Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.

No, as I pointed out before, you don't skip parity. Try generating algs for all of the cases. Half of them will be nice short algs that can be reduced to some variation on slice, swap edges, slice back (and the algs are exactly the same as Yau), and the other half will be really nasty algs that are as bad as or worse than the standard OLL parity algs.No, I saisd wrong. It's not too inefficient, It just is how you place edges, sometimes an extra move is needed to orient an edge, and there are some nice algs you can do to skip parity at the same time as pairing the last two edges. The algs are generally nicer than Yau, and it skips parity completely, so it is actually a little more efficient than Yau/Meyer
No, as I pointed out before, you don't skip parity. Try generating algs for all of the cases. Half of them will be nice short algs that can be reduced to some variation on slice, swap edges, slice back (and the algs are exactly the same as Yau), and the other half will be really nasty algs that are as bad as or worse than the standard OLL parity algs.
The problem I have with sion's method is that its pretty much K4 but he does an OBLBL blockbuilding approach to get f3l.
Movecount?
This has been thought of lots of times before; the earliest I know of it being suggested was here. Most people who've discussed this have come to the conclusion that forcing the edges to be unphased would actually be better, since not only would LS be shorter, but the LL algs would also be better. Though obviously you'd want to not always for unphased edges, e.g. if there's a 3 move WV/SV (which could lead to a LL skip).I think I have come up with a nice 1look last layer with very few algs for ZZ-d. in a 2-gen solve, you can either do 2-gen OCLL and then EPLL, which isn't that nice, or full 2GLL, which has about 85 algorithms. I have come up with an algorithm set for solving the last layer in 1 look when the edges are oriented phased and the corners are permuted. The alg count? 28. It is just the ZZLL algorithms for the 2-gen COLL's. It may be similar to ZZ-orbit or things like that, but if this hasn't been come up with yet, Im calling it ZZ-dab, because Its ZZ-d with a ZZ-a/ZZ-b style 1LLL.
That would double the alg count, I believe. If that isn't nice, what about 2-gen Winter variation into EPLL? I have a 2gWV alg sheet if you want me to share it with you guysThis has been thought of lots of times before; the earliest I know of it being suggested was here. Most people who've discussed this have come to the conclusion that forcing the edges to be unphased would actually be better, since not only would LS be shorter, but the LL algs would also be better. Though obviously you'd want to not always for unphased edges, e.g. if there's a 3 move WV/SV (which could lead to a LL skip).
It would - there are 54 algs for LL - but it's still far lower than most other 1-look LL methods.That would double the alg count, I believe. If that isn't nice, what about 2-gen Winter variation into EPLL? I have a 2gWV alg sheet if you want me to share it with you guys
here. Not all the algs are nice, but still... Its possibly the best way to solve a cube 2gen, I think...It would - there are 54 algs for LL - but it's still far lower than most other 1-look LL methods.
I'd be interested in seeing a 2-gen WV alg sheet - surely the algs aren't that good? I generated algs for 2-gen WV ignoring the edge a few days ago and some of the algs for that were already 11+ moves. But maybe the algs for normal WV aren't actually that much longer, in which case it might actually be good. I've never tried generating algs for this before so I honestly don't know much about this!
Not all the algs are nice, but still... Its possibly the best way to solve a cube 2gen, I think...
Wow, nowhere near as long as I was expecting. The high chance of H/Z is still a problem if you want to stay fully 2-gen though (but isn't such a problem if you don't mind doing <M, U>).here. Not all the algs are nice, but still... Its possibly the best way to solve a cube 2gen, I think...
This can be done intuitively by varying the final insert.I think that it would be useful to have "partial Winter Variation" algs, more than partial corner control but less than WV, that would orient 2 corners, adjacently if if possible. This would be helpful for Roux, drastically reducing the number of OLLCP algs.