Rcjas
Member
- Joined
- Jan 1, 2018
- Messages
- 4
This method name is ALE. A-Avinash. L-Last. E-Edge
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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.
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.
The thing is, 4C (3rd step of L6E) starts as soon as you put in the two edges. It is usually then AUFed to solve L and R because those cases closer to solved. You're just arbitrarily adding in a U2. You're using the same dots algorithm, you're just doing the <M,U> version, cancelled into it. See the CFTOP method by @Tao Yu .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.
I dont know about how many methods are there because i am new to cubing so i dont know about BLE.Done before, and it's called Brooks Last Edge (BLE).
I dont know about how many methods are there because i am new to cubing so i dont know about BLE.
Is there any method for 4x4 that is kind of like CSP? I think it would be awesome to fix OLL/PLL parity errors during centers/edges, although, I'm not sure how possible that would be.
Determine wing parity during inspection, and solve the first three centres with the corresponding amount of quarter slice/wide moves. (Ideally, fully plan the first three centres during inspection as well, but this is almost impossible because most of the inspection time is already spent on tracing wings.) This avoids OLL parity.Is there any method for 4x4 that is kind of like CSP? I think it would be awesome to fix OLL/PLL parity errors during centers/edges, although, I'm not sure how possible that would be.
...One of the rules of this thread is to do research, if your method has been proposed before.
Centers last
This explanation is kind of wrong. The real reason is that neither "OLL parity" nor "PLL parity" are relevant to cage. There's a different type of "parity" where the last few wings to solve (in order to finish the cage) are in a 2-cycle or 4-cycle, but those have shorter and nicer algs (1-12 moves) than OLL parity (14-16 moves).I can't seem to find it currently, but I remember reading on a Speedsolving Wiki Page that Centers Last Methods, such as Cage, avoid Parity, as by solving the Wings and Edges first, the interchangeable Centers are always in an even permutation
I know this isn't the right place to post this, but I don't know where else to.
So I'm switching methods again, I was using M-CELL for a while but I dislike blockbuilding. But I don't know what method I want to use, so some suggestions would be nice. I'd like a method that requires little to no blockbuilding (definitely less than Roux or Petrus) but also requires not too many algorithms (like much less than CFOP), and I'd much prefer one that doesn't end with LL like in ZZ, because I'm a bit sick of LL. Any ideas?
columns first methodAny ideas?
I looked over Shadowslice's proposal and I like it! I think if I switch to SSC I'll go for the original proposal version rather than the newest one, it makes much more sense to me and requires a bit less thought hahaThis sounds like SSC would be perfect!
I looked over Shadowslice's proposal and I like it! I think if I switch to SSC I'll go for the original proposal version rather than the newest one, it makes much more sense to me and requires a bit less thought haha
I know this isn't the right place to post this, but I don't know where else to.
So I'm switching methods again, I was using M-CELL for a while but I dislike blockbuilding. But I don't know what method I want to use, so some suggestions would be nice. I'd like a method that requires little to no blockbuilding (definitely less than Roux or Petrus) but also requires not too many algorithms (like much less than CFOP), and I'd much prefer one that doesn't end with LL like in ZZ, because I'm a bit sick of LL. Any ideas?
Interesting.This explanation is kind of wrong. The real reason is that neither "OLL parity" nor "PLL parity" are relevant to cage. There's a different type of "parity" where the last few wings to solve (in order to finish the cage) are in a 2-cycle or 4-cycle, but those have shorter and nicer algs (1-12 moves) than OLL parity (14-16 moves).