Hello, everyone.
I think what I am about to explain is quite new, so if you are interested please continue reading. I don't know how efficient this approach is, but I sometimes use it and have gotten good times.
Recently, I have been thinking if there was a better way to look ahead for the 1st F2L pair and/or save some time on the cross.
Sometimes, don't you just have that one last cross edge to insert that just sucks? (probably applies to a lot of people who aren't color neutral) What I mean is that the last cross edge takes 3 or 4 moves to insert. Of course, people will solve the cross by trying to orient these bad edges, but still, the cross cases won't be pretty in every single solve.
Just a heads up, this approach will work the best if you solve the cross on the bottom.
SO.. my idea is that...
1. Instead of placing the last cross edge, you insert the edge of the opposite side of the cross in any orientation in one move. For instance, instead of placing the last white cross edge correctly on the bottom, you place a random yellow edge in place of that last white cross edge. This way, F2L can be solved normally, and the F2L edge will never be placed in the bottom. Here's the limitation because it won't be always possible to insert that edge in one move. And the reason why I say "one move" is because I think that placing the wrong edge in more than one move is not pragmatic at all.
2. Solve F2L as you normally would. ALL four pairs. Another limitation here because sometimes, you might get confused that the cross edge is the F2L edge because when it is stuck next to a corner, it may appear like an F2L pair. But I don't have any problems with that.
3. As you insert the last cross edge, you orient the top four edges, thus getting a cross on top. From there on, you can do COLL, ZBLL, or just solve as you normally would. Inserting the last cross edge will always require M slice moves (usually by using M' U M move). Sometimes, inserting the last cross edge and orienting the top four edges will be simple as M' U M or M' U' M or M' U2 M. But most algorithms to insert the last cross edge will require you to do M' U M (or M' U' M) moves twice with U/U'/U2 moves in between.
So a sample algorithm is (M’ U M) U2 (M’ U’ M). There are two sucky cases (three if you count the mirror), and one of them looks something like this: (M’ U’ M) U’ (M’ U M) U (M’ U2 M). The other sucky case looks similar to this but has a mirror case.
I think there are 12 cases excluding the mirror and 16 cases including the mirror. (yes, only four cases have mirrors)
Using only M and U layers never messes up the corner orientations, so it is ALWAYS possible to predict the COLL case as you solve the last cross edge. (This of course applies if you do use COLL). When all four corners are oriented, obviously, you have an OLL skip. And I noticed that I unusually get a lot of OLL skips using this approach.
Conclusion. I call this way of solving as an "approach", as opposed to a "method" because it's not viable in every single solve. The ultimate OBJECT of this approach is to get a better look at the first F2L pair (perhaps second pair) without worrying much about screwing up the cross or breaking up the first pair you see as you solve the cross. This is kind of useful if you are trying to make an x-cross by building a 2x2 block first, then adding the last two cross edges because those two edges will not always be in nice positions. This approach is probably not that practical, but it's just another weird way to solve the cube.
Please reply if you are interested, and if enough people are interested, I will post the algorithm sheet.
Until then, happy cubing!
