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Well, I made a post in your other thread though that appears to have been deleted so I'll rephrase here:

1) pretty standard and not too bad; only issue could be making the next few steps more inefficient
2) Are you *sure* about those movecounts? PCMS has the same movecount for F4P and that doesn't have EO in it (which usually makes it more inefficient) I think a more likely movecount would be about 24-26.
3) again pretty standard not much to comment on (though it may be worth looking at algs which don't preserve the M or S slices as well)
4) Again, are you sure about that movecount? I have dabbled a fair amount in L8E because of SSC phase 2 and I always find the movecount will be higher than that (more like 8 or so). YOU may also want to consider pseudoblocks (like UFUB in Roux) to get your projected movecount.
5) again pretty standard not much to comment on.

Another couple of points I would bring up is that this has significantly harder lookahead compared to most methods (especially CFOP) as well as a worse movegroup. This is because you don't really restrict the cube very quickly by building blocks/ filling in slices/layers.

Overall, I would say the method has some potenting though it definitely does have some issues which would need to be rectified before I would consider it "better than CFOP" (though it's worth noting I don't think that CFOP is the best current method we have anyway).

You might also find a few of the links I'm my sig reasonably useful/interesing to you.

Anyway, I hope to see more methods/improvements from you soon! :)

Thanks, I'll do some improvements and get back to this tomorrow
 
This may be the wrong place to post this, but is there any speedsolving-viable way of solving CLS intuitively? I'd really like to learn it but 95 algorithms (excluding OCLLs) is quite a lot.
 
It depends on what you want to accomplish but I think that only the I and O cases are worth the pain.
So, 16 + 27 = 43 algs.
 
Yes, I got inspired by SSC for this method.

Actually, it's a lot more like SSC than I thought, SSC is a great method and I'll probably switch to that instead of using Roux (why do I keep on switching methods). However I still see potential in the method I made and will try to improve it.
 
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While I was messing around with Ortega, I had and idea about solving the 2x2x2 with VLS in Ortega.
STeps:
1.Solve a V(like the HD method by @Sue Donym)
2.Do a VLS , putting the last piece in and orienting the LL.
3.PBL
Avg movecount: 18.1
 
While I was messing around with Ortega, I had and idea about solving the 2x2x2 with VLS in Ortega.
STeps:
1.Solve a V(like the HD method by @Sue Donym)
2.Do a VLS , putting the last piece in and orienting the LL.
3.PBL
Avg movecount: 18.1

This method would be great to add to Ortega to get sub 3.5 averages maybe even sub 3. I might work with you create algs for this ;).

Quite a few scrambles can have three pieces solved already or can be done in one move, so this method is great!
 
I don’t remember if it’s been suggested for SQ1 but I’ve got an interesting idea for a method

1:CSP
2:F2B
3:dedge+CP
4:L5E

CSP has quite a few cases but definitely doable. Dedge+CP is 6 algs and L5E is 12 excluding EPLL. Idk if it’d be worth it over Lin but it could be a nice improvement. Could be done w/o CSP but idk the # of algs. Any idea what that’d be?
 
I don’t remember if it’s been suggested for SQ1 but I’ve got an interesting idea for a method

1:CSP
2:F2B
3:dedge+CP
4:L5E

CSP has quite a few cases but definitely doable. Dedge+CP is 6 algs and L5E is 12 excluding EPLL. Idk if it’d be worth it over Lin but it could be a nice improvement. Could be done w/o CSP but idk the # of algs. Any idea what that’d be?

All of these algorithms exist but I think this combination is really new.
If I can recall this correctly, full L5E with parity is 25 or 35 Algorithms(At least the website I found out about Yau-1 said so).
This could be a viable Variant to Lin.

I think we should automaticly include CSP now in Square-1 Methods as it's easily learnable since Cale's Method exists.
 
I don’t remember if it’s been suggested for SQ1 but I’ve got an interesting idea for a method

1:CSP
2:F2B
3:dedge+CP
4:L5E

CSP has quite a few cases but definitely doable. Dedge+CP is 6 algs and L5E is 12 excluding EPLL. Idk if it’d be worth it over Lin but it could be a nice improvement. Could be done w/o CSP but idk the # of algs. Any idea what that’d be?
That's nice, will benefit Roux users like me on Squan.
 
All of these algorithms exist but I think this combination is really new.
If I can recall this correctly, full L5E with parity is 25 or 35 Algorithms(At least the website I found out about Yau-1 said so).
This could be a viable Variant to Lin.

I think we should automaticly include CSP now in Square-1 Methods as it's easily learnable since Cale's Method exists.
IMO there’s kind of a family of F2B “methods.” Potential variants that can be exploited listed (algcount is w/ use of CSP)

-Use Lin if a dedge is in place: 6 LE+CP and 4 EPLL algs (10)
-New method if dedges not solvable by M2: 6 E+CP and 12 L5E [discount EPLL] (18)
-Use PLL if dedges are solvable w/ M2: [21-4 EPLL] (17)
***TOTAL: 45 algs***

Potential sets

-1 solved dedge, solve LE+LL: 72 (?)
-1 dedge in opp spot, solve LE+LL: 73 (?)
-New LL algset when dedges solves by M2 U2 M2 equivalent: 22 (?)

Using potential sets+PLL gives ~188 algs.

I think a combo of all the potential methods would be pretty insane for solves but the existing methods are plenty fast, too.
 
IMO there’s kind of a family of F2B “methods.” Potential variants that can be exploited listed (algcount is w/ use of CSP)

-Use Lin if a dedge is in place: 6 LE+CP and 4 EPLL algs (10)
-New method if dedges not solvable by M2: 6 E+CP and 12 L5E [discount EPLL] (18)
-Use PLL if dedges are solvable w/ M2: [21-4 EPLL] (17)
***TOTAL: 45 algs***

Potential sets

-1 solved dedge, solve LE+LL: 72 (?)
-1 dedge in opp spot, solve LE+LL: 73 (?)
-New LL algset when dedges solves by M2 U2 M2 equivalent: 22 (?)

Using potential sets+PLL gives ~188 algs.

I think a combo of all the potential methods would be pretty insane for solves but the existing methods are plenty fast, too.
Straight L6E is 90 algs, I think, and only 36 if you factor in overlap with your other sets.
 
Here's a cool K4 upgrade I made.
1) Solve up to FB+centers point in like Meyer. Note that the FB will be your first layer.
2) Finish first layer-1 corner
3) Solve F3L-1 piece per layer using keyhole
4) Solve the remaining first layer corner and second layer edge like an F2L pair
5) CLL
6) Solve last third layer edge and pair another edge with a commutator.
7) Finish with K4 ELL
Probably not great. Working on an example solve.
EDIT: x' y' Rw2 U' Rw2 y' U' Rw' U' Rw F Lw' U2 Lw // F2Cz' D Lw D' F' U L D' R U Rw' L' F U2 l2 L2 U L// BlockRw 3Rw U 3Rw' Rw2 U2 3Rw2 U 3Rw Rw U2 Rw2 U Rw U' Rw U' Rw' U2 Rw U2 Rw U' Rw'// CentersRw' U R' U' R' 3Rw2 U' R U R2 Rw.U2// Finish layer-Cz' D2 U R U' R' 3Uw' R U R' e R U' R' 3Uw' Uw R U R' e R U' R' Uw U R U' R' Uw//Keyhole F3L-1R U2 R' U' R U R'// Oops, I accidently solved the top one too.Uw U2 R U2 R' U' R U R' U2 R' F R F' U'// CLL 3Lw U L' U' m' U L U' L2 Lw R' U' R U L Lw' U' R' U 3Dw' U' R' Uw' U R U2 R' Uw U' R F // ELL
How do I do slice turns in 4x4 on alg.cubing.net?
 
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After the L/R step ( step 4b), I do a U2 of what normal cubers do. This places the white bar on yellow and vice versa. In L4E there will be no chance of the 'Dots' permutation and if there is a 'single dot' then there will be a L4E skip/ much lower movecount. This results in better cases and more skips.
This thread may be moved to the Concepts thread, fine by me.
 
This is a zz method where we have to place edge to skip oll.
You have to make f2l-1 edge and place that edge face you and apply th alg for that specific case, so there are 26 algs. Check the video so that you will have better understanding.
 
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