brododragon
Veteran
Just looked at it, and it need A LOT of work. This is the best version:What method?
1. EOBand
2. Sort Corners & edges
(Parity)
3. ZBLL
(Rotate)
4. ZBLL
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Just looked at it, and it need A LOT of work. This is the best version:What method?
Generally, the "List of x" pages are outdated because they don't automatically get changed when a new subset is added. If you want to see the full lists, have a look at categories because they update when a new page is added. For 3x3x3 substeps, see Category:3x3x3 substeps. For (almost) all categories, see Category:Contents.Oh, I see. It wasn't listed on https://www.speedsolving.com/wiki/index.php/List_of_Subsets though. Is there anywhere I can find a more complete list of subsets or methods?
right block step is trash because you need to preserve the eoA LEOR variant that I think may be a little more efficient:
LB
EO(not stripe)
RB
M-Slice
ZBLL
Basically you go straight from EO to RB and solve DF+DB later. For me, DF+DB takes a bunch of moves after doing EO, but with RB already solved it usually only takes 5 or so moves. RB is hindered much(if at all) because using M2 allows for pairing in the M-slice easily. Example solve:
Scramble: D' L' D2 L' U2 L' B2 D2 R2 B2 F2 R D2 F' R2 D' B L' B' U2
F' E' L' F D2 F2 S M S' // LB
x2 S' U S R' U F R F' // EO
r2 U M2 U2 R' U R U' M2 U2 R U R' // RB
U' M U2 l // Stripe
y2 U R' U R2 F2 R' U2 R' U2 R2 F2 R2 U2 // ZBLL
I'm bad at blockbuilding, so LB and RB could definitely be more efficient
EDIT: Did a couple example solves on other threads, am averaging mid 40s, I imagine you could get sub-50 during a speedsolve with some practice and advanced techniques
It's literally the same as LEOR RB but more freedom.right block step is trash because you need to preserve the eo
One of the best things about leor is the speed and fluidity of RB —> zbll I feel this ruins the flow and the lookahead with very little advantage.A LEOR variant that I think may be a little more efficient:
LB
EO(not stripe)
RB
M-Slice
ZBLL
Basically you go straight from EO to RB and solve DF+DB later. For me, DF+DB takes a bunch of moves after doing EO, but with RB already solved it usually only takes 5 or so moves. RB is hindered much(if at all) because using M2 allows for pairing in the M-slice easily. Example solve:
Scramble: D' L' D2 L' U2 L' B2 D2 R2 B2 F2 R D2 F' R2 D' B L' B' U2
F' E' L' F D2 F2 S M S' // LB
x2 S' U S R' U F R F' // EO
r2 U M2 U2 R' U R U' M2 U2 R U R' // RB
U' M U2 l // Stripe
y2 U R' U R2 F2 R' U2 R' U2 R2 F2 R2 U2 // ZBLL
I'm bad at blockbuilding, so LB and RB could definitely be more efficient
EDIT: Did a couple example solves on other threads, am averaging mid 40s, I imagine you could get sub-50 during a speedsolve with some practice and advanced techniques
Worse lookahead, worse cases, M2 and R move switching,It's literally the same as LEOR RB but more freedom.
Ok you just have two more places to look.Worse lookahead, worse cases, M2 and R move switching,
Worse lookahead, worse cases, M2 and R move switching,
all i said was that LEOR rb was betterYeah bro it's like Roux, and we all know that sucks so much
It's just a prank bro
therefore it has worse lookahead, pretty obviousOk you just have two more places to look.
Hey! Only I can say that.It's just a prank bro
therefore it has worse lookahead, pretty obvious
Is this/these methods viable, and can anyone come up with a better 3LLSLL method with this general structure?
also why would you disorient all the edges when orienting all the edges is the same amount of cases?use one algorithm from a set of ~72 to deorient all edges
better recognition imoalso why would you disorient all the edges when orienting all the edges is the same amount of cases?
what?better recognition imo
New idea for 3LLSLL methods similar to COALL or VH. After making the pair, use vls algs to force specific sets of 1llls. For example: After making the pair, use one algorithm from a set of ~72 to deorient all edges and orient 2 adjacent corners. This will force OLLs 18, 19, and 20. These OLLs, especially 20, are very symmetrical, resulting in an ~90 alg 1LLL. This method only has 162 algs, therefore it has less algs than COALL and VH, and should have similar movecount. With some though, I suppose smaller sets of OLLs could be forced, resulting in less algs, while maintaining similar movecounts to COALL and VH. Is this/these methods viable, and can anyone come up with a better 3LLSLL method with this general structure?
except no one can plan LB+EO right now, its not realistic. The best leor solver i know cant do it, zz solvers cant do itJust track what pieces are there, a lot of people plan LB+EO so it's just tracking those during EO. Also I think the pro to this is that it's more efficient, although it may not be faster