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alg.cubing.net
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my average megaminx solve:pov: you can’t find a piece
I opened the twizzle and set the playback to 6x. I experienced… somethingWhatever method this is.
that is just Nautilus https://sites.google.com/view/nautilus-method/my ribbon method mod but im to lazy to do the last part![]()
alg.cubing.net
alg.cubing.net
6co is mehtaHi, is this method already existing (Maybe it’s just a sub-method of Roux. I tried to find a way to avoid CMLL intuitively.)?:
CMLL-Skip-Method (Proposer: StarStarSpace, 2024)
or
1/161-Method (because in one out of 161 solves you could’ve just done Roux with a CMLL-Skip)
Steps (42 – 55 moves approximately):
1. CPFB: solving corner permuted FB with any method you want. Here are two possibilities a and b:
a. CPLine + FBExtension (10 – 13 moves)
i. CPLine: create a 1x1x3 block in the bottom left, while permuting the corners (4 – 5 moves)
ii. FBExtension: extend the CPLine to a 1x2x3 block, like in Roux, using <r,u,R,U> (6 – 8 moves)
b. FB + CP (11 moves on avg)
i. FB: creating a 1x2x3 block in the bottom left, just like in Roux (on avg 6 moves, if you’re x2y neutral)
ii. CP: permute the corners, using triggers like F R F’ or F’ U’ F (mirrored on the B-side) (5 or less moves (0 – 2 commutator moves plus one trigger))
2. 6CO: orient the last 6 corners (6 moves on avg)
a. Intuitive approach: Try to memorize a few cases, where you orient all edges in 3 or less moves, so you can try to go to these cases from every other case.
b. Algorithmic approach: I am still working on it!
3. SB: Solve the 1x2x3 block in the bottom right intuitively without breaking the FB (CP) or misorienting the corners. Use commutators like in the Corners First method to insert the SB edges. (approximately 15 – 20 moves)
a. Just pair up the DR corners and insert all the three remaining edges using commutators.
b. But maybe it’s easier to build the SBLine (the 1x1x3 block, that needs to go in the bottom right) on the U-Layer at first. After that you can insert the other to SB edges, like in the 42-Method.
4. CMLL-Skip! (Otherwise something went wrong in CP or CO) (0 moves)
5. LSE: Now you can finish your solve, just like in Roux. (13 moves on avg)
Example Solves (alg.cubing.net):
1st example (smallest substeps explained)
2nd example
3rd example
I think, it's some mix from Roux, 42 and YruRU, but maybe 6CO is totally new? Please tell me, so I can write a wiki article in that case
Thank You!
Oh, you're right, 6CO is already existing, thank you. And yes, these algs could be used. But in 1/161 you don't have to worry about a an edge line on the R face, what can make algs much more efficient. For example this RD case on H4 could be solved with U' R U' R(') and the DD U-case (A7) with R' U2 R' U2 R(').6co is mehta
Check out Nautilis, because your first couple of steps are the same thing. Also M-CELL. It's basically one of these with a Ribbon finish, either unfortunately or it's a good thing because it means you're thinking on the right track.my ribbon method mod but im to lazy to do the last part![]()
alg.cubing.net
alg.cubing.net
Try inspecting F2L without permutation and orientation and that will give you your answer to the second question. Theoretically yes, but I have no idea about practicalities. For movecount, I have absolutely no idea. Here's a 17 mover done purely on Twizzle with U and E instead of L and M, so I would ballpark 12. I am intrigued what your idea is.I need some help with a method idea. Roughly, imagine belt method but the cube is rotated so the 'belt' is the M-slice. Now, from a scrambled position, the first step is to put all L slice pieces into the L slice, all M slice pieces into the M slice. By default now the R slice only contains R pieces. Ignore permutation & orientation of all pieces. How many moves would that first step average? And can it be done in inspection?
Try inspecting F2L without permutation and orientation and that will give you your answer to the second question. Theoretically yes, but I have no idea about practicalities. For movecount, I have absolutely no idea. Here's a 17 mover done purely on Twizzle with U and E instead of L and M, so I would ballpark 12. I am intrigued what your idea is.
idk why but it looks a bit like hawaian kociemba whatever its calledIt's new. Just a quick thing, COLL solves the corners whilst preserving EO but OCLL orients the corners whilst preserving EO.
L2 F' D2 F U2 L2 F2 L2 F' U2 F' R2 U R' F' L D2 B' D F
z' U' R2 U' r' x' u U F' //FB U r' R' U' r' U r' R2 //Cross U' R U2 R2 U' R2 U R' U2 R //False F2L
APB CV (APB Variant i guess)
Step 1: make 1x2x3 block on the left
Step 2: make 2x2 block in the back right (on the D layer)
Step 3: form final F2L pair
Step 4: orient the edges and permute the corners while solving the front right pair (algs have not been generated)
Step 5: solve the cube using M and U moves
Pros:
low move count similar to Roux and APB (depends on how long step4 algs are)
Combined Ergonomics of APB and Roux
Mostly intuitive (could be bad for some people idk)
Cons:
Algorithms may be inefficient, long, and too plentiful.
This is just an idea i came up with. Chances are that this method has already been created, but i just gave the idea just in case it hasn’t. I have no experience in this field, so forgive me for my lack of cubing terms.
The main problem with 2x2 method creation is that it's peak has already happened, for example this is just every other 2x2 method with extra steps. Just a thought, why spend extra time on 6CO and 6CP when you can just make a layer in less then 8 moves, and do CLL? If a cuber doesn't want to learn CLL, then the next logical step would be using winter variation for the last bottom layer corner, which would skip OLL. I would really recommend CLL, as it has almost 1/3 of the algs, If you want to try a 2x2 method with a large set of algs, I would learn LS.Made a new method for 2x2
BOP method (Block, 6co, 6cp)
1x1x2 block (this takes 1-3 moves, however on most scrambles it is already solved)
6co(similar to metha 6co , orintate remaining 6 corners)(71 cases)
3.6cp(also similar to metha 6cp, permutate remaining 6 corners)(47 cases)
stats:
average move count: possibly 15-20, with algs for 6co and 6cp optimised for 2x2 being generated
number of algs: 118
Variations:
Beginner BOP
1x1x2 block
2.6co- 1(orientate df and db corners)
3.6co-2(oll)
4. 6cs(put white corners in bottom layer and yellow corners in top layer)
5. 6cp(permunate the rest of the cube)
stats:
average move count: 20-25
number of algs:12