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to y'all not in the roux method speedsolvers:Any one want to try and flesh out Gilles Roux's 4x4 method?
1x3x4 on LR
CLL
solve ULUR dedges
"orient" remaining wings
permute wings
L4C
That's about what I expected after doing tests on HARCS. But how difficult is recognizing multiple 2x2x3 blocks in inspection? Seems like full neutrality would be pretty intense but if you were to restrict it to 8 like in Roux possibly less then it could be viable 100% of the time.I remember 2x2x3 being something insane, like 9 or 10
this I dubbed Pootris.consistently 1looking a 2x2x3 in inspection petrus-style is pretty hard. Though, I suggested a few months ago that one could onelook FB + track DFDB and centers (essentially 1looking a 2x2x3), which gives ~12-14 stm solutions
Well basically if you're going by optimal, the greater the number of pieces, the greater the efficiency for basically all alg set which is why we do things like 1LELL rather than 2LPLL.So the 2x2x3 is actually the most efficient (no surprise there) but Roux is actually a very close second, >.03 away from 2x2x2 moves per piece
1: Roux- ~8, 5 pieces// 8/5= 1.6
2: 2x2x3- ~11, 7 pieces// 11/7= ~1.57
3: CFOP- ~7, 4 pieces// 7/4= 1.75
EO Line takes like 8 moves max but the solves can be super efficient. Hard to generate stats like those previously listed though.
I don't think the algs would be very nice. check out the thread I posted up above, though. I think we can have L4C be like 4.5-3 look.*states all my names that are obviously jokes*
As for the 4x4 method, I wonder if there is a way to solve wings + some of L4C at the same time?
I don't believe that is correct due to the fact that corners have more possible orientations and therefore more ways to be unsolved, if that makes sense.EDIT: This was stupid. If you can solve optimally they should all be about the same for moves per piece. The point where it really changes are steps 2-x due to influencing future portions of the solve and getting efficient subsets. Still, I think that Roux FB may be one of the best ways to start a solve simply because of ease recognition and ability to look ahead into another step (2x2x2, SB, anything really) while not compromising movecount.
Yeah, sounds good! Do you think it's okay enough to pursue, or should I go back to square 1 (pun not intended)?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.
@Aerma I don't think the method you came up with was really viable, but some of the ideas you came up with actually could be really good in WaterRoux: (keep in mind for my example here the three solved edges are DB, DR and DL and we are trying to solve L9E)
1. Solve the DF edge and seperate the edges into their correct layers.
2. Solve the four u-layer edges whilst orienting the midges.
3. Do a Z rotation and finally permute the midges.
This idea seems decent and is most likely less algorithms than Three U-layer edges then L6E, but some of the recogniton might suck and the algs might not be very ergonomic. If this idea seems to have any potential I'd be willing to work on it with you.
it looks like Hawaiian Kociemna, but with less algs than the original(hundreds for HKOLL+HKPLL). It's an HK or 3CFCE variant.(look up 3CFCE on the wiki)Has this been proposed before?
1. 3 cross edges, last one is any misoriented U-layer edge (5 moves)
2. F2L-1 (20 moves)
3. Last pair whilst ensuring 3 U-layer edges are unoriented (~7 moves using 41 "new" algs, or ~10 moves with 2 "new" algs)
4. COLL (10 moves)
5. L5E with the easiest EO case, probably possible to one-look almost every time (~10 moves)
Total would be 52 moves with 41 new algs, which is better than regular CFOP, all while making cross easier and use of insepction time more efficient.
Basic algs for inserting the last pair:
Connected pair, edges need to be flipped: y R' F' R U2 M' U' M
Disconnected pair, edges need to be flipped: R' D' r U r' D' R2 U R'
here is an example solveHas this been proposed before?
1. 3 cross edges, last one is any misoriented U-layer edge (5 moves)
2. F2L-1 (20 moves)
3. Last pair whilst ensuring 3 U-layer edges are unoriented (~7 moves using 41 "new" algs, or ~10 moves with 2 "new" algs)
4. COLL (10 moves)
5. L5E with the easiest EO case, probably possible to one-look almost every time (~10 moves)
Total would be 52 moves with 41 new algs, which is better than regular CFOP, all while making cross easier and use of insepction time more efficient.
Basic algs for inserting the last pair:
Connected pair, edges need to be flipped: y R' F' R U2 M' U' M
Disconnected pair, edges need to be flipped: R' D' r U r' D' R2 U R'
We do not just reduce the number of cases, zbll is not really 1lll as it requires a pre-1lll setup to solve in one look meaning last slot takes longer, if someone knew full 1lll that would still be around 4000 algs
at least it isn't a CFOP/roux hybrid, but I think if you want to do something like that you're better off doing ZZ-LSE or zz-4c or whatever it's called.So here's a solve of a Roux/ZZ hybrid I've been playing with. Scramble is from the example solve thread.
L B2 U2 R2 B2 R2 F' L2 F' U2 L2 B U' L2 R D2 R' F' U' F2 R
R2 L F' R U' F B U D2 R2 U D L2//EOFB + LR (13/13)
U R2 U2 R2 U' R2 U R U' R'//SB (10/23)
U L' U' L U' L' U2 L//COLL (8/31)
U M2 U M' U2 M' U2 M2//4C (8/39)
Got pretty lucky with LR. I think that making FB is kinda awkward though and F2L edges can get trapped in DFDB. Anyone think it can be made decent?