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2-Look/3-Look OLLCP?
Solve your OLL's corners, and then permute them (Coll, or 2-look) the use the corneres oriented OLL's to bring to an EPLL
Example: on Bob Burton's cubewhiz.com/oll.php oll #3.
Do U R U R' U R U2 R' U2 Now permute your corners.
then use the alg:M' U M U2 M' U M U M'U M U2 M' U M
this then goes to an EPLL case
 
I've had a thought, for last slot, use WV/SV algs to force a particular OCLL case, and finish with ZBLL of that OCLL. This has the advantage where you can use the same alg for multiple cases.
 
A few months ago, TDM and I had a whole pm conversation where we came up with a few different recognition methods for CPLS like steps. Should I make a new thread to post our findings, or post it all here. Keeping in mind that there will need to be a detailed explanation for each.
 
Whichever one I said I preferred; I think it's the one where you put the DFR corner in UBL then do recog by looking where the UFR corner is.



What do you mean by this?
Oh yeah that one... well I'm gunna start a new thread with it all sometime between today and tomorrow
 
I got an idea: BCBCM1TOTPM2 ( bottom cross. bottom corners. middle p.1. top orient. top permute. middle p. 2.) or BTM (bottom top middle) for short. you basically solve the cross then you solve f2l be getting a corner and matching it up with a random non-yellow edge. so all the non yellow edges are in the middle layer.the solve the top layer, but there are more ll cases because the edges of the middle layer don't matter, also the algs will be quicker because the middle layer doesn't matter. after you solve the top layer you solve the middle layer in one alg.
 
I got an idea: BCBCM1TOTPM2 ( bottom cross. bottom corners. middle p.1. top orient. top permute. middle p. 2.) or BTM (bottom top middle) for short. you basically solve the cross then you solve f2l be getting a corner and matching it up with a random non-yellow edge. so all the non yellow edges are in the middle layer.the solve the top layer, but there are more ll cases because the edges of the middle layer don't matter, also the algs will be quicker because the middle layer doesn't matter. after you solve the top layer you solve the middle layer in one alg.
Why add in an extra step? Surely that would be slower than normal CFOP...
 
I believe I have come up with a method that is very similar to Roux, but isnt.
Step 1-F2B (First Two Blocks)
Step 2-CMLL
Step 3-Fix bad edges
Step 4-AMS (Adjust Middle Slice)
Step 5- Finish F2L using M and U moves only
Step 6- EPLL
Let me know what you think!

Here is an example: (note I am using an example from the Roux Example Solve game thread and it is not my own first few steps)
U' F L2 U' R' F' B' U F L2 F2 R' B2 L B2 U2 D2 R F2 R'

y'
u R' U' M F' Best first block I ever saw/made (5)
M2 U r U B' R2 B M U2 r U r' Second Block (12)
(Don't know this CMLL case) U' FRUR'U'F' T perm (21)
M' U2 M' U2 M U' M' U M' U2 M' U' M2 U' M U R U R' U' M' U R U r'
U M' U2 M U2 M U2 y R2 U R U R' U' R' U' R' U R'
 
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I believe I have come up with a method that is very similar to Roux, but isnt.
Step 1-F2B (First Two Blocks)
Step 2-CMLL
Step 3-Fix bad edges
Step 4-AMS (Adjust Middle Slice)
Step 5- Finish F2L using M and U moves only
Step 6- EPLL
Let me know what you think!

i'm guessing this has been thought up and dismissed countless times by many different cubers. it's LSE is just too inefficient. a better version would just be F2B, CMLL, F2L, ELL, but even that has a lnger LSE and a needed reconition. Roux LSE is already pretty much as optimized as it gets.
 
It has the same LSE cases as Roux, just the bad edges ones. Then you will ALWAYS have at MAX 8 moves to finish your F2L, and then, bring you to EPLL. Look at the example to see more clearly
I will post a vid in a moment on how to solve it how I mean to solve it

 
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Not sure if this idea is taken before but:
1. 2x2x2 block
2. Expand to 2x2x3
3. Then expand to F2L minus 1CE
4. Orient the remaining edges
5. Solve the F2L and the last layer edges (2-gen)
6. Solve the last the remaining corners using L4C

Minimum amount of moves can be 25 with L4C skip and at least maximum of 55 moves (bad L4C case or block)

2x2x2-8 moves (8)
2x2x3-5 moves (13)
F2L- 1CE-6 moves (19)
Orient edges-3 to 6 moves (22 to 25)
F2L and LL edges- 7 moves (29 to 32)
L4C-12 moves (41 to 44)


Total of 84 algorithms
 
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