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New possible method?

Hi. Im new to the forum, but i have sort of found an issue/method I use. I use to speedsolve (currently averaging around 20-25s) a method i havent seen a tutorial for. What I do is I solve the F2B like with Roux, And then do CMLL (I use 2 look) and then fix bad edges, but then finish the F2L, and it always brings me to an easy PLL. Those PLL's are all the edge cycle ones. Very rarely do I have a Z or H perm. If this is in the wrong place for this, please place in the right spot. Thank you
 
Hi. Im new to the forum, but i have sort of found an issue/method I use. I use to speedsolve (currently averaging around 20-25s) a method i havent seen a tutorial for. What I do is I solve the F2B like with Roux, And then do CMLL (I use 2 look) and then fix bad edges, but then finish the F2L, and it always brings me to an easy PLL. Those PLL's are all the edge cycle ones. Very rarely do I have a Z or H perm. If this is in the wrong place for this, please place in the right spot. Thank you

you save about 10 moves doing it the roux way than what you propose.
 
Okay, I was messing with the cube and I discovered something rather interesting and cool at the same time. Part of this method is best understood when attempted.

1 - Cross
2 - Solve two opposite F2L pairs (opposite corners).
3 - Solve the remaining edges (This is done intuitively and can be done really fast with practice. This leaves 6 corners undone).
...
After that is a slew of algorithms that permute and orient the remaining 6 corners, but I found it interesting how easily and quickly the 6 edges could be solved intuitively with that space arrangement.

I also have a slightly modified version that leads into what we already know.

1 - Cross
2 - Solve two opposite F2L pairs (opposite corners).
3 - Orient the remaining edges to <L,U,R> (Done quickly and intuitively).
4 - Solve the remaining F2L pairs, staying within <L,U,R>.
...
You now have a LL with all the edges oriented. A 2LLL from that should be simple, and 1LLL is just ZBLL.

Now I don't propose these as speed methods, but I think there is a lot of potential if they are explored. With the two opposite F2L slots open, you have an unusual freedom of movement that you don't get with two open slots right next to each other. To see what I mean you have to actually try it. I don't know exactly how much potential it has. Maybe it sucks, maybe it's awesome. I dunno. The recognition becomes a little tricky, because you can't just look at it from one angle to find the pieces you're looking for (thought there is a method for overcoming that). But it does have an odd advantage (or simply a difference) in how it can be used for edge orientation and permutation.

Granted it's not very <L,U,R> friendly, but that step can be used to make the rest of the solve <L,U,R> friendly.

So really, I just propose that we try to explore the possibilities of what can come after the following first two steps:

1 - Cross
2 - Solve two opposite-corner F2L pairs
...

If it needs a name, why not it's shape?

Bow-Tie.
 
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Okay, I was messing with the cube and I discovered something rather interesting and cool at the same time. Part of this method is best understood when attempted.

1 - Cross
2 - Solve two opposite F2L pairs (opposite corners).
3 - Solve the remaining edges (This is done intuitively and can be done really fast with practice. This leaves 6 corners undone).
...
After that is a slew of algorithms that permute and orient the remaining 6 corners, but I found it interesting how easily and quickly the 6 edges could be solved intuitively with that space arrangement.

I also have a slightly modified version that leads into what we already know.

1 - Cross
2 - Solve two opposite F2L pairs (opposite corners).
3 - Orient the remaining edges to <L,U,R> (Done quickly and intuitively).
4 - Solve the remaining F2L pairs, staying within <L,U,R>.
...
You now have a LL with all the edges oriented. A 2LLL from that should be simple, and 1LLL is just ZBLL.

Now I don't propose these as speed methods, but I think there is a lot of potential if they are explored. With the two opposite F2L slots open, you have an unusual freedom of movement that you don't get with two open slots right next to each other. To see what I mean you have to actually try it. I don't know exactly how much potential it has. Maybe it sucks, maybe it's awesome. I dunno. The recognition becomes a little tricky, because you can't just look at it from one angle to find the pieces you're looking for (thought there is a method for overcoming that). But it does have an odd advantage (or simply a difference) in how it can be used for edge orientation and permutation.

Granted it's not very <L,U,R> friendly, but that step can be used to make the rest of the solve <L,U,R> friendly.

So really, I just propose that we try to explore the possibilities of what can come after the following first two steps:

1 - Cross
2 - Solve two opposite-corner F2L pairs
...

If it needs a name, why not it's shape?

Bow-Tie.
This is a very interesting idea. I don't know if it's been proposed before cause of my newness here, but I kinda like it. Have you got the algs for the last step(s) you mentioned? I'll also try to come up with another idea after the 2 f2l slots.
 
New possible method?

Hi ive been posting a lot of threads like this one about new methods. I have created sort of a hybrid, possibly. It is EO, EP (edge permutation) and then f2l, then CMLL, then PLL. I solve a cross on every face tbh, then i solve my F2L, and then do CMLL, and finish with PLL. Thoughts?
edit: I just timed myself, Worst time 1:00.05. Best time 30.01
 
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It sounds incredibly inefficient after solving edges. Seems like you'd almost be better off doing edges, and then only using commutators afterwards. Also, please post anymore threads like this here. It's a dedicated place for people with ideas for methods
 
I will go step by step.
Step 1.solve a cross on every single face.
Step 2. Solve your f2l, while preserving your edge orientation.
step 3. COLL or solve OLL
step 4. PLL
during F2L, unless you use actual algs for it, you will disturb EP for the LL edges, so its a little redundant to solve EP for the LL edges to begin with. I would say that a better way to do it is to do EO, then just solve the E layer edges and the cross edges. And then for the LL, it would just be a ZZ style LL, so you could do COLL, OCLL, etc. But if you're just going to do regular PLL and you don't care about CP, then OCLL would be used, not COLL.
 
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