead of R moves sometimes in the algorithm. M moves can also be used.
Step 4. Now there are 7 edges left. If you conjugate these edges, L7E can be used, which solves the remaining 17 edges in 149 algorithms with an average of 17.25, according to the speedsolving wiki. Using conjugated L7E cases, recognition is a bit hard. If using L7E algs specifically designed for this method, that require no conjugation, will the movecount decrease? Another possible approach is solving the RF, RD, and RB edges in one algorithm and then using ELL. If possible, can someone generate the algs for solving the RF, RD, and RB edges for me?
FB is <9 moves, bottom corners of SB is 3-5 moves, and Step 3 takes less than 15 moves(at least for me), L7E is 17.25 moves. That means that this version of this method has an movecount of around 45 STM(correct me if I'm wrong). Has this method been proposed before?

The 1-look 2-alg last layer method is pretty simple. First COLL is used, then ELL. If there is no parity, the COLL algs have to leave the edges untouched, and if there is parity, the UF and UR edges are swapped. Thus one can see the CxLL case and ELL case in one look. I'm thinking about generating the algorithms, but imputting every one into Cube Explorer seems a bit too tedious to me. Is there a way of genning algs without having to impute every one of them?
 

PapaSmurf

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I'm not the most knowledgeable person in this field but I think that's the base of YruRu. CP Line makes it so the corners are possible to complete 2gen and the addition of EO makes it completely 2gen after 2x2x3
I think you mean Briggs.

Anyway CP during EODFDB would be pretty difficult to recognise. You're better doing straight LEOR in every case (including OH) compared to any CP variant you could think of.
 

Sub1Hour

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YruRu is a variant of Briggs, not the other way around.
Technically they are variants of each other. Briggs came first but YruRu is a variant of Briggs and by definition Briggs is a variant of YruRu. Here is the definition of variation: "a form or version of something that differs in some respect from other forms of the same thing or from a standard." Nothing in this definition mentions anything about chronological orders.
 
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