macncheese
Regular
- Joined
- May 14, 2018
- Messages
- 43
Didn't think about that. Thanks for letting me know.
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whoa hold up on those slice moves2b: Solve your two remaining centers and a tredge on DF.
I have no idea what these pros/cons are supposed to be relative to. The pros are all not pros when compared to freeslice, and only the first and sort of kind of the third are relevant to Yau5.Pros:
Use of optimal edges can lower movecount.
Easy center pairing
Doesn't regard any final permutations until the final step
Cons
BN blocks look like scrambled 3x3 blocks, which may appear confusing.
Recognition would probably need to be higher because of BN optimality rule.
Potentially high amount of rotations, but that may just be me.
I don’t totally understand the BN rule, becausee surely all tredges are 1/3 solved instantly? Tell me if I’m misunderstanding this.
Secondly, for steps 2 and 3, wouldn’t it be better to solve L2C then the edges? It just seems more intuitive and better.
Off topic (sorry!) but I just realized your profile picture is Star's wand from Star vs the Forces of Evil!! I love that showthe reason is that eo is already solved, compared to if its not.
Pair 3 solved edges and put them on DR, FR and BR if your UD centres are on LR and your 3cross edges are on LF, LD and LB. But then you will have to use slices for the centres. It looks great on paper but the reduced ergonomics mean it is not worth itHas Anyone thought of influencing 3-2-3 edge pairing during L4C in Yau? By doing a few setup moves it might be possible to "skip" one or two edges, resulting in a quicker edge pairing. I think that this would be beneficial as the movecount during L4C would only have to increase by 10 or so to place 2 wings and match them up whilst doing L4C.
Cube Explorer.How do you find algorithms for your ideas? Sorry if this does not belong here
Thought? Yes. Too many algs.Has anyone ever thought to make VLS but you don’t have to have the pair made?
Has anyone ever thought to make VLS but you don’t have to have the pair made?
This is called OLS. There is a wiki page on it. According to that it has 17k algs though I'm not sure where that number comes from.There are about 500 ols algs (what you’re saying, but with eo). To add eo into there, you’re saying multiply it by 8, so ~4000 algs. Probably not worth it.
Could CFOP-CT be a thing? You could do EO after F2L-1. Then TSLE then TTLL. That makes it the same steps as full CFOP though. EO+TSLE+TTLL vs Insert pair + OLL + PLL. How many algs would TSLE be if edges weren't orientated?
According to that it has 17k algs though I'm not sure where that number comes from.
I do VHLS to do EO and COLL+EPLLCould CFOP-CT be a thing? You could do EO after F2L-1. Then TSLE then TTLL. That makes it the same steps as full CFOP though. EO+TSLE+TTLL vs Insert pair + OLL + PLL. How many algs would TSLE be if edges weren't orientated?
Non-matching f2l (usually called Non-matching last layer/NMLL) has already been thought before but maybe developing non-matching last layer recognition system(s) could be useful.Here's an idea: NMF2L (non-matching F2L)
Here's an example of what I mean:
setup: B2 L' R' B' D2 R B2 D B L' R F' R' D' F R' D z2
You can see that there is a 4-move white cross. But, look at the Right side: There's a 2x2x1 block. Let's go about the solve and pretend that the yellow/orange edge is solved, and the corner-edge pair with it is also solved. Now we have a 1-move X-cross! Here's how you would go about doing this (make sure you did the z2 in the setup!)
L // X-cross
y' R' U' R // F2L-2
R U' R' U R U R' // F2L-3
d R U R' U' R U R' // F2L-4
U S' L' U' L U L F' L' f // OLL (recognition is the same if you pretend white and yellow are the same)
Nb perm // PLL
Now just AUF and fix the F2L with an L2!