C
CheetoDorito12Threeto
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I am very confused now
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I am very confused now
maybe.... THEY ARE BOTH RIGHTI am very confused now
The correct answer is that any method that solves corners and edges separately can be done in either order. The only thing you need to do is use a different parity alg.can you create a 3bld method where you solve the corners and than the edges after?
-CheetoDorito12Threeto
CEOR is actually quite different to JJNope not even close, also JJ is very similar to CEOR and imo JJ should not even be its own method as it is way too similar. And this method shown here is petrus not JJ btw.
Same CPEO223, RB, 2GLL, only difference is that CEOR is good as it has CP at beginning so it is easier.CEOR is actually quite different to JJ
Mine is a 2x2x2 in the BL or BR then we do Eo then we finish the FL and FD edge, then CP then RU gen.Same CPEO223, RB, 2GLL, only difference is that CEOR is good as it has CP at beginning so it is easier.
Ya that is just a different way of doing CPEO223Mine is a 2x2x2 in the BL or BR then we do Eo then we finish the FL and FD edge, then CP then RU gen.
I do eo in the middle of 2x2x2 thoYa that is just a different way of doing CPEO223
That is like arguing that making a normal 2x2x3 block by doing 2x2x2-2x2x3 is an entirely new method from doing roux fb-2x2x3
Roux fb is a 1x2x3.Ya that is just a different way of doing CPEO223
That is like arguing that making a normal 2x2x3 block by doing 2x2x2-2x2x3 is an entirely new method from doing roux fb-2x2x3
No u ain’t, u correctRoux fb is a 1x2x3.
Edit: I'm stupid, never mind.
That literally changes absolutely nothing about what I just saidI do eo in the middle of 2x2x2 tho
Oh then I guess I didn’t realize when making my. MethodThat literally changes absolutely nothing about what I just said
Ya but keep trying tho!Oh then I guess I didn’t realize when making my. Method
It took me like 10 tries to find SOMEthing good. Creating new methods is getting harder and harder.Ya but keep trying tho!
Same, what good method did u make?It took me like 10 tries to find SOMEthing good. Creating new methods is getting harder and harder.
Its in this thread, very recent.It is a beginner/intermediate skewb method.Same, what good method did u make?
I dont practice Skewb but it looks coolIts in this thread, very recent.It is a beginner/intermediate skewb method.
Here's what you've all been waiting for (I can guarantee that if it you saw a shooting star this would be what you would wish for), a direct solving 4x4 method that's speedsolving viable!
The steps are pretty simple and mirror CFOP/Zipper relatively well, there are 0 steps that reduce the cube to a 3x3. Also uses comms but equally could be used without a knowledge of them.
Step 1: Opposite centres with one that is your D colour, exactly the same as Yau.
Step 2: 3 cross edges, exactly the same as Yau.
Step 3: Last 4 centres, exactly the same as Yau.
Step 4: Final cross edge, exactly the same as Yau. (You could also pair up an F2L edge in the exact same way as Yau).
Step 5: F2L-1. This isn't the same as Yau. You solve the D corner and the wing that forms the F2L pair.
Step 6: Keyhole in 3 3rd layer edges by using the empty slot.The way you recognise if the wing is the second or third layer wing is by firstly determining its orientation. If it is orientated (using ZZ rules) and is the final wing (going clockwise on U, F or B) out of the two on its dedge, it is the F2L wing. If it is bad and is the first one, it is the F2L wing. You could also use trial and error to develop a sense of knowing.
Step 7: Finish F2L.If the final slot is in FR, you can do Uw* to move the place you insert your wing to FR then you can insert the wing like any 3 move insert. Repeat for the other 2.
You can use R U R' F' R' F R to flip the wing from RFd to FRu.
Step 8: CLL.
Step 9: L9W (last 9 wings). In this step you use either comms or intuition (and a parity alg when necessary) to solve the final 9 wings.
Using the base comms of [L u L', U*] and [y/Uw: [R' u' R, U*]], along with sledges/inserts, you can solve the wings fully intuitively (along with a parity alg). If you want to optimise it further, read the (extremely clear) Google doc linked. I'm going to make a video and I'll go most in depth into this step.Obviously, the first 4 steps are exactly the same, so we can discount them.
Steps 5 and 7 are equal to F2L in Yau.
CLL is approximately equal to OLL.
Now we're left with 2 steps: F3L-1+L9W compared to PLL and 3-2-3 edge pairing. I would, at a guess, say that they're almost equal but it is definitely a lot harder to quantify. At the very worst, this method will only be a bit slower than Yau, but best case scenario it is slightly faster.
Parity is worse in this method than OLL by a very small amount but you don't have 2 parity algs to watch out for. Parity in this method is a lot more obvious than PLL parity too, so this would help a little bit to balance out any differences if it is worse.Here's my Google doc with all the parity algs needed and an example solve. It also has some clarification for the final step and is very much a rough thing. Note that if you want a Hoya start instead, you can.Steps 1-4: Yau cross.
Step 5: F2L-1
Step 6: Keyhole in edges to give F(N-1)L-1.
Step 7: F2L
Step 8: Use K4 style F3L to finish the wings up to and including the edge (on a 5x5 this is inserting just the edge, on 6x6 it's the wing and on 7x7 it's the wing and the edge).
Step 9: CLL
Step 9b: ELL on odd layered cubes.
Step 10: L9W for each remaining layer.
Any ideas to improve welcome! Also having people try this method out would be great too.