# The New Method / Substep / Concept Idea Thread

#### CubeRed

##### Member
So its cross, belt, Bottom layer corners, Top layer OLL, Insert Corners (can be done quick with two different algs, one always inserts just one corner while the other one can insert 2 if lucky, and then PLL. Can anyone tell me what they average with CFOP and with this method so see if i want to improve it. Algorithms are R U R' U' X3 and R2 U R2 U' R2
So you do top OLL befire you do corners?
Kind of like Roux but with corners, I guess. I don't know how the last alg works. It relocates the belt and the cross edges.

##### Member
R2 U R2 U R2 U2 R2, made a mistake

#### OreKehStrah

##### Member
Ok so I made two methods in 2019, Snow i revealed and honestly didn't think it was that bad, this one I don't think will ever be good, and later was improved by mehta method but doing it like this i dont think will ever be made fast. I called it TEG, idk why. So its cross, belt, Bottom layer corners, Top layer OLL, Insert Corners (can be done quick with two different algs, one always inserts just one corner while the other one can insert 2 if lucky, and then PLL. Can anyone tell me what they average with CFOP and with this method so see if i want to improve it. Algorithms are R U R' U' X3 and R2 U R2 U' R2

#### MJbaka

##### Member
Eo-Line (6 Moves)
Left 123+CO (19 Moves)
Solve FR and BR edges (4 Moves)
6CP (12 Moves)
L5E (8 Moves)
Final Movecount is averaging 43 moves. Should note that after CO, only R2, U, and U are usable for intuitive steps (FR and BR). What do you guys think?
I actually just realized that after calculating every possibility, solving FR and BR have an average movecount of 2.3333... bringing the movecount down to 41.3. Almost a sub-40 movecount method viable for Speedsolving!

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#### LukasCubes

##### Member
Eo-Line (6 Moves)
Left 123+CO (19 Moves)
Solve FR and BR edges (4 Moves)
6CP (12 Moves)
L5E (8 Moves)
Final Movecount is averaging 43 moves. Should note that after CO, only R2, U, and U are usable for intuitive steps (FR and BR). What do you guys think?
I actually just realized that after calculating every possibility, solving FR and BR have an average movecount of 2.3333... bringing the movecount down to 41.3. Almost a sub-40 movecount method viable for Speedsolving!
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW where the algs? I want to learn. Also I suck at EO

#### BenChristman1

##### Member
Eo-Line (6 Moves)
Left 123+CO (19 Moves)
Solve FR and BR edges (4 Moves)
6CP (12 Moves)
L5E (8 Moves)
Final Movecount is averaging 43 moves. Should note that after CO, only R2, U, and U are usable for intuitive steps (FR and BR). What do you guys think?
I actually just realized that after calculating every possibility, solving FR and BR have an average movecount of 2.3333... bringing the movecount down to 41.3. Almost a sub-40 movecount method viable for Speedsolving!
How is the movecount for FR and BR only 2.3? CO is already done, so won’t that make the algs much longer?

#### MJbaka

##### Member
How is the movecount for FR and BR only 2.3? CO is already done, so won’t that make the algs much longer?
Oh wait I realize now that is correct. I thought you could put one in the UR, and one in the DR, then fix it with a R or R' but I realize that would break CO, since you can only do R2, U, and U'. I will think about a better approach, because doing L7E would be way to many algs, (2520). Perhaps if you solved only the DR edge, then do L6E for the last step (360 algorithms), and then it would reduce that step to either a one or two move case. Bringing the movecount down to like 40.5 moves! However you would still have a Parity if your DR edge was in FR or BR
Edit: Also I can't gen algs so someone else would have to do it

#### LukasCubes

##### Member
This probably already exists but I think I found a new petrus variant that lowers the movecount and higher the algcount by ALOT.

Petrus 222 and 223 like normal
EO like normal
Instead of doing F2L, just solve a square and get to F2L-1
Like My World Method, do one of 3044 algs to solve Last Slot + Last Layer at same time. Less algs than 1LLL.

#### Mathsoccer

##### Member
This probably already exists but I think I found a new petrus variant that lowers the movecount and higher the algcount by ALOT.

Petrus 222 and 223 like normal
EO like normal
Instead of doing F2L, just solve a square and get to F2L-1
Like My World Method, do one of 3044 algs to solve Last Slot + Last Layer at same time. Less algs than 1LLL.
I guess that's fine in theory, but nobody is going to learn 3044 algs.

#### LukasCubes

##### Member
I guess that's fine in theory, but nobody is going to learn 3044 algs.
they arent even genned yet, i should have taken a school computer home since my computer doesnt have cube explorer

#### LukasCubes

##### Member
I guess that's fine in theory, but nobody is going to learn 3044 algs.
Some algs that are genned are of course the ZBLL and TTLL algs, some TSLE algs are genned, some 1 look WV algs, alot of algs are genned we just need more.

#### zzoomer

##### Member
Left 123+CO (19 Moves)
CO recognition before last slot is very bad. I think this is the main problem with your method

##### Member
Ok So FreeFOP is kinda like CFOP plus some roux elements and if im not mistaken which i probably am HK drops the roux elements for a long list of algorithms so i kinda did a similar thing with CFOP and mehta elements replacing ribbon algs and i want to know if it has any potential,
Steps:
Cross
3 F2L Pairs and 1 Edge
Bottom Corner Orientation (Without messing up the bottom and middle layers edges and corners)
5CP (6CP algs but it solves five so thats what im calling it)
L5EP

It seems like an ok method, but i havent actually experimented with it i just though it up right now

#### Mathsoccer

##### Member
Ok So FreeFOP is kinda like CFOP plus some roux elements and if im not mistaken which i probably am HK drops the roux elements for a long list of algorithms so i kinda did a similar thing with CFOP and mehta elements replacing ribbon algs and i want to know if it has any potential,
Steps:
Cross
3 F2L Pairs and 1 Edge
Bottom Corner Orientation (Without messing up the bottom and middle layers edges and corners)
5CP (6CP algs but it solves five so thats what im calling it)
L5EP

It seems like an ok method, but i havent actually experimented with it i just though it up right now
That's basically the ribbon method

##### Member
That's basically the ribbon method
either im extremely dumb or you didnt read it probably, and i think its the latter

#### Mathsoccer

##### Member
either im extremely dumb or you didnt read it probably, and i think its the latter
You replaced two alg steps with three. So it's basically just an objectively worse ribbon.

##### Member
You replaced two alg steps with three. So it's basically just an objectively worse ribbon.
I disagree, while probably slower this method lowers the alg count from 532 to just 12

#### MJbaka

##### Member
CO recognition before last slot is very bad. I think this is the main problem with your method
Not really.. you just have to see how many of your six corners are already facing up and down

#### Mathsoccer

##### Member
I disagree, while probably slower this method lowers the alg count from 532 to just 12
The original alg count is 266 not 532, and all you are doing is just making the last step 4 look instead of 2 look. While it does lower the alg count, it's objectively worse.