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This method is extremely inefficient...
Not even inefficient imo... I think this is really cool. How many algs for L5E? Also WVCP?
Ah yes I see now. That is horribly inefficient
142 for WVCP(?) and 120 for EOL5E.
Shouldn't it be 162 for WVCP?
FMC scoring using OBTM. M, E and S moves do not exist in this metric. If you use an M move in a solution, it should be a DNF.
OBTM is similar to HTM, but HTM includes M, E and S, which all count as 2 moves each.
STM is the same as HTM, but M, E and S are all counted as 1 move.
This is not a good FMC method.
The first one I posted was mostly supposed to be intuitive so the solver can make it efficient...
But in FMC, M-slices suck.
here is a very efficient roux solve, which has primarily slice moves.
F2 D B2 F2 L2 D' F2 D2 B2 U2 R' D F2 L2 D' U' B R' B2 U2
U2 D R L2 D' F//FB
R' U2 Rw U2 R U R Rw U Rw U' R//SB
Rw U' L' D L U L' D' x'//CMLL
Rw2 R2 U' R Rw' U R' Rw U' R' Rw U' R2 Rw2//LSE
40 HTM. While not awful, you can get much better solves even with pure petrus (No fancy LS, COLL, etc.)
Hi all, I just came up with a fun, maybe fast concept for 5x5.
Step 1: Craddle
Description: Solve two adjacent centers (I do white and orange)
Step 2: First Block
Description: Solve a Roux-style FB by pairing up tredges with corners and inserting them by the craddle to form a solved block
Step 3: Second Block
Description: Solve a Roux-style SB by solving a center opposite to one of those we solved in the first step (I would solve red) followed by pairing up tredges and corners using slice moves and inserting them.
Step 4: Last 4 Centers
Description: Solve the remaining centers using slice moves and U moves.
Step 5: First 4 Layers
Description: Pair up the remaining cross tredges and insert them using slice and U moves.
Step 6: Reduction:
Description: Pair up the remaining tredges systematically. This is done using 2 easy algorithms. (one could learn 10-50? algorithms to be able to pair the tredges in one look)
Step 7: Last Layer
Description: Solve the last layer as a 3x3.
Pros:
- Direct solving is efficient
- Easy 3x3 stage
- Not too many substeps
- Good lookahead
- Ergonomic (mostly U and slice moves)
Cons:
- Direct solving restricts the user to particular pieces
- Last layer method is a bit slow unless you learn a lot of algs
There we go! Tell me what you think. I suck at 5x5 so I have nothing to lose by practising with this method. If I get decently fast, I'll update this post.
3x3 method: F3L
Step one - Solve the cube
Alg count - 43,252,003,274,489,856,000
Execution time - ~4-5 seconds, 3 if you drill algs in practice
my 100th post![]()
Stadler I think.there was a 4x4 method almost exactly like this..ross used it but I forgot what it was called