(we're considering calling it SuNe method, becase Sue Neuro)
Please don't give new methods confusing names. That's just silly.
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(we're considering calling it SuNe method, becase Sue Neuro)
Agreed. We'll most likely call this method something else like "VS" or something like that.Please don't give new methods confusing names. That's just silly.
What would be a 3-move V?Update on movecount for making the V in EG-VOP (still not an official name for it)
I've done around 100 solves to test the movecount of the V and the average was 1.06 or something. I did discover that 3 move V's are actually a possibility. However, 1 move is the most common, taking ~90% of the solves. 2 moves is next highest, probably ~5%, and 0 moves is actually more common than a 3 move V, where 0 moves is ~3.5% and 3 is the least common, ~1.5%.
Note that my test was performed with full color neutrality, so it will probably change if you keep 1 color. But honestly, color neutrality is pretty easy with the method and 2x2 in general so I don't think we need to do non-CN tests.
Well I got a couple of 3 move V's (one eexample is where a bar can me made in 1 moves but another corner requires 2 moves to insert) but I may have made mistakes on those solves and simply just not recognized 2 move cases. Sometimes the 2 move cases can take a while to spot so I may have just missed them in the 3 move solves I did. I will be doing another test tomorrow to double-checkWhat would be a 3-move V?
@Shiv3r wow I've had this idea forever! I always thought this would work great on really big cubes (5 and 6) as it would be around 50 algs and could allow a 2 look last slot for CFOP or something like that. I'll PM you about this tomorrow once I'm done with the HD orientation algs and maybe we could brainstorm some ideas.sorry for double post, but I have a random Idea I've been playing with for 4x4. this can be applied to Yau, Hoya, even Meyer.
So It is a way to avoid parity.
So the basic Idea is to not solve 2 edges, then executing an L2E at the end of the solve to fix parity at the same time.
in practice, this becomes really only a good idea if you get 3-2-3 edge pairing and your last cycle is only 2 edges.
what you do is Just solve the cue with 2 edges unpaired, and then use setups to L2E to fix them at the end. It is just a totally random Idea, and I doubt it has any merit whatsoever. but please, tell me what you think. I know all the L2E algs from Lewis already, so this was pretty easy for me to do.
It's not as fast as just doing lucasparity.@Shiv3r wow I've had this idea forever! I always thought this would work great on really big cubes (5 and 6) as it would be around 50 algs and could allow a 2 look last slot for CFOP or something like that. I'll PM you about this tomorrow once I'm done with the HD orientation algs and maybe we could brainstorm some ideas.
Yeah but you get to skip L2E and also your last slot can be 2-looked since you can completely ignore two edges.It's not as fast as just doing lucasparity.
Sounds like L2L4. If you can to do all the edges at the same time you still have at least 1000 cases as 8!/4/4/2=2520Possible ZZ/Waterman hybrid:
1) EOLine + DR and DR edges (basically cross + EO)
2) Corners
3) L8E (not sure how this would work, but it's less cases than regular L8E because the edges are oriented)
Sounds like L2L4. If you can to do all the edges at the same time you still have at least 1000 cases as 8!/4/4/2=2520
What if you did an alg to bring all the LL edges to U (while preserving all edge orientation), then did EPLL -> Roux-style L4E (or vice versa, or both at the same time)?
Now that HD is almost finished (I only have a few more orientation cases to check over), I had an idea for another VOP-styled 2×2 method, and I call it "BOP" (Bar, Orientation, Permutation) or "V2" (I was thinking of calling the orientation and permutation stages VOLL and VPLL, which makes up two Vs) (V is my first initial):
1. 2×1×1 bar (done for you 50% of the time, would probably average around 1/2 a move and the max is 2 moves I think)
2. VOLL (43 pure 2-gen algs, 7 of which are the already-known OLLs)
3. VPLL (solves the rest of the cube, not sure how many cases there are here but there's probably not that many, plus many of them are <5 moves)
This method would make one-looking really really easy as long as you memorized how VOLL affected the pieces, there'd probably be ~80 algs (same amount as EG-1+CLL), the average movecount would probably be somewhere in the ballpark of 12-13 moves, and other than the rare one or two moves to make a bar the ENTIRE method is algorithmic making it really easy to spam TPS, plus you could probably get a pure 2-gen solve every one in ten scrambles or so. This is just an optimistic idea but I could see it being extremely useful for WaterRoux as a super-efficient sub-12 move way to solve the last 6 corners with less than 100 algorithms. Feedback?
would this method be at all viable? would it be better if while separating the edges into their correct layer you solve the U layer? I've tried it and it isn't too difficult.14 cases for separating the edges into their correct layers, 50 cases for E-slice + EPLL (up to AUF and y rotation).
Algs for E-slice+EPLL probably(?) won't be much better than just doing them separately.
I was actually thinking of having a 2×1×1 bar that formed half of a layer, but the second option you mentioned might work. It's pretty much the same amount of work to create half a layer as opposed to half a face, plus the last step is half as many algs and more ergonomic if you have half a layer. And yes, the orientation step does NOT force the d-face to be solved, as PBL algs are kinda meh and it would be a LOT easier if you solve those two pieces during permutation.This seems like an awesome method but please clarify a few things:
1. You solve a bar of a single color, but is this a real bar of adjacent true corners or is it a 'face bar' where just the face stickers form a bar? I assume the latter.
2. When you execute the orientation, the other two corners on the bar face can be any color, not the same as the bar? It might be worth looking into forcing them to the same color as the bar since that would leave ordinary ortega PBL as the last step? This might make recognition easier? Not sure how easy recognition is in the color freedom version.
Yes, VPLL is just permuting the pre-orieting corners on the R and U faces. Does the figure you showed include AUFs? If not, how many algs could AUFs reduce that number to?If I'm understanding VPLL right, it's basically L6C with orientation already done?
If so, there should be around (6 nCr 2) * (4!/4) = 30 * 6 = 180 cases