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It just occurred to me that L5E would be a great way to finish off Petrus. The steps are as follows:
1) Build a 2x2x2 block
2) Extend to 2x2x3 block
3) Place fr and br edges (this is the orientation I use for Petrus)
4) Orient corners
5) Permute corners
6) y (because I don't want to use s moves in a speedsolve)
7) L5E

All steps from 3-5 are 2-gen.
Step 7 can be treated as 2-gen as well using only U and M moves.

This method can also be used in conjunction with Yau and and the fourth cross edge can essentially not be a required step for Yau and can be done along with the other edges.

Sorry for bringing up an older post, but what if you randomly inserted a good edge in the D-layer, solve the edges as pairs, full edge control, COLL, and then L5E?
 
It just occurred to me that L5E would be a great way to finish off Petrus. The steps are as follows:
1) Build a 2x2x2 block
2) Extend to 2x2x3 block
3) Place fr and br edges (this is the orientation I use for Petrus)
4) Orient corners
5) Permute corners
6) y (because I don't want to use s moves in a speedsolve)
7) L5E

All steps from 3-5 are 2-gen.
Step 7 can be treated as 2-gen as well using only U and M moves.

This method can also be used in conjunction with Yau and and the fourth cross edge can essentially not be a required step for Yau and can be done along with the other edges.
Sorry for bringing up an older post, but what if you randomly inserted a good edge in the D-layer, solve the edges as pairs, full edge control, COLL, and then L5E?

Well, for the L5E you would skip the orientation phase or, if you moved the edge in the D-layer to the U-layer, you would get a PLL case (which would happen 1/5 times anyway)

If you stop before the COLL and moved the D-layer edge, you would get ZBLL.
 
EOCFOP Method (EOCross)

I had never understood the first part of the ZZ method (EO + Line) . But I tried to make a method in which the OLL was reduced from 57 to 7. If LL is oriented without the Eoline , you can orient the edges with a EOCross directly . It can be possible?

Also, if one solves the Rubik's Cube with CFOP , not only the number of faces that need to be resolved ( R , U, L ) are reduced ; the OLL is also reduced from 57 to 7. This is good for people that aren't Full OLL or 2 Look OLL (me)

With normal CFOP, I am sub 30 and I don't like the full OLL (I'm 2 look OLL + Full PLL; 3LLL), I'm trying to learn VHLS.
 
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Are you saying you do normal CFOP but you orient the edges and solve the cross at the same time?

If so, I'm not sure how good this would be for beginners or just people generally. Normal EOLine as found in ZZ takes a lot of getting used to as it is and so needing to solve 2 more edges as well would be harder still.

Personally, I don't think normal CFOP suffers enough in F2L from having unoriented edges to make this method feasible. It seems to me that the ZZ approach is better.
 
EOline is made up of two parts - EO and line.

EO means that OLL is reduced to the 7 cases, and that every edge on the cube can be solved without using F or B. The line means that the FD and BD pieces are solved (so the front and back parts of the cross). The reason ZZ starts with EOline is because if you've done the EO, there's no point in doing the cross when you could just do the FD and BD pieces and solve the rest of F2L very quickly using F, U, and R moves. That's kind of like using beginner F2L instead of CFOP F2L and putting in first the corners then the edges - you could do that, but it's much slower and less efficient. So your method is possible, it just isn't particularly good.

I would suggest that you look more into EOline, particularly at asmallkitten's tutorials on ZZ. It isn't easy at first, but once you get it it's not so bad.
 
This has been "invented" so many times. It is not new and it is not faster than CFOP or ZZ. Forcing a cross slows down ZZ solves, though if the cross is easy then I'd say it's worth doing. However EOCross every solve is not good.
 
"EOCross

Sometimes, DL and DR are also solved before ZZF2L (3-gen F2L). This is known as EOCross. This practice is common among solvers making the transition from CFOP as it allows F2L to be solved in much the same way as before. Although useful for making the transition, using EOCross is generally regarded as slower than EOLine because it is extremely difficult to plan and execute as a single step, and also results in a significantly less efficient F2L."
From the wiki
HTML:
 https://speedsolving.com/wiki/index.php/EOLine#EOCross
Do research before creating threads else use the "new method, substep, concept thread"
 
Megaminx

So this is nothing revolutionary enough to create a new thread for. It's basically a variation on S2L.

1) Standard F2L (I use white)
2) Pick a face that has already been partially solved by the first F2L and convert it to completely solved with another F2L (I use red)
3) Rotate so the unsolved faces ate on the front/up.
4) S2L although you will only have 3 faces to do and all of the faces will be visible while solving (the other way that I sometimes do this is to create the block that is used in the Bálint S2L on the front. And then you will only have 3 turns to do most of the time (in fact all the time if you orient the edges although this would probably be quite a lot of effort)
4) Last Layer (however you want).

Pros:
1) Better lookahead
2) Less rotations
3) Less block building (this could be a pro or a con depending on your point of view although it doesn't seem to take more moves than the Bálint/Westlund variants.

Cons:
I haven't really found any when compared to the Westlund or Bálint methods although I suppose it could be a bit of a change for the established megaminxers.
 
Not a new method at all. I do this and there is nothing different about it.

That I know of anyway.
Yeah, I had a feeling that this method would have been created before but I couldn't find anything on it anywhere in the wiki so I though I might as well propose it.


..the wiki really needs updating/renetworking so everything is covered and easy to find...
 
So this is nothing revolutionary enough to create a new thread for. It's basically a variation on S2L.

1) Standard F2L (I use white)
2) Pick a face that has already been partially solved by the first F2L and convert it to completely solved with another F2L (I use red)
3) Rotate so the unsolved faces ate on the front/up.
4) S2L although you will only have 3 faces to do and all of the faces will be visible while solving (the other way that I sometimes do this is to create the block that is used in the Bálint S2L on the front. And then you will only have 3 turns to do most of the time (in fact all the time if you orient the edges although this would probably be quite a lot of effort)
4) Last Layer (however you want).

Pros:
1) Better lookahead
2) Less rotations
3) Less block building (this could be a pro or a con depending on your point of view although it doesn't seem to take more moves than the Bálint/Westlund variants.

Cons:
I haven't really found any when compared to the Westlund or Bálint methods although I suppose it could be a bit of a change for the established megaminxers.

I'm not quite sure I understand your description, but if I'm understanding correctly, this is what Yu Da Hyun uses. Several others use it as well, I've been trying it out lately and it's pretty good! I just need a lot more practice.
 
I'm not quite sure I understand your description, but if I'm understanding correctly, this is what Yu Da Hyun uses. Several others use it as well, I've been trying it out lately and it's pretty good! I just need a lot more practice.

Well, I just watched this video:https://youtu.be/uE-H3V7XGxE detailing how Yu Da Hyun solves and it's basically the same except I solve a second F2L as opposed to a second face (although he probably meant to say F2L so it would be exactly the same)
 
"New" Sq-1 Alg Set: Pure CO

If after cubeshape all edges are oriented, you can execute one of these algs to skip EO. It's not really new because all of these algs are CO, just shifted.

1-1 (UFR + DLB): (0, -1) / (3, 0) / (3, 0) / (-2, -2) / (-1, 2) / (-3, 0)
adj-adj (B): (0, -1) / (-3, 0) / (-2, -2) / (5, 2)
diag-diag (FL + BR): (-2, 0) / (2, 2) / (0, -2)
adj-diag (BL + UBR + DFR): (0, -1) / (3, 0) / (3, 0) / (-2, -2) / (-1, 2) / (-5, -2)
3-3 (R + ULB + D): (1, 0) / (3, 0) / (3, 0) / (2, 2) / (-3, 0) / (-3, 0)
 
Megatripod: Megaminx alternative last layer

Ok, so this is similar to tripod on 333 (obviously).

1) Build a block with 3 solved edges and 2 solved corners
2) insert the last S2L slot
3) solve using one of 58 algs (or 26 if you already orient the edges first)

The tripod approach may be more effective than on 333 because it is possible to "hide" two pairs without having to reorient the pairs (so it is easier to break the S2L and then fix it again).

EDIT: THIS IS FOR MEGAMINX (happy berd? ;-))
 
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Ok, so this is similar to tripod on 333 (obviously).

1) Build a block with 3 solved edges and 2 solved corners
2) insert the last S2L slot
3) solve using one of 58 algs (or 26 if you already orient the edges first)

The tripod approach may be more effective than on 333 because it is possible to "hide" two pairs without having to reorient the pairs (so it is easier to break the S2L and then fix it again).
Might want to add it's for megaminx ;)
 
Introducing Lazy Man's PLL!

This is basically a PLL alg set where you learn some "core" algorithms (T-perm, A-perm, J-perm, etc.), and the rest of the algorithms are setup moves into a core PLL (N-perms, R-perms, F-perm, etc.)! NOTE: This is a stepping stone into full PLL. This algorithm set is designed to be easy to learn and get you into 1-look PLL, but should not be used long-term.

Some core algorithms (just some examples):
T-perm: R U R' U' R' F R2 U' R' U' R U R' F'
J-perm: R' U L' U2 R U' R' U2 R L U'
The other J-perm: R U R' F' R U R' U' R' F R2 U' R' U'

Some Lazy Algs (just some examples):
F-perm: R' U' F' R U R' U' R' F R2 U' R' U' R U R' U R (Explanation: R' U' F' setup into T-perm, then cancel into undoing the setup)
N-perm: L' U' L R' U L' U2 R U' R' U2 R L U' L' U L (Explanation: L' U' L setup into J-perm, then undo setup)
Y-perm: R U R2' U L' U2 R U' R' U2 R L U' R U' R' (Explanation: R U R' setup canceled into J-perm, then undo setup)
R-perm: L' U' L U R U2 R' U' R' F R2 U' R' U' R U R' F' R U' R' U' L' U L (Explanation: L' U' L U R U R' setup cancelled into T-perm, then undo setup) <--This is why this alg set should be in short-term use
V-perm: R U R' U R' U' F' R U R' U' R' F R2 U' R' U' R U R' U R U' R U' R' (Explanation: R U R' U setup into F-perm, then undo setup)

Great for quickly learning 1-look PLL, and easy to learn shorter algs to learn normal PLL.
 
Introducing Lazy Man's PLL!

This is basically a PLL alg set where you learn some "core" algorithms (T-perm, A-perm, J-perm, etc.), and the rest of the algorithms are setup moves into a core PLL (N-perms, R-perms, F-perm, etc.)! NOTE: This is a stepping stone into full PLL. This algorithm set is designed to be easy to learn and get you into 1-look PLL, but should not be used long-term.

Some core algorithms (just some examples):
T-perm: R U R' U' R' F R2 U' R' U' R U R' F'
J-perm: R' U L' U2 R U' R' U2 R L U'
The other J-perm: R U R' F' R U R' U' R' F R2 U' R' U'

Some Lazy Algs (just some examples):
F-perm: R' U' F' R U R' U' R' F R2 U' R' U' R U R' U R (Explanation: R' U' F' setup into T-perm, then cancel into undoing the setup)
N-perm: L' U' L R' U L' U2 R U' R' U2 R L U' L' U L (Explanation: L' U' L setup into J-perm, then undo setup)
Y-perm: R U R2' U L' U2 R U' R' U2 R L U' R U' R' (Explanation: R U R' setup canceled into J-perm, then undo setup)
R-perm: L' U' L U R U2 R' U' R' F R2 U' R' U' R U R' F' R U' R' U' L' U L (Explanation: L' U' L U R U R' setup cancelled into T-perm, then undo setup) <--This is why this alg set should be in short-term use
V-perm: R U R' U R' U' F' R U R' U' R' F R2 U' R' U' R U R' U R U' R U' R' (Explanation: R U R' U setup into F-perm, then undo setup)

Great for quickly learning 1-look PLL, and easy to learn shorter algs to learn normal PLL.

That's a great idea for beginners especially, and some of them are still very good! I like that V-perm example alot! The F-perm is the normal F-perm alg, but I think there would be a better R-perm tho.
in my opinion anyway.

other N-perm R U R' U Jb perm U2 R U' R'



Method for 3x3:

Essentially HTA, but slightly different.

1. Solve E-slice edges

2. Orient Corners ~ ? #of algs

3. Permute Corners using ~ 5 algs (Square-1 algs)

4. Orient Edges using [M,U,D]

5. Bring Edges into their correct layer (algs are not needed, but can be used) using [M,U,D]

6. solve the cube using ~29 algs if I did the math right.

The difference is that you orient the edges later in the solve. not as move efficient, but is more suited for speedsolving, imo
 
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Method for 3x3:

Essentially HTA, but slightly different.

1. Solve E-slice edges

2. Orient Corners ~ ? #of algs

3. Permute Corners using ~ 5 algs (Square-1 algs)

4. Orient Edges using [M,U,D]

5. Bring Edges into their correct layer (algs are not needed, but can be used) using [M,U,D]

6. solve the cube using ~29 algs if I did the math right.

The difference is that you orient the edges later in the solve. not as move efficient, but is more suited for speedsolving, imo

That's Belt...
Step 3 isn't going to have particularly good lookahead, nor will steps 5 and 6, and I'd be very surprised if it averages fewer moves than CFOP. Also, when do you orient the DR and DL edges (do you rotate during step 4)?
 
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