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Sure, and it's more efficient if you get a skip in Petrus, too. It's more efficient for any method if they get a skip, of course, but on average, your method is less efficient.

This is also ignoring the fact that blockbuilding the F2L without EO is more awkward than with EO (where it's entirely RU).
 
Not really.

Please post a reasonable sample of example solves of an F2L in your method that you find ergonomic and comparable in efficiency to petrus's RU F2L.
 
Please post a reasonable sample of example solves of an F2L in your method that you find ergonomic and comparable in efficiency to petrus's RU F2L.

(hand) scramble r U2 R' U M L' U L U F U F l' U2 l F' U F2
U R U2 R2' F R F' L' U' L U2 l' U' l
(hand) scramble F R U2 F U F' R' U R' F R U2 F2 U2 l' U' l U' F' U
L' U' L U' F U' M' U M U' l' U' l U2 M' U2 M
 
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(hand) scramble r U2 R' U M L' U L U F U F l' U2 l F' U F2
U R U2 R2' F R F' L' U' L U2 l' U' l//Finish F2L, 14/14
U' R' L' U2 L U L' U2 R U' L//Solve corners, permute edges, 11/25
38 in total, as optimal for adjacent eo is 13.

Petrus style (same scramble)
L' U2 L2 F' L' y'//EO, 5/5
U' R' U R U' R2 U R2 U2 R' U R U R' U R U' R'//F2L, 18/23
R2 U' R2 F' D2 B U2 B' D2 F U R2// LL, 12/35.

All this is using optimal algs for LL. 3 moves less, with a lot of <RU>.
 
Speed optimal ll for the petrus approach: R' U L' U' L R U2 L' U L U L' U L, 14 htm. Add the 5 moves for eo, that's 19
the speed optimal alg for this is R' U R U F' U R' U R F U F' U F
but+18 for f2l and +1 for auf, and you get 38 htm (37 with cancelations)
 
[QUOTE="new method (BFLE)

1) create a 2x2x3 block in DB
this step should be seen in inspection (9-15 moves)

2) solve the 1x2x3 block in FD
solve the block using intuition (13-21 moves)

3) LL-eo
use a speed optimal algorithm that solves everything in the U layer ignoring eo (1/496 algs)(7-15? moves)

4) eo
solve eo using a speed optimal algorithm (1/8 skip chance)(1/3 algs)(0-14 moves)(11.25 moves avg)"[/QUOTE]
Just use Petrus
 
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Please read before posting

I'm making this thread for all of those ideas you have that are interesting, yet are not fully developed. This is a place to post them. I have come up with many ideas and didn't want to post a new thread for every one of them when most don't get very far. Perhaps if an idea gets very far, it may deserve its own thread, but until then, it should go here.

Be open and understanding
Everyone should be open to new ideas, yet also understanding if others don't think it will work.

Post all kinds of ideas
Feel free to post all kinds of ideas here. It does not necessarily have to be oriented around speedsolving. Ideas could range from fewest moves, blindfolding, speedsolving, OH, cube designs and more.

Be clear
Please try to be clear in your explanations of why something is a bad/good idea and use evidence to support your thoughts. Also be clear as to what idea you are referring to.

Avoid cluttering the thread
To avoid unnecessary clutter, you should edit a post to add more information rather than create a new one, unless you want to bump your idea. You should wait at a days since your last post on a certain topic to bump it. To present a new idea, you should present it in the same post as your last idea or bump if you do it on the same day.

Do Your Research
There are a lot of different methods out there. Please try to make sure your idea is new/original before posting. You should check out the methods pages on the wiki.

Here is a list of commonly suggested methods:
Belt - Anything that solves the cube like this (the belt does not always have to be made first / many times EO is solved with it). This is a broad category and there is a large variety of belt methods already out there and there is a good chance you will be repeating something.

F2L blocks - Solving a 2x2x3 block (as in Petrus) by solving 3 cross edges and the two pairs that go between them, solving two 1x2x3 blocks on opposite sides (as in Roux) by placing two cross edges and solving F2L pairs, or any other kind of block, but the already previously listed are the most common.

Cross variants - Solving the cross (or EO line) in a different manner to affect the solve later in some way. Common examples are only solving 3 cross edges, purposely solving the last cross edge as a different edge, and swapping two edges in the cross or EO line.

Last layer variants - There are for subgroups that the last layer is commonly broken down into. These are corner permutation, corner orientation, edge permutation, and edge orientation. Any combination of these in any order has been thought of before. Also, influencing any one of these in some way while placing the last F2L slot has most likely been thought of.

Corners/edges first - Solving either all or most of the corners or edges before solving much (if any) of the other is frequently suggested. In fact most of the early speedcubing methods were corners first.

PCMS - This technically is included in the corners first category, but it is suggested often enough that attention should be brought to it.

Big cube reduction variants - Reducing a 4x4 to a 2x2 has been suggested many times. Influencing edge orientation or the permutation of certain pieces while reducing the cube has been thought of as well.


If there is anything you think I should add to this list, you are welcome to suggest it.
_______________________________________________________________________________________________________________________

To start off, here's a idea I had that ended up similar to the Roux method. Because I liked how easy it was to make corner edge pairs using them M layer, I started making an F2L minus the M layer. I then proceeded to make 2 corner edge pairs in the top layer similar to what is done in Heise. These pairs should not interfere with the M layer and should contain either both BU or FU corners. In other words, you have both the left and right side complete minus 1 corner in each of them. You could then solve the remaining 2 corners and the M layer with an algorithm.

I thought this could better be adapted to speed solving by solving 2 corners while solving the last F2L pair. Then you could solve the UL and UR edges with M and U moves. In Roux, there are variants to solve the M layer last rather than the top 4 edges.

After realizing the similarities with roux, and realizing the ability to AUF the M slice separate from the corners of the top layer, I came up with this: Solve 2 1x2x3 blocks on opposite sides, AUF until you get to a CLL case, Solve the UL and UR edges without misplacing the U layer (you may temporarily move the U layer), solve the top 4 corners and the M layer with an algorithm that is reduced by the ability to AUF the M layer. It should be noted that an experienced solver wouldn't need to AUF to find a CLL case just to have to move the U layer to solve the UL and UR edges.

The number of cases could drastically be reduced by orienting edges while placing the UL and UR edges. You could also reduce it even further by using partial corner control while placing the last F2L slot finishing the second 1x2x3 block. Because CLL cases are recognized by swapping 2 corners, when you AUF to a CLL case and have the UR and UL edges solved, you leave only permutations with an odd number of swaps in the M layer giving you 4 possibilities compared to the 5 possibilities (including solved) that there would be with an even number of swaps. This is not true of CLL cases with corners correctly permuted. In all, I calculate 92 algorithms to solve the top 4 corners and the M layer using partial corner control and having edges preoriented (I did include CPLL but not cases with all corners solved and I did not include mirrors).
 
Ok, so I'm completely new to this forum, but I think this is the right place to post this:

I was just sitting with my 3x3 doing some solves (Roux) when I got an idea for an alternative way of doing LSE.

  1. Do EO while solving the DF/DB edges.

  2. EPLL (H-perm, U-perm, Z-perm)
I think doing an EPLL could be faster than doing 4c, and solving the DF DB edges is probably faster than 4b.

Does anyone think this might have potential??
 
Firstly, did you mean to post it twice? You’ll probably want to delete one of the posts. Secondly, I’m pretty sure that this has been proposed many times, but something called “eolr” is definitely superior. You solve eo and place the L and R edges on D, which gives you a U/U’, M2 U/U’ then permute the last 4 edges. There’s another method called ZBRoux, where you solve eo and the two D edges before cmll, then you finish with a zbll alg, which is similar (or the same, not sure) in terms of movecount and probably speed.
 
Yeah, it's definitely not better. For one, when solving EO and DF DB, you need to also solve the centers, so it would probably be harder than EOLR. Secondly, all of the EPLLs are actually setups to a 4C, so 4C is more efficent.
Edit: oh yeah, welcome also :)
 
Ok, so I'm completely new to this forum, but I think this is the right place to post this:

I was just sitting with my 3x3 doing some solves (Roux) when I got an idea for an alternative way of doing LSE.

  1. Do EO while solving the DF/DB edges.

  2. EPLL (H-perm, U-perm, Z-perm)
I think doing an EPLL could be faster than doing 4c, and solving the DF DB edges is probably faster than 4b.

Does anyone think this might have potential??

This is one of the most frequently proposed methods, but noone ends up doing it seriously(Except for one guy I have seen on a Tao Yu video)
 
new method (BPSL)

1) 2x2x2 block
create a 2x2x2 block in DBL

2) pairs
a) build 2 of the 3 f2l pairs

b (if adjacent when solved) place the two pairs along with the shared edge piece
---(if not adjacent when solved) place the two pairs and any D layer edge piece in place

3) square
solve f2l while tracking the edge permutation of the last layer

4) ollep
solve oll while permuting the edges (1/331? algs)

5) cpll
(1/12 skip) if not solved permute the last corners (1/4 algs)
 
I don’t like the way of doing f2l and I’m confused to how you’ll track the edge pieces’ permutation, but I do like the idea of ollep, although I have no idea how good or bad the recognition/algs are (I feel like algs would be good and recognition bad), although there’s the question of what’s better out of cpll and epll (when comparing to ollcp).
 
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