trigger style reduction method
(the lookadoo method)

advantages and disadvantages

advantages
solves more than half the cube in a decently small amount of moves (less than 20)
trigger F2L+eo can be incredibly fast if the solver has great look ahead due to it being completely made of triggers
has a relatively small 1LLL called 2gll (84 algs 13.15 average move count)
2gll algorithms can be preformed fast due to all the algorithms being 2 gen (R,U)

disadvantages
unbelievably hard to recognise the initial swap pair, so you'll have less time to lookahead
swap pair transformations are hard to keep track of if you are not used to it
if you don't have good lookahead trigger F2L will be very slow
you have to memorize 84 algorithms that consist of only R and U without getting them confused

Can I see example solves where 2x2x3+CP is consistently solved in <20 moves in the way that you describe?
 
So I kinda invented a method. I didn't exactly invent it, I used a beginners method for megaminx, moved it to 3x3, and adjusted some stuff to make it a valid method. I call it Megacube.

You start it off like CFOP, by making a cross and doing F2L. When you get to the last layer, you look at the edges and look for a bar, l-shape or dot, and do the normal algorithms I call this step LLEO (last layer edge orientation) Next you do LLEP (last layer edge permutation) by moving the last layer around until 2 edges are solved.

If the 2 solved edges are perpendicular, put one in the front and one in the right and do a Y-Perm. If the 2 are across from each other, hold one in the front and do a T-Perm.

Now, you do LLCO (corner orientation) by putting a corner in the top right and repeatedly doing the algorithm R' D' R D until the corner is facing up. Move another into the top right and do it again.

Once all the corners face up, you do LLCP (corner permutation) by doing R' D' R on an unsolved corner, moving the respective edges over to the front and right spots, and undoing the moves. Do this with all the unsolved corners and the 3x3 should be solved. I think the method is pretty cool as an intermediate method.
 
trigger style reduction method

random example solves to help people understand average move count distribution for each step of my method

R D2 F R B' F U2 R F2 L' B2 U R' D B' R' B' U L2 F2 B' L U L2 B' (scramble)
z2 B2 (1x1x3 block)
U R u2 R2 u' r2 u2 (left slot)
r' U r U2 r' U2 r2 (down slot)
y (trigger cp)
U r U r' U' l' U' l (left f2l slot)
U' R U2 R' U' R U2 R' U2 R U' R' (right f2l slot)
skip (L5eo+DF)
U2 R U R' U R U2 R' U' R U2 R' U' R U' R' U (2gll)

U R' L' D L2 R U' R' L2 B D R' L F U2 D F B D U2 F L' B U D2 (scramble)
f' U L' U2 x' (1x1x3 block)
u' R2 u' (left slot)
M' U' r2 M U' r (down slot)
R2 y (trigger cp)
L' U' L R U R' U' r U r' (right f2l slot)
U2 M' U2 M R U2 R' l' U' l R U2 R' (left f2l slot)
U' M' U M U M' U M (L5eo+DF)
U' R U2 R2 U' R2 U' R' U R' U' R U R' U R (2gll)

U B2 D' U' L' B D' F' R D' U2 R L D L2 U R' B R2 U B F2 L2 B D2 (scramble)
z2 L U' F2 (1x1x3 block)
U M' U r' U r U2 r2 (down block)
u' R u' R2 u R2 u2 (left block)
R' y (trigger cp)
L' U L U2 L' U2 L U2 L' U L (left f2l pair)
M' U2 R U2 R' U' R U2 r' (right f2l pair)
M U' M' U2 M U' M (L5eo+DF)
U R U R2 U' R2 U' R2 U2 R U' R U' R' U' (2gll)

D2 U2 B2 F L' U R2 D' R' F' B2 R' U2 D2 B F2 L' B' U' F U' F2 U L2 R (scramble)
z2 F D F' (1x1x3 block)
u' r (down slot)
u' R u' R u' R2 u' R2 u2 (left slot)
U' R y (trigger cp)
U' M' U' M U' l' U l (left f2l pair)
R U R' U2 R U2 R' U2 R U' R' (right f2l pair)
U2 M' U M U2 M' U' M (l5eo+DF)
R U2 R' U' R U' R' U' R' U' R U' R' U2 R U' (2gll)

U2 B2 U L U2 D F' U F2 B2 L D2 L' B' F2 R U D L' U L R' U L2 U' (scramble)
z2 F R B' (1x1x3 block)
u' U' R M U M' E2 R' u (left slot)
U' r U2 r'(down slot)
R' y (trigger cp)
M' U2 M R U' R' (right f2l pair)
U' L' U L U' R U2 R' l' U' l R U2 R' (left f2l pair)
M' U M U M' U' M (l5eo+DF)
U2 R2 U' R U R U R' U2 R U R2 U R2 U (2gll)
 
Hi guys, I am a roux solver who wants to get into 4x4. I know there are two 4x4 methods for roux solvers, Meyer and Lewis, but I want to know the pros and cons of each method and which one I should use.
 
meyer vs lewis

i am no expert on 4x4 methods, so you will have to choose for yourself

for meyer
the final 4 centers are quick and easy to complete
dedges are simple to pair up

for lewis
more block building leads to more efficient solves
no parity step (solved at L5e)

against meyer
transition from 4x4 state to 3x3 state can be hard to look ahead through

against lewis
L5e spams commutators, so its not as efficient, but still fast

this is not all the pros and cons, I'm no expert

if i were choosing i would choose a variant of meyer that permiates the corners with the first block, and solves 3 edges before finishing the centers
 
So I kinda invented a method. I didn't exactly invent it, I used a beginners method for megaminx, moved it to 3x3, and adjusted some stuff to make it a valid method. I call it Megacube.

You start it off like CFOP, by making a cross and doing F2L. When you get to the last layer, you look at the edges and look for a bar, l-shape or dot, and do the normal algorithms I call this step LLEO (last layer edge orientation) Next you do LLEP (last layer edge permutation) by moving the last layer around until 2 edges are solved.

If the 2 solved edges are perpendicular, put one in the front and one in the right and do a Y-Perm. If the 2 are across from each other, hold one in the front and do a T-Perm.

Now, you do LLCO (corner orientation) by putting a corner in the top right and repeatedly doing the algorithm R' D' R D until the corner is facing up. Move another into the top right and do it again.

Once all the corners face up, you do LLCP (corner permutation) by doing R' D' R on an unsolved corner, moving the respective edges over to the front and right spots, and undoing the moves. Do this with all the unsolved corners and the 3x3 should be solved. I think the method is pretty cool as an intermediate method.
Incidentally, the megaminx method was actually based on a 3x3 beginners method invented in the 1980's. You've just rediscovered a variation of that method. Also sune and sune U sune are better than T or Y perm for edge permutation.
 
Also sune and sune U sune are better than T or Y perm for edge permutation.

50 out of the 60 edge permutations can be AUf'd into a 3-cycle, and those can all be solved with a single Sune variant. (5 of them are EP skip; the remaining 5 are with "reversed" edges, and need two Sunes.)
 
meyer vs lewis

i am no expert on 4x4 methods, so you will have to choose for yourself

for meyer
the final 4 centers are quick and easy to complete
dedges are simple to pair up

for lewis
more block building leads to more efficient solves
no parity step (solved at L5e)

against meyer
transition from 4x4 state to 3x3 state can be hard to look ahead through

against lewis
L5e spams commutators, so its not as efficient, but still fast

this is not all the pros and cons, I'm no expert

if i were choosing i would choose a variant of meyer that permiates the corners with the first block, and solves 3 edges before finishing the centers
 
meyer vs lewis

i am no expert on 4x4 methods, so you will have to choose for yourself

for meyer
the final 4 centers are quick and easy to complete
dedges are simple to pair up

for lewis
more block building leads to more efficient solves
no parity step (solved at L5e)

against meyer
transition from 4x4 state to 3x3 state can be hard to look ahead through

against lewis
L5e spams commutators, so its not as efficient, but still fast

this is not all the pros and cons, I'm no expert

if i were choosing i would choose a variant of meyer that permiates the corners with the first block, and solves 3 edges before finishing the centers
thanks!
 
trigger style reduction method

variants

1. 1x2x2 block*2 in LB,LBD,LD and RB,RBD,RD+ trigger cp(front)
2. trigger pair with free M slice*2 + oc
3. L6e

1. 2x2x3 block + trigger cp(right)
2. y + trigger f2l
3. ollep

1. 2x2x3 block + trigger cp(right)
2.y + trigger pair*2 + co
3. L5e

1.2x2x3 block + trigger cp(right)
2. y + 1x2x2 block FL,DFL,FD + eo
3. 2GLL+LS

if you have any questions about trigger style reduction, feel free to ask
 
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So basically, I was messing around and came across this method by myself. This is basically a roux/cfop hybrid. This is called hC-F-C-L

The steps are

1. Solve a half cross on white or your dominant colors, and insert mis oriented opposite color or same color edges. (If it is an opposite edge, it does not have to be mis oriented.

2. Solve F2L like normal.

Step 3. Solve Corners

Step 4: Do LSE.

I will be generating an alg.cubing.net for this method. I find this method kinda efficient, if you are really fast at Roux and CFOP.

Pros: more movement for F2l, M-slices used more, less LSE cases

Cons: Not fast at roux and fast at cfop, vice versa? Not for you.

L2 D F2 R2 D2 R2 D B2 R2 B2 D' F' R B U' L' D R' D' U L // Setup
// No inspection rotation

L // Half cross

R2 B2 // Mis oriented edges to complete the half cross stage

L U2 L' U' L U L' R' U R // First Pair

U' R U R' B' U B // Second Pair

y' R' U R U' y L' U L // Third pair

y2 L U2 L' U' L U L' U' d U' L' U L // fourth pair

// COLL skip

U' M' U M D M' U M' U' D2 M' U M' D U2 y M' U2 M y2 M' U2 M // VERY INEFFICIENT LSE

M2 U M2 U2 M2 U M2 // H Perm, finished

 
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Movecount will be ~6 halfcross, 7 * 4 F2L, 10 CLL, 3 DF, (y rotation), 9 DF+EO, 7 EPLL = 6 + 28 + 10 + 3 + 9 + 7 = 63 moves

For comparison, Feliks gets ~58, Roux is ~48, 2GR is ~49, ZZ-CT is ~52
 
Movecount will be ~6 halfcross, 7 * 4 F2L, 10 CLL, 3 DF, (y rotation), 9 DF+EO, 7 EPLL = 6 + 28 + 10 + 3 + 9 + 7 = 63 moves

For comparison, Feliks gets ~58, Roux is ~48, 2GR is ~49, ZZ-CT is ~52

Half cross on average is about 2-4 moves, the rest is accurate. You could combine Df+EO and EPLL for the LSE stage.

3 + 28 + 10 + 3 + 8-9 (could be less because there are less cases for DF DR LSE than DF DB LSE) + 7 = 59 HTM, which is fairly more efficient than CFOP

If you want to switch to Roux but absolutely suck at block building, this could be good for you
 
This doesn't look too good to be honest. Movecount is very similar to CFOP and ergonomics are worse than CFOP's, so I'm not sure there's an advantage to it.
 
This doesn't look too good to be honest. Movecount is very similar to CFOP and ergonomics are worse than CFOP's, so I'm not sure there's an advantage to it.

Yeah, not really for speedsolving but could be a good method for beginners that are interested in Roux.

Also, people disagree that this isnt LSE since it inst DF/DB and instead DF/DR. So, this will be called Weatherman's LSE from now on so people don't get angry.
 
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As yes, using a word that's a synonym of a mental breakdown for some people used completely incorrectly, just what I like to see in the mornings

Triggered has been changed to angry. Sorry, was really tired last night, haha.

I have accepted this as not really going anywhere until I can optimise this, so this method might be dead.
 
as a cfop roux transition method

how about you place two edges in DL and DR then solve F2l with free M slice. this would be a cfop style f2b.

i think a better name for half cross could be broken cross, but you get to decide.

what is the advantage that made you consider the halfbroken cross?

the only thing i think it will help with is recognition and possible for 1 look L8e (edges are in correct layer and D is organised in a specific way) with a reasonable amount of algorithms, for a shadowslice variant
 
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