shadowslice e
Legend
Stadler I think.
It's stadler for the first bit then a K5ish (K4 on 5x5x5) LL although it does redux rather than direct solving (which is likely more efficient)
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Stadler I think.
I just came up with this randomly. lol
Step 1: Cross
Desc: Same as the first step of CFOP
Moves: 6
Exec: 1-2 second
Step 2: Top layer + CO + EO
Desc: Place top colour pieces in their layer, then execute 2 algorithms (OLL followed by a special PLL that corrects parities if necessary) followed by another algorithm that solves bottom layer corner orientation and E-slice edge orientation. This is all in 2-looks as PLL won't affect the bottom layers, so a transition from PLL to CO + EO is instant
Moves: Maybe 40?
Exec: 7-9 seconds
Step 3: Permute corners + E-slice
Desc: Algorithmically permute the corners whilst placing the E-slice edges
Moves: 9-12
Exec: 2-4 seconds
Total moves: approx. 58 STM
Execution time: 10-17 seconds
Pros:
- Algorithmic approach to solving is faster than using intuition
- Algorithms for all steps are pretty great (I've checked)
- Decent movecout for an algorithm-heavy method
- Easy concepts like OLL, PLL or cross make this method easy to learn
- Execellent lookahead as one could learn how algs affect the cube
Cons:
- High-ish movecount compared to other method such as Roux or Petrus
- Intuition is occasionnaly beneficial
Okay, TELL ME WHAT YOU THINK![]()
I just came up with this randomly. lol
Step 1: Cross
Desc: Same as the first step of CFOP
Moves: 6
Exec: 1-2 second
Step 2: Top layer + CO + EO
Desc: Place top colour pieces in their layer, then execute 2 algorithms (OLL followed by a special PLL that corrects parities if necessary) followed by another algorithm that solves bottom layer corner orientation and E-slice edge orientation. This is all in 2-looks as PLL won't affect the bottom layers, so a transition from PLL to CO + EO is instant
Moves: Maybe 40?
Exec: 7-9 seconds
Step 3: Permute corners + E-slice
Desc: Algorithmically permute the corners whilst placing the E-slice edges
Moves: 9-12
Exec: 2-4 seconds
Total moves: approx. 58 STM
Execution time: 10-17 seconds
Pros:
- Algorithmic approach to solving is faster than using intuition
- Algorithms for all steps are pretty great (I've checked)
- Decent movecout for an algorithm-heavy method
- Easy concepts like OLL, PLL or cross make this method easy to learn
- Execellent lookahead as one could learn how algs affect the cube
Cons:
- High-ish movecount compared to other method such as Roux or Petrus
- Intuition is occasionnaly beneficial
Okay, TELL ME WHAT YOU THINK![]()
This is essentially the Zagorec method. A lesser known but pretty fun method. It's actually not very efficient at around 70 moves.
Still a pretty fun method overall tho.
I don't understand. Is the cross on bottom?
EDIT: Never mind I understand. This is bad.
This has probably been done before.
1. EO (not eoline, just eo)
2. Columns
1. Move F2L edges off of bottom layer. If you start F2L with edges down there, you can end up with some terrible cases.. This should only take a few moves.
2. <RUL> F2L
3. COLL
3. L8E
There are several ways of doing this, inserting DL and DR and then doing L6E seems to me to be one of the better ways unless there's a really easy case.
You could also insert DL and DR right before columns, as doing them before L6E tends to be pretty awkward. That's probably better..
Pros: It's really fun!!
Cons: A lot.
I think perhaps maybe an FB then SB approach may be better but there are still a lot of issues with that that cause ZZ and Roux are good for different reasons (Free blockbuilding vs restricted moveset)
I talked with some people about this idea, and I've decided that I give up, but I'm posting it for posterity.
It's another silly ZZ variant that forces an LL skip everytime, but with better recognition than ZBLL, and has a sufficiently low alg count that makes it humanly possible.
You make an EOLine, then blocks, then with 3rd slot you make your edge/corner pair and then orient all the corners. (just 75 cases)
Now that EVERYTHING is oriented, this causes an absurdly massive reduction in cases. I estimate it to be around 500-800 as the raw number without any tricks.
Here's a crappy example solve with a crappy orientation alg because I don't feel like generating a better one:
Scramble: F R U2 L2 D' L U B2 R' L2 F U2 F' L2 B L2 U2 F L2 F'
EOLine: y x D2 L’ D R U R’ U F’ x’ y’
First Block: R’ U2 L2
Second Block: R2 U R’ U R’ U’ R2
Left Pair + Corner Orientation: U2 L’ U L + F2 L’ F2 L F2 U’ L D’ L U2 L U’ L D
(SAME RECOG AS WINTER VARIATION, 26 OF THE CASES ARE ACTUALLY WINTER VARIATION CASES)
EVERYTHING ELSE(LS + LL): U2 y’ x R2 U’ L’ U R2 U’ L U
(LOOKS LIKE PLL)
EDIT: If I were 16 again, I would totally use this as my main method just to be unique.
Last part's easy. Tons of conjugated PLLs. Anything with a block on the right side and a corner swap is just a conjugated ZBLL, so a sizable chunk are already known. Length isn't an issue really.
I don't actually want to convince anyone to use it.
And the move count would be around 40.
This might work for something:
EOLine - 7 moves
Left Block - 7 moves
Corner in DBR - 2 moves
WVCP: 10 moves
Modified L6E - 12 moves
Total: 38 moves
DAT MOVECOUNT DOE!
This might work for something:
EOLine - 7 moves
Left Block - 7 moves
Corner in DBR - 2 moves
WVCP: 10 moves
Modified L6E - 12 moves
Total: 38 moves
DAT MOVECOUNT DOE!
Where did you get your numbers for WVCP?
https://www.speedsolving.com/forum/showthread.php?55916-Algorithms-for-WVCP&highlight=WVCP
I would guess from here but having had a quick glance it seems to be >10