Not even inefficient imo... I think this is really cool. How many algs for L5E? Also WVCP?

Ha, he was referring to the "method" posted before. In the cons is the alg count. 142 for WVCP(?) and 120 for EOL5E. A different thread was merged around my post. It was really weird. Also look at the example solve
EDIT: I actually just finished my 17.68 AO12 with this.
 
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.

Thanks for the clarification, I always get confused with all the different metrics.
 
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.)
 
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.)

I see your point but you can get lower than that by not doing the LSE using Ms and doing L5E type stuff or edge cycle insertions.
 
Roux-inspired Blockbuilding Method for 5x5

Hi all, I just came up with a fun, maybe fast concept for 5x5.

Step 1: Base
Description: Solve a non-cross colour center + the corresponding cross edge

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.
 
Last edited:
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.

there was a 4x4 method almost exactly like this..ross used it but I forgot what it was called
 
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 :D
 
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 :D

still slower than cfop, solutions aren't fingertrick friendly, easy to mess up on, and recognition, lots of cases that are extremely similar to one another
 
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