Berd
Legend
A very similar method. However, to make the rest of the solve 2 gen (R and U only) you need to correct edge orientation and corner permutation. Tricky stuff.Petrus? What is that?
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A very similar method. However, to make the rest of the solve 2 gen (R and U only) you need to correct edge orientation and corner permutation. Tricky stuff.Petrus? What is that?
i think you have to be very good about saving moves in f2l, quick insert like keyhole should probably be pretty common. looks promissing, how are the PAL algs?
i think you have to be very good about saving moves in f2l, quick insert like keyhole should probably be pretty common. looks promissing, how are the PAL algs?
btw i just realized, doesnt inserting into the wrong slots only save like 1 move per slot on average? unless you start getting fancy with keyhole of course, but then theres so much thinking and colour mismatching going on that i dont even want to think about it...
maybe certain PAL subsets (determined by permutation of the F2L slots) will be bad and others will be okay, so you could influence your slots based on that.
Or you could just use Petrus.
finish edge pairing while solving centers
For 4x4
2 opposite centers
1x3x4 block on r and l
create 1x2 center blocks
finish edge pairing while solving centers
3x3.
Any thoughts on this? or is this a terrible idea, or has been come up with already?
Sounds like Hoya in a way.
The most common method it resembles is meyer. But it more closely resembles stadler or my variant of meyer (shadowslice-meyer).For 4x4
2 opposite centers
1x3x4 block on r and l
create 1x2 center blocks
finish edge pairing while solving centers
3x3.
Any thoughts on this? or is this a terrible idea, or has been come up with already?
The most common method it resembles is meyer. But it more closely resembles stadler or my variant of meyer (shadowslice-meyer).
How do you plan to do the edges with the centres (or edges at all)? The reason I use a 1x3x4 on the right and a 1x3x3 on the left is because otherwise it becomes very difficult to pair edges efficiently intuitively.
Stadler uses algs after centres because doing the edges and centres simultaneously would have a lot of algs when there are perfectly good intuitive(ish) methods that are just as fast/efficient.
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Method for 3x3
Solve corners. (2x2 method, or any method you like)
solve F2B
LSE
F2B would be done algorithmically allowing for better look-ahead (setup, then alg, undo setup style)
Example solve: Here
Advantages:Algorithmic approach allows for good look-ahead. reduces alg count from 9 to 8, or 42 to 8 (2-look cmll vs full look) good for a beginner so they can transfer to full roux. (ROUX FTW!)
Disadvantages:Now, LET THE HATE BEGIN!INSANELY HIGH MOVECOUNT,
actually, i think the movecount will be pretty good, this is just corner's first with roux lse, probably better movecount than cfop, let me do some solves.
isn't this exactly what CF is?Method for 3x3
I don't usually post ideas here, but I can't remember seeing this before. It's a Skewb method similar to Sarah's intermediate:
1. Solve a layer
2. Solve corners and two opposite sides (L and R or F and B)
3. Finish with L3C: U perm or skip
Would it be any/much worse than Sarah's intermediate? How many cases would there be for step 2?