This 2x2 method has probably already been proposed, but whatever
1. CPLine (Like in briggs/YruRU)
2. CO using only RU
3. Solve the first layer using R2U
4. Solved!
This 2x2 method has probably already been proposed, but whatever
1. CPLine (Like in briggs/YruRU)
2. CO using only RU
3. Solve the first layer using R2U
4. Solved!
This 2x2 method has probably already been proposed, but whatever
1. CPLine (Like in briggs/YruRU)
2. CO using only RU
3. Solve the first layer using R2U
4. Solved!
Probably the best 2G method for 2x2:
CPLine, exactly the same way as Briggs/2GR.
L6C.
In terms of alg count, I dunno, but you could place one of the DR corners orientated in DR to reduce it to 339 algs, many of which would be trivial. You'd probably have to one look max 7 moves. I dunno how it compares to EG+TEG stuff people are doing now though.
I did a bit of searching and as far as I know, this specific belt variation hasn't really been discussed.
Another belt method:
Solve the belt
Orient edges
Orient corners
Using only [U, D, R2], solve the bottom layer similarly to how you turn a square-1
PLL
I know that this may not be original, or fast, or efficient, but it is fun to solve with.
(Note: some, if not all, steps are not the most efficient and are what I came up with on the spot.)
Scramble: U' B2 L B2 D2 R2 F2 R' D2 L2 B2 D2 U2 B' R F' D2 R D' F'
E layer: D B' F2 R2 D2 F R U2 R'
EO: x2 Rw U R' U' M2 U R U' R' U' M' (literally the OLL case)
CO: D L2 U2 L2 R U2 R2 U' R2 U' R2 U2 R' (Setup to Pi)
D layer: U R2 D R2 D2 R2 D' R2 D U' R2 U2 R2 U R2 U' R2 U2 R2 U R2 D
PLL: U' R2 Uw R' U R' U' R Uw' R2 F' U F
I did a bit of searching and as far as I know, this specific belt variation hasn't really been discussed.
Another belt method:
Solve the belt
Orient edges
Orient corners
Using only [U, D, R2], solve the bottom layer similarly to how you turn a square-1
PLL
I know that this may not be original, or fast, or efficient, but it is fun to solve with.
(Note: some, if not all, steps are not the most efficient and are what I came up with on the spot.)
Scramble: U' B2 L B2 D2 R2 F2 R' D2 L2 B2 D2 U2 B' R F' D2 R D' F'
E layer: D B' F2 R2 D2 F R U2 R'
EO: x2 Rw U R' U' M2 U R U' R' U' M' (literally the OLL case)
CO: D L2 U2 L2 R U2 R2 U' R2 U' R2 U2 R' (Setup to Pi)
D layer: U R2 D R2 D2 R2 D' R2 D U' R2 U2 R2 U R2 U' R2 U2 R2 U R2 D
PLL: U' R2 Uw R' U R' U' R Uw' R2 F' U F
Hey guys!
I've been working on making my own method for a little while now and this is what I came up with. Let me know what you think! ^^ Below is the full documentation I've made on it so far... More is coming up as I develop it.
Hey guys!
I've been working on making my own method for a little while now and this is what I came up with. Let me know what you think! ^^ Below is the full documentation I've made on it so far... More is coming up as I develop it.
Hey guys!
I've been working on making my own method for a little while now and this is what I came up with. Let me know what you think! ^^ Below is the full documentation I've made on it so far... More is coming up as I develop it.
Hey guys!
I've been working on making my own method for a little while now and this is what I came up with. Let me know what you think! ^^ Below is the full documentation I've made on it so far... More is coming up as I develop it.
This looks like Tripod with a beginner LSLL. Tripod steps are:
2x2x2
2x2x3
F2L-1
LS + 1x2x2 on U layer
LL (58 algs)
What you do is:
2x2x2
2x2x3
F2L-1
1x2x2 on U layer
Insert LS Corner
Corners (CP and beginner's CO)
Edges
Essentially it's just Tripod except a less alg LSLL. It has 7 algs instead of 58, but if you're looking for intuitive and low alg count, I'd check out Heise. It has 0 algs and is kinda similar to your method
EDIT: This is why I wanted you to post it on the forums; often people will independently create a method, but really it's the same as another method
EDIT 2: I looked over your algs, and the one for edges are awful. But the most important part: THERE ARE NO PARITY STATES. Having a hard state is not a parity state. If you really want to know what parity actually means, then let me know and I can explain it(this thread isn't good for that)
Hey guys!
I've been working on making my own method for a little while now and this is what I came up with. Let me know what you think! ^^ Below is the full documentation I've made on it so far... More is coming up as I develop it.
It's fine, I'm sure we all made a method but just independently rediscovered a method, but that's pretty impressive for a first post, my first post was a lucky scramble.
This looks like Tripod with a beginner LSLL. Tripod steps are:
2x2x2
2x2x3
F2L-1
LS + 1x2x2 on U layer
LL (58 algs)
What you do is:
2x2x2
2x2x3
F2L-1
1x2x2 on U layer
Insert LS Corner
Corners (CP and beginner's CO)
Edges
Essentially it's just Tripod except a less alg LSLL. It has 7 algs instead of 58, but if you're looking for intuitive and low alg count, I'd check out Heise. It has 0 algs and is kinda similar to your method
EDIT: This is why I wanted you to post it on the forums; often people will independently create a method, but really it's the same as another method
EDIT 2: I looked over your algs, and the one for edges are awful. But the most important part: THERE ARE NO PARITY STATES. Having a hard state is not a parity state. If you really want to know what parity actually means, then let me know and I can explain it(this thread isn't good for that)
Awful's not really the right word. But they're pretty bad for speedsolving both because of their length and also their fingertricks. All the B moves in the edge algs mostly. Also, you could make it more intuitive by just doing a 3e commutator for the edges, and a 3c commutator for 1-look corners if you want. It's still basically tripod with a bad LL though; for tripod just insert LS and then do 1lll(since you have the 1x2x2 block it's only ~50 algs)
Probably not good or original intuitive Pyraminx L4E idea: In Z3 cubing’s video, you place an edge, and then do L3E. If you insert the edge flipped, than you don’t have to worry about looking for which insert to do. If you insert DF, you will always get a 2-flip, which is fast to recognize and execute. This could be a good extension to intuitive L4E
Probably not good or original intuitive Pyraminx L4E idea: In Z3 cubing’s video, you place an edge, and then do L3E. If you insert the edge flipped, than you don’t have to worry about looking for which insert to do. If you insert DF, you will always get a 2-flip, which is fast to recognize and execute. This could be a good extension to intuitive L4E
Someone needs to invent Alaskan Kociemba. You already have the hard part(The name), so it shouldn't be too hard. Anyone who invents it will get early access to my website.
Someone needs to invent Alaskan Kociemba. You already have the hard part(The name), so it shouldn't be too hard. Anyone who invents it will get early access to my website.