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I made this wierd triangular francisco roux thing (idk how to describe. theres already too many methods so its prolly some variant or another method entirely) and i remember getting a 17.421 on it yesterday
ill try to get a example solve but forgive me if it already exists.
edit:
 Twizzle link 
 Setup 
R2 D2 F U2 F R2 B' F U2 B L2 R2 D' L2 R B R2 B' R' F' L'
 Moves 
R F2 U2 R' F' U2 //2x2x2 Block
x2 U F' U2 F2 //1x1x2 #1
R' U' R //1x1x2 #2
U M2 U2 R U' R' U' M2 //Final 1x2x2 #3
S' U' S //Orient Edge in Psuedo Layer
//For the top Psuedo Layer, i think you can just use any LL method
(U) F R U R' U' F' //Ps(eudo)-EOLL
(U) R U2 R' U' R U' R' //OCLL
L' U' L F L' U' L U L F' L2 U L //Ps-PLL
(U') (R2 F2)3 //Solve Faces
R D' R' (S2 U2)2 R D R' //L6E but wierd
U //AUF

idc if its not efficient i just made it up on a whim
Edit2: the main goal of the top psuedolayer is to permute the corners and orient the edges
edit3: I think the l6e but wierd is just EPBL
can some one tell me what method this is or if this is something new
 
Last edited:
Whatever method this is.
 Twizzle link 
 Setup 
R2 U F2 U B2 U R2 U2 B2 D' L2 U2 R U R' F' R' B2 L2 R2
 Moves 
y256 U y256 L y256 F' y256 R y256 L2 y2' F' y256 U y256 L y256 F' y256 L' y256 U y256 R' y256 y' R' y256 F' y256 R y256 U y256 R y256 U' y256 R' y256 F y256 y' L y256 U' y256 L' y256 U y256 L' y256 U' y256 L y256 r y256 U y256 r' y256 U' y256 r' y256 F y256 r y256 F' y256 U2 y256 y' L' y256 U y256 L y256 U' y256 L' y256 U y256 L y256 U2' y256 R y256 U y256 R' y256 U y256 R y256 U' y256 R' y256 U' y256 R' y256 F y256 R y256 F' y256 U2 y256 R' y256 U' y256 F' y256 R y256 U y256 R' y256 U' y256 R' y256 F y256 R2 y256 U' y256 R' y256 U' y256 R y256 U y256 R' y256 U y256 R y256 U' y256
 
Whatever method this is.
 Twizzle link 
 Setup 
R2 U F2 U B2 U R2 U2 B2 D' L2 U2 R U R' F' R' B2 L2 R2
 Moves 
y256 U y256 L y256 F' y256 R y256 L2 y2' F' y256 U y256 L y256 F' y256 L' y256 U y256 R' y256 y' R' y256 F' y256 R y256 U y256 R y256 U' y256 R' y256 F y256 y' L y256 U' y256 L' y256 U y256 L' y256 U' y256 L y256 r y256 U y256 r' y256 U' y256 r' y256 F y256 r y256 F' y256 U2 y256 y' L' y256 U y256 L y256 U' y256 L' y256 U y256 L y256 U2' y256 R y256 U y256 R' y256 U y256 R y256 U' y256 R' y256 U' y256 R' y256 F y256 R y256 F' y256 U2 y256 R' y256 U' y256 F' y256 R y256 U y256 R' y256 U' y256 R' y256 F y256 R2 y256 U' y256 R' y256 U' y256 R y256 U y256 R' y256 U y256 R y256 U' y256
pov: you can’t find a piece
 
Whatever method this is.
 Twizzle link 
 Setup 
R2 U F2 U B2 U R2 U2 B2 D' L2 U2 R U R' F' R' B2 L2 R2
 Moves 
y256 U y256 L y256 F' y256 R y256 L2 y2' F' y256 U y256 L y256 F' y256 L' y256 U y256 R' y256 y' R' y256 F' y256 R y256 U y256 R y256 U' y256 R' y256 F y256 y' L y256 U' y256 L' y256 U y256 L' y256 U' y256 L y256 r y256 U y256 r' y256 U' y256 r' y256 F y256 r y256 F' y256 U2 y256 y' L' y256 U y256 L y256 U' y256 L' y256 U y256 L y256 U2' y256 R y256 U y256 R' y256 U y256 R y256 U' y256 R' y256 U' y256 R' y256 F y256 R y256 F' y256 U2 y256 R' y256 U' y256 F' y256 R y256 U y256 R' y256 U' y256 R' y256 F y256 R2 y256 U' y256 R' y256 U' y256 R y256 U y256 R' y256 U y256 R y256 U' y256
I opened the twizzle and set the playback to 6x. I experienced… something
 
Hi, 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!
 
Last edited:
Hi, 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!
6co is mehta
 
6co is mehta
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(').
But, wow, this makes it much easier for me to make an alg sheet!
If you have any alternative names to 6CO, just let me know =D
 
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?
 
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.
 
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 figure during separation of the L-M-R, with a little extra effort it should be possible to solve an EG1 'bar' on the L slice and R slice. If that counts as one step (inspection), then the possible remaining steps would be:
[42] CLL (solves remaining top corners)
ELL on the left side (normally 25 algorithms, but I think it is 50, because you can have a single flip)
ELL on the right side
Solve M slice (orient, permute = 2 steps)
Thus, 5 steps total.

Or, a more advanced variant, ELL on the right side while simultaneously orienting the midges, followed by permuting the midges. This variant is 4 steps but uses more algorithms.

ELL on the left side takes far fewer moves than standard ELL, because you are allowed to modify the permutation & orientation of the M slice and R slice while not breaking the separation of those layers.

ELL on the right side still takes somewhat fewer moves than standard ELL because you are allowed to modify the permutation & orientation of the M slice.

The movecount on the advanced variant would be:
LMR separation while solving two bars: 12
CLL: 8.5 + 1 setup = 9.5
ELL on the left side: 8 + 1 move to adjust the L slice to get the correct starting setup = 9
ELL on the right side while orienting the midges: 9 + 1 setup = 10
Permute midges = 5

Total: 45.5

Each step you look ahead to the appropriate pieces for the next step. Probably the hardest lookahead is the ELL on the left side.

The basic version would have around 42+50+50+5 = 147 algorithms.

Another weirder variant that is likely impractical would be to do LMR separation while orienting the L & R edges. This would be followed by ZBLL on the left side, ZBLL on the right side, and solving the M slice.
 
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