So lately I've been thinking about some tyrannical caterpillar variants, most of course based off of solving the last 5 corners in some fashion while inserting the FR edge. My main gripe with classic Tyrannical Caterpillar is that it adds a lot more algs with not much efficiency gain from regular Roux, in other words TC isn't really that great of an L5C method. Here are four alternative methods I much prefer to classic TC with either way less algs (<50) or more efficient movecounts (<11 moves for the corners+the FR edge):
a. "Valiant Opossum" (VOP style orientation [~5.5 moves] + one of the 6 NLLs used in HD/VOP [~8.5 moves+the FR edge injection], total w/ AUFs is around 16 moves)
Theoretically this is only 2-3 moves more than TCMLL with about a fifth of the algs, and honestly in my opinion a lot more worth it for a beginner compared to TC. "Valiant Opossum" not only provides some very lucky singles; it also has almost the same amount of moves as standard LP+CMLL with less than half of the algs (I say "less than half" because most of the orientation cases shouldn't even qualify as algorithms, they're ultra fast 3 move inserts a beginner could learn intuitively).
b. Caterpillar. Just a plain old caterpillar. (Insert DRF corner [~4 moves] & do a CMLL plus the FR edge injection [~10 moves], mix in an AUF and you get a total of ~15 moves)
@Teoidus propsosed a method like this a while back he called "TT", but this goes a step further in utilizing FR injections to give you an LSE finish. I feel like if you're going to propose a method centered around not using a lot of algs, you might as well keep it that way for the last x edges step. Anyway, "caterpillar" is really just TCMLL without the "T" part, cutting off 80 algs while only adding about a move. The reason I prefer this over regular TC is because the moves that are lost by inserting the DFR with correct orientation are pretty much gained back by how ergonomic and short CMLLs are without having to perserve the FR edge. This also beats out traditional Roux CMLL by a move or two while maintaining slightly better lookahead since you don't have to find a full pair after BRSquare.
c. "Voracious Leech" (just ignore the name for a second, basically you do the exact same corners step I described a long time ago [1 oriented corner-in-UBL-L5C] but with a Tyrannical caterpillar style injection to skip out on L7E and instead have LSE)
Now this idea is by far the most algorithms thus far (~300!) but has some crazy efficiency. I've generated several of the VL4C cases and they're around 8 moves on average. With the FR edge injection and AUF added, this last 5 corners+FR edge technique would be around 10 moves on average, compared to the 16-17 used in normal Roux. And if this was used in conjunction with EOLR and good blockbuilding, you could probably average around 38-39 moves, just breaking that 40 move barrier, and probably being one of the most efficient/fast methods ever proposed (later I'll put up a post that includes a sub-40 solution with
@mDiPalma's scramble). Obvisouly this comes at the cost of learning 300 algs, but that's definitely still a learnable amount and nearly 200 less than full ZBLL. Obviously this wouldn't be a method for everyone to learn, and I'm sure I'll get a response saying "well 42 can achieve similar movecounts with only 42 algs", but I think for someone willing to go the extra mile and learn 300 algs, this is pretty decent idea.
d. "Terrific Eagle" (Bope style 1×2×2 squares [~9 moves], Twisty EG+FR injection [~14 moves] and L7E [~16 moves, but I'm sure we could do better] giving you a grand total of just about 39-40 moves)
This idea is the weirdest of them all and also the most alg heavy; I proposed this a while back on the BOPE thread but didn't really get any responses. I don't really have too much to say about this since I really haven't experimented with it much and it would take more developments than some of the above methods to get it to sub-40, but it seems about as efficient as the last idea with around 50 more algs. The main advantage it has over some of the other TC variants here is that you can one-look six pieces as opposed to five during inspection, giving you a near 2-look solve.
I know I probably sounded overconfident and the names for these are ridiculous, but with all my ideas out of the way now, my main question remains: are Tyrannical x methods actually any better than just solving the corners normally and ending in L7E? I've personally been believing they're worth it since you're solving one extra piece by only adding a setup move+an injection while cutting down the number of algs you need to learn for the last step, but I could easily be wrong, especially if a 15 move L7E approach is on the horizon. Tell me if you think it's worth generating algs for any of these methods, or if I should just stick with developing L7E methods.
While I'm at it, I might as well throw an random bonus OH method that is basically just a fancy 2GR finish and (maybe) pretty good:
1.) EOPair (6/6)
2.) CPLine (4/10)
3.) Block (9/19)
4.) Connect the DBR corner and DR edge and put them in the d-layer (4/23)
5.) One-corner oriented L5C (~50 7.5 move 2 gen algs, 8/31)
6.) L6EP (
@Neuro created an algset for this a while back, optimal is around 10 moves and 2 gen algs are 12 moves on average, so I'll say 12/43)
This is something like 50 more algs than classic 2GR while shaving off around 5 moves. Not drastically better but maybe worth it for someone (I for one might actually might use this for OH) and there's probably a more efficient way to do the first 4 steps, but I'm just too lazy to find that right now. Also
@Teoidus I couldn't find the exact statistics for some of the 2GR steps so they're probably a bit off, you can correct me if I'm wrong on those.
This post took nearly a day of thinking and an two or three hours of typing (on my crappy phone) so hopefully you guys could give me some decently thought-out responses. And if you read this entire post from start to finish go ahead and give yourself a pat on the back