Cubingcubecuber
Veteran
Is there a 2x2 method in which you solve a face while doing OLL, and than do PBL? If so please tell me. Thank you
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Well for Ortega, you make a face, then do OLL, then do PBL, but you're asking for a method that you make two opposite faces simultaneously?Is there a 2x2 method in which you solve a face while doing OLL, and than do PBL? If so please tell me. Thank you
How about a NS 2.0 Alg set with one corner in the bottom twisted? Kind of like 2x2’s TCLL set.
Kind of. It’s called HDIs there a 2x2 method in which you solve a face while doing OLL, and than do PBL? If so please tell me. Thank you
Yay!!Well for Ortega, you make a face, then do OLL, then do PBL, but you're asking for a method that you make two opposite faces simultaneously?
Sorry to say, but nothing like that exists. The only closest thing that kind of? does that is Guimond.
In Guimond if you predict your seperation then you can get two opposite faces in ~7 moves, one-looked in inspection, and then you end your solve with PBL. Although this probably isn't exactly what you're thinking.
Here's some examples of doing both faces at once then ending with PBL-
Scramble: F U R' F2 U R' F' R' U2
(x y)
R' U' R U2 R' U2 R2 // Both Faces
D' R2 U' B2 U2 R2 U' R2 U2 // PBL
Scramble: F' U' R' F R' U R U' R
(y2)
U R' U R' // Both Faces
D' L D' L F2 L' D L' // PBL
Is this the general idea you have? I'm still not quite sure.
In HD, you solve 3/4 of a face, orient the corners, and than permute everything(different from PBL.)Kind of. It’s called HD
Whoa there, not so fast. How are you getting to the oriented corners stage and solve the first face? Both of those things together are pretty much impossible to do intuitively. If you’re going to post something to the thread, you should at least do a few example solves for yourself to make sure it works, provide in depth details for how to solve with the method on your post, and probably include an example solve or two.Yay!!
I just wanted to make sure this method was new before claiming it as my own. I will call it KFF, FF being first face. In it you simultaneously orient the corners and solve the first face, than you do PBL. BTW, that was what I meant.
It’s certainly an interesting idea, but it’s really just Ortega with two intuitive faces, something that would at least be hard for me to inspect in 15 seconds. I like that there is a skipped step, but it doesn’t seem as efficient as CLL+ or HD-G (in the 12-15 move range) so if you were trying to go for world class times with this method I’m not sure it’d work.Example Solves For KFF
Scramble: U’ R F U’ F2 R’ U F’
KFF: x’ z’ R U R2 U’ R2 U2 R2 U’ R2 U’ R2 U2 R
PBL: U R2 U’ B2 U2 R2 U R2 U2
Scramble: R F2 R’ F’ R’ U R2 F2 R’ U’
KFF: R’ U’ R2 U R’ U’ R’ F R F’
PBL: D’ R’ U R’ F’ R U R’ U’ R’ F R2 U’ R’ U’ R2
The thing with ZBRoux is that by all accounts it is equal to Roux, just with so much more effort. You need to learn 493 algs and learn ZBLL recog and from multiple angles. Even when that is mastered, someone doing Roux could optimise in so many other ways.The Gan 356i smart cube has great potential in rapidly examining move counts in speed solves vs. slower solves, but at the moment the device is hindered by very poor software that can't detect or calculate M/M2 moves correctly. Once they fix the software it will be an awesome tool in the arsenal for new method development. Reconstructing solves manually is very time consuming, and how many times have we asked such questions as what has lower moves, Roux or ZBRoux? If top cubers had 356i cubes with proper software, the questions would already be answered.
Why not simply influence last layer while solving the first layer to force an H or Pi CLL case? It's hard to do every solve, but it would be much more efficient than tacking on 7-8 moves every solve.New 2x2 thing?
This is a method for people who are learning or want to know CLL.
It's essentially using sunes to set up cases, but imo treating it as an alg gives it merit.
The Steps
1. Layer - just like CLL and LBL
2. Use a sune or anti-sune to set up a case w/ no corners oriented. These sets (Pi + H) have the easiest recognition imo, there are only 10 algs and almost all of them are good. It's good to treat each case in this step like an algorithm, even though there are only two.
Here are the angles (starting angles are from here http://www.cyotheking.com/ortega )
S - U' (AS)
AS - U2 (S)
U - U (AS)
T - U' (S)
L - U (AS or S)
Personally, I prefer backsune, but you can figure that out yourself
3. CLL - only 10 cases show up. It is impossible to skip this step which kind of sucks.
Overall I think this is pretty good because of its reasonable alg count, easy recognition and low move count (at least compared to LBL)
I don't know if this is 100% better than LBL, but it has its advantages.
Example solves (LBL vs this)
1.
Scramble:
U' F U' R' U' R U2 R' U2
LBL:
x
F R U2 R' //
R U R' U' R' F R F' //
U' R U R' F' R U R' U' R' F R2 U' R' //
U' //
27 moves
This:
x
F R U2 R' //
U' R U R' U R U2 R'//
U' F R' F' R U2 R U R' U R U2 R' //
25 moves
2.
Scramble:
R U' F R' U F R2 F U' R'
LBL:
x2
F' R' U' R2 //
U2 R U R' U' R' F R F' //
U F R U' R' U' R U R' F' R U R' U' R' F R F' //
31 moves (although there are shorter Y- perms)
This:
x2
F' R' U' R2 //
U R U R' U R U2 R' //
R' F R F' R U' R' U' R U' R' //
23 moves