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Eo is simpler as it only requires f sexy f’ triggers and co isn’t much worse except the u case. Eo is slightly worse when you need to preserve co so it’s not worth it. The originality of this is very questionable as well

Ive created an OLL method where its like 2-look oll but instead of orienting edges then corners, but then you do corners and then edges.
There are 8 algoriithms.
Step 1) You look at the corner orientation of the OLL, and use one of the 2x2 OLL Algorithms to orient the edges
Step 2) You use only 2 algorithms for the 2 cases that exist to orient the edges
Step 3) Oriented!

Ive created an OLL method where its like 2-look oll but instead of orienting edges then corners, but then you do corners and then edges.
There are 8 algoriithms.
Step 1) You look at the corner orientation of the OLL, and use one of the 2x2 OLL Algorithms to orient the edges
Step 2) You use only 2 algorithms for the 2 cases that exist to orient the edges
Step 3) Oriented!

Step 1 - eoline
Step 2 left block
Step 3 - right block with the opposite colour
Step 4- ocll
Step 5 weird pll
Step 6 put the opposite colour line that is on top um the bottom to solve the cube

Step 1 - eoline
Step 2 left block
Step 3 - right block with the opposite colour
Step 4- ocll
Step 5 weird pll
Step 6 put the opposite colour line that is on top um the bottom to solve the cube

I wanted to share a method I designed some months ago and make it open for discussion.
It is a column-first method that mixes some elements from Roux and also adds an unseen part based on uM-Moves.

The core idea is to solve all centers in the last step and let them open during the first parts of the solve to give access to some l/r/S/E/M based improvements.

The method has 4 parts:
1: column building on first 2 layers. (very well known and easy to do for both CFOP and Roux solvers)
2: CMLL (With the case that DL/DR-edges and R/L-centers are not solved, so I guess here is some space for improved algs, but I haven't worked on that yet)
3: DL/DR edge solve (intuitive): Easy to do, good lookahead, normally <6 moves. (It can also be DF/DB which can be completed with an additional d/d' move or whole cube twist)
4: CLSE: (corners & last six edges,): The signature part of this method which gives it it's name:
You solve the R & L centers and orient all 6 remaining edges in one uM-based algorithm! This results in a pre-oriented LSE case that can be solved in just some more moves (known from Roux)

See the slow example solve

And a real-life example solve:

I also want to submit the (unfinished) list of uM-algs for the last step (with some visuals to make them easier to memorize)

Another example solve

Scramble: R2 F' B2 R' U2 D' B U' L' R' B' R' L2 D2 R L B' L' F2 U' B2 F2 R D U'

R u' L' U L U' M2 U2 R' U R M U' M2 F U2 F' //Columns
U2 L' U2 L U2’ L F' L' F //CMLL
U M U2 M' D' M' E' //D(RL)-Slotting
M' u M2 u' M U2 M2 U M U2 M U2 M2 //CLSE

I wanted to share a method I designed some months ago and make it open for discussion.
It is a column-first method that mixes some elements from Roux and also adds an unseen part based on uM-Moves.

The core idea is to solve all centers in the last step and let them open during the first parts of the solve to give access to some l/r/S/E/M based improvements.

The method has 4 parts:
1: column building on first 2 layers. (very well known and easy to do for both CFOP and Roux solvers)
2: CMLL (With the case that DL/DR-edges and R/L-centers are not solved, so I guess here is some space for improved algs, but I haven't worked on that yet)
3: DL/DR edge solve (intuitive): Easy to do, good lookahead, normally <6 moves. (It can also be DF/DB which can be completed with an additional d/d' move or whole cube twist)
4: CLSE: (corners & last six edges,): The signature part of this method which gives it it's name:
You solve the R & L centers and orient all 6 remaining edges in one uM-based algorithm! This results in a pre-oriented LSE case that can be solved in just some more moves (known from Roux)

See the slow example solve

And a real-life example solve:

I also want to submit the (unfinished) list of uM-algs for the last step (with some visuals to make them easier to memorize) View attachment 20851

Another example solve

Scramble: R2 F' B2 R' U2 D' B U' L' R' B' R' L2 D2 R L B' L' F2 U' B2 F2 R D U'

R u' L' U L U' M2 U2 R' U R M U' M2 F U2 F' //Columns
U2 L' U2 L U2’ L F' L' F //CMLL
U M U2 M' D' M' E' //D(RL)-Slotting
M' u M2 u' M U2 M2 U M U2 M U2 M2 //CLSE

Beguinner method :
1-cross
2-f2l
3-ocll- like cfce but you do not need to do cmll , just ocll
4-finish with 134 algs(1lll)
Intermidiante method:
1 cross
2 f2l-1
3 wv to orient corners
4 finish with 134 algs
Advanced method :
1 cross
2 f2l-1
3 zz Ols - see corner orientation and preform 1of 501 algs to Orient the corneta
4- finish with 134 algs

Never though I'd hear of a "beginner" method that requires 134 algs, as well as full f2l. My concern with this technique, aside from large alg counts for a beginner method, is the ergonomics. If I'm understanding this correct, you wish to solve CP, EP, and EO in one alg, and I would imagine there would be lots of awkward turns required to orient the edges.

Also, are you sure that 134 is the correct number of algs? Maybe I'm misinterpreting something, but that number seems quite low.

Never though I'd hear of a "beginner" method that requires 134 algs, as well as full f2l. My concern with this technique, aside from large alg counts for a beginner method, is the ergonomics. If I'm understanding this correct, you wish to solve CP, EP, and EO in one alg, and I would imagine there would be lots of awkward turns required to orient the edges.

Also, are you sure that 134 is the correct number of algs? Maybe I'm misinterpreting something, but that number seems quite low.

Beguinner method :
1-cross
2-f2l
3-ocll- like cfce but you do not need to do cmll , just ocll
4-finish with 134 algs(1lll)
Intermidiante method:
1 cross
2 f2l-1
3 wv to orient corners
4 finish with 134 algs
Advanced method :
1 cross
2 f2l-1
3 zz Ols - see corner orientation and preform 1of 501 algs to Orient the corneta
4- finish with 134 algs

I’m gonna set aside the slightly incorrect number of LL algs for a sec.
You can’t use just ZZ OLS since it requires EO of the last F2L edge. Because you do not state eo to enable this you actually have around 1000 algs for LS. The total alg count is 72+40+22+21 for LL.

I’m gonna set aside the slightly incorrect number of LL algs for a sec.
You can’t use just ZZ OLS since it requires EO of the last F2L edge. Because you do not state eo to enable this you actually have around 1000 algs for LS. The total alg count is 72+40+22+21 for LL.

That's what I'm asking YOU. You said to use ZZ OLS but that requires the F2L edge to be oriented. You need double the algs to orient LL corners with CFOP F2L-1 as there are more LS cases due to not having EO