Praetorian
Veteran
are there any possible expansions to CFOP or have there been any that have been thought of before? 4 slots, cross, not counting last layer and last slot, mainly just the first two steps
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You are right, I forgot to account for skips. Still a skilled user could surely achieve 43ish moves somewhat consistently. I think some modifications to this could make it good!
Where are you cutting out 3.4 moves? That would leave you below your original (highly optimistic) numbers for block building, since average move counts have been established for everything else.
He came up with 46.8 moves without accounting for AUF, meaning your average move count is going to be in the area of 48-49 moves, as many as Roux.
Quick thoughts:
My averages for moves weren't really that "optimistic".
Roux blocks are easily 8 moves, and incorporating that other edge could be done by modifying ones solution minimally. I've tried this out and am able to get 45-47 move solutions quite easily. I think if someone with great blockbuilding skills used this they could incorporate pieces of the second step into the first step solution, hence getting them a lower movecount.
Sq-1 Method. (I know. Not a lot of these out there.)
1. cubeshape (duh.)
2. Solve corners
3. FL (first layer)
4.EPLL
Number of Algs: EPLL:9
CPLL:8
Extra:~3±1-2
Quick thoughts:
My averages for moves weren't really that "optimistic".
Roux blocks are easily 8 moves, and incorporating that other edge could be done by modifying ones solution minimally. I've tried this out and am able to get 45-47 move solutions quite easily. I think if someone with great blockbuilding skills used this they could incorporate pieces of the second step into the first step solution, hence getting them a lower movecount. Its like saying: average moves for CFOP is 55, yet I consistently get 50-53 move solutions for my solves. Its all about the user's efficiency. anyway, this was just a quick idea I thought up a while back. I am in no way claiming it is some revolutionary method, even though I have managed to get sub-20 with it, even by using EO then CP for the OELLCP step.
Well, I have not doubt that you can sub-15 this method but to put your block movecounts into perspective, Alex Lau does a 9 move FB during speedsolves
9 moves isnt optimistic. Guroux and I can make 8-9 movers pretty much every solve and alex can probably find a 6-7 mover (although those arent very fingertricky). I doubt he ever does a block over 9 moves.
Hi all,
A while back I posted an idea that didn't really have a name, but it consisted of placing E-slice edges followed by D layer edge orientation and etc. I have made modifications to this method based on some critique by shadowslice.
Steps:
1) E-slice bars minus one of the edges + 3 corners oriented on D
Moves: 5-9, surely no more
Execution time: 1-2 seconds
2) Orient remaining corners through WV or SLS
Moves: 9-11
Execution time: 2-3 seconds
3) Permute all corners
Moves: 11
Execution time: 1-2 seconds
4) Place D-layer edges through slice moves + EO
Moves: 12-15
Execution time: 3-4 seconds
5) EPLL
Moves: 6.75
Execution time: 1 second
Total moves:
~45 STM
Execution time:
Ideal solve: 8.5-9 seconds
Average solve: 10-12 seconds
Primitive solve: 16-19 seconds
Pros:
-Every step is fast and allows lookahead to the next step
-Ergonomic move groups
-Maximum of one rotation
-Low algorithm count
-No blockbuilding or abstract concepts such as EOLine
-Low movecount
-Lots of freedom with step order allows the user to choose to execute a particular step first to take advantage of a nice case
-Easy to learn and pick up
-Borrows concept from some popular methods allowing most to be familiar with the concepts of the method
-Theoretical potential to be quite fast
Cons:
Um...
Seriously guys I need help finding what's wrong with this.
Note:
This method is done in 6-7 looks. CFOP requires 7 looks. ZZ requires 6-7 looks. Roux requires 7 looks. This is on-par. Don't tell me this has too many substeps.
This method id definately better than the previous iteration and all of it seems acturate to me except for step 3: permute all corners. This step would require at least 6! Algs (6x5x4x3x2x1) hence why it is not used much on square-1. I suppose it would be possibke to do it intuitively but it woukd still be a bit of a headache to recognise. The best solution would be to split it into 2: corners to layers, permute which woukd be about 18 moves so the movecount is higher. However, this definately could be fairly fast but the sqtm is nit great and is about the same as cfop and rouxHi all,
A while back I posted an idea that didn't really have a name, but it consisted of placing E-slice edges followed by D layer edge orientation and etc. I have made modifications to this method based on some critique by shadowslice.
Steps:
1) E-slice bars minus one of the edges + 3 corners oriented on D
Moves: 5-9, surely no more
Execution time: 1-2 seconds
2) Orient remaining corners through WV or SLS
Moves: 9-11
Execution time: 2-3 seconds
3) Permute all corners
Moves: 11
Execution time: 1-2 seconds
4) Place D-layer edges through slice moves + EO
Moves: 12-15
Execution time: 3-4 seconds
5) EPLL
Moves: 6.75
Execution time: 1 second
Total moves:
~45 STM
Execution time:
Ideal solve: 8.5-9 seconds
Average solve: 10-12 seconds
Primitive solve: 16-19 seconds
Pros:
-Every step is fast and allows lookahead to the next step
-Ergonomic move groups
-Maximum of one rotation
-Low algorithm count
-No blockbuilding or abstract concepts such as EOLine
-Low movecount
-Lots of freedom with step order allows the user to choose to execute a particular step first to take advantage of a nice case
-Easy to learn and pick up
-Borrows concept from some popular methods allowing most to be familiar with the concepts of the method
-Theoretical potential to be quite fast
Cons:
Um...
Seriously guys I need help finding what's wrong with this.
Note:
This method is done in 6-7 looks. CFOP requires 7 looks. ZZ requires 6-7 looks. Roux requires 7 looks. This is on-par. Don't tell me this has too many substeps.
PCCEL Method step For FMC
Pairs Centers Corners Edges Last-layer
~snip~
The problem with M moves is that in STM, which is used for FMC scoring, they count as two moves (turning two sides rather than one slice) so that really skyrockets your movecount.
The problem with M moves is that in STM, which is used for FMC scoring, they count as two moves (turning two sides rather than one slice) so that really skyrockets your movecount.
OKay I have revised a method, and have now used it, and had to look up the algs, and it does work.
Anyway...
Step 1-Solve a 2x2x3 block as in petrus
Step 2-Fix bad edges
Step 3-Solve your first layer using only R and U moves
Step 4-COLL
Step 5-Do a U perm to permute the edges to correct spot so that your B,L and D faces are all solved
Step 6- Do an edge cycle from blind solving to solve the cube (note: If done correctly, you only need to use an alg once).
Example Solve:
Scramble:U F2 U L2 B' L' R B2 L U' F B L F' U2 F' L' R' D' F2 B' D R F2 U
2x2x3 block- F' D' B D B D L U' L R U' R' U' L U L2 U2 L d
Bad edges- (I use a 2-look version) R2 U R U R' U' M' U R U' r
Solve first layer- R U R' U' R U' R' U R U' R'
COLL- (once again, 2-look) U' R U R' U R U2 R' U R' U L' U2 R U' R' U2 R L U'
Solve B,D and L-R2 U2 R2 U2 R2 U2
Solve the cube- R2 U R U R U' R' U' R' U' R'
Moves to solve-89 (I believe)
How is this? Im sure people could lower the movecount, but eh, I'm not there yet