Sub1Hour
Veteran
It would be decent but it requires 3 rotations, a little ridiculous. If you can find a way to reduce it to 1 or 0 then maybe it's worth it. But I'm sure @Owen Morrison would not enjoy doing 3 rotations.
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Understandable, but then again it wasn't really meant for speedsolving to begin withIt would be decent but it requires 3 rotations, a little ridiculous. If you can find a way to reduce it to 1 or 0 then maybe it's worth it. But I'm sure @Owen Morrison would not enjoy doing 3 rotations.
it would be interesting to see clock FMC and how low you could take the events ""move count""For reference I average around 4-5 seconds on clock, so here is my critique.
Looking at this method there are some clear flaws
The first is 3 flips, for any method you should be flipping at most 1 time, because the flip takes like half a second and in a 4-5 second solve that is pretty significant.
Another thing to add is that it is more moves then the Pochmann method because you end up breaking up all of your blocks and add moves.
Also just a tip, if after your first flip you move the cross to 12 you can completely avoid the last flip, and if you use the correct pins you can avoid breaking up the 2x2 block on the first side, but even when doing this, Pochmann is still better and simpler.
Lastly blockbuilding in clock is an interesting concept and something that can be used on your second side to force corner skips, but not something that should be used on the first side ever.
With clock methods there isn’t much room for completely new methods, as there is already a lot you can do with Pochmann, the only real thing you can do differently to cross flip cross corners is cross flip block build, but doing Pochmann is more ergonomic that blockbuilding, and they both end up being the same movecount. The real way to improve clock methods is to improve the Pochmann method which is something I have been doing over time. With Pochmann you can already competely avoid DR/DL moves (which are the slowest kind of move), you can do no flip (which is too risky to be worth it), you can force corner skips with blockbuilding and from inspection, and a lot of other influencing and preservation to reduce movecounts.
anyway novel idea, but not something that should be used in speedsolving
It would be weird to see how the moves would be counted. Would pin moves count? would 1-3 hours be one move, and more be 2?it would be interesting to see clock FMC and how low you could take the events ""move count""
I've done clock FMC and average ~10.5 ish moves, basically just count every time you do a gear turn which is how you generally count moves in clock, so UR1+ is 1 move, UR5- ALL5+ is 2 moves etc...It would be weird to see how the moves would be counted. Would pin moves count? would 1-3 hours be one move, and more be 2?
Step two is line I know, but before in the past i discover that cases and since 2008 I solve LL with two steps. In 2014 my method was imperfect when i cant created my guide.This is called line (step 2) and me and Jabari Nuruddin already learnt all the algs for it in 2014
I created my algo with my mind nothing computer.This is called line (step 2) and me and Jabari Nuruddin already learnt all the algs for it in 2014
but the step one is my work.I mean it's exactly line. I know it's annoying when you put hard work into something that already exists, but that's life.
They didnt invented a method, they have classificated cases.I mean it's exactly line. I know it's annoying when you put hard work into something that already exists, but that's life.
I create a method with two step. Step One is mine. Step two is Line.I mean it's exactly line. I know it's annoying when you put hard work into something that already exists, but that's life.
When My work is useless. I'm not an inventor of anything. I'm depressed.What others are referring to is just the Line LL subset. That isn't an LL method. What is presented in this topic is a complete LL method. On the wiki, there is already a way for achieving this Line state and it's called 1LLLL. However, your method is the first to do it using only the LL and algs.
If you wanted to further increase your options and reduce the number of cases for step 1, you could look into the union system in my signature.
When My work is useless. I'm not an inventor of anything. I'm depressed.
Ah ok is a good news I understand. But improve this is very hard, very hard.No. You are the first to create this as an actual LL method. That is great. 1LLLL on the wiki requires creating a couple of pairs using the last slot and LL. Yours is a true LL method and is likely better.