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Then your method is just an LSLL method (which have been made) and the however you want part is Freefop or however you want to call it.Oof. Does it count as a new method is I say do F2L-1 however you want?
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Then your method is just an LSLL method (which have been made) and the however you want part is Freefop or however you want to call it.Oof. Does it count as a new method is I say do F2L-1 however you want?
Not really, because then you're just doing freefop.
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The New Method / Substep / Concept Idea Thread
Zipper is where you solve F2L minus an edge, then you either do CFRLL (CLL ignoring the FR edge) then L5E, or you do OLLCP then L5EP. EO solved L5C will be less efficient than without EO solved then L5EP is equal to L5E in terms of movecount. For 614: there are 2 sets of L5C: corner in slot...www.speedsolving.com
lol can i see the sheet? might want to do some of my own.I've thought of this before as well, and I even started to make an ELLCP sheet and gen algs, because I think ELLCP is a good 1LLL subset.
Couple of things.Petrus/Hexagonal Francisco Hybrid (Petrus Francisco)
1. 2x2x2 block (Anywhere on the cube)
2. 2x2x3 block (Back of the cube)
3. 1 F2L Pair
4. Simutaneosly Solve the last pair while orienting the last layer corners (Just to make things more efficient)
5. Solve DF Edge
6. PLL
I've thought of this before lol, didn't pursue it, cause original K4 seems better.This is a variant which I think is actually just better than the original 4x4 method
K4 method steps(original)
1.solve opposite centers
2.solve 3x4x1 (3 cross edges+2 corners
3.solve M slice centers
4.solve to the rest of the first layer
5.solve f3l
6.Cll
7.Ell with commutators.
Here's a website for the method,
And heres the fastest av I could find
I thought this was cool but was confused..
Why solve the first layer and than f3l edges..
Why not do f2l style,
Basically solve the corner with either of the f3l edges and insert it.
Than solve each of those corners like that, and insert the last edges with variants of
U R U' m' U R' U' m
New steps
1. Yau cross and centers.
2. Solve corners with 1 edge each.
3. Finish solving F3L
4. Cll ELL or edge orientation oll pll
Please tell my why I'm wrong about this being more efficient and having better finger tricks.
but why tho? i dont get why this wouldnt be better..also gosh it is hard to come up with original methods now a days lol, people are just to smart!!I've thought of this before lol, didn't pursue it, cause original K4 seems better.
yea you have a point. The method is not found anywhere on the speedsolving wiki.I dont think this method is original enough to deserve its own thread tbh
it could be a decent LL, but that ll already exist )=yea you have a point. The method is not found anywhere on the speedsolving wiki.
It has to be proven if its sufficient and good enough.
But that doesnt mean we should stop this method and not use it.
It has potential.
yeah, you probably could get sub-10 or maybe faster with it, but there is a similar method that is more efficient and already proven to be goodyea you have a point. The method is not found anywhere on the speedsolving wiki.
It has to be proven if its sufficient and good enough.
But that doesnt mean we should stop this method and not use it.
It has potential.
My point is that this is a worse version of HK.thats why its called Petrus Francisco instead of Hexagonal Petrus