Well, since we are making new methods for 4x4, let me introduce to you...

Ok, just pretend I put an actual name here.

This is just a concept but I think it's cool

1. Solve a center.
2. Solve two adjacent centers next to the one you already made. (For example, Green and Orange.)
3. Pair up 3 edges and solve them with their corner, making a block.
4. Solve the last 3 centers.
5. Solve the rest of the edges.
6. 3x3 stage.

Pros:
Last 3 steps have better lookahead.
Reduces edge pairing to just R, U, and F moves.
Guaranteed XCross if you use CFOP or ZZ.
Rotations are almost completely unneeded for the last 3 steps.

Cons:
Lookahead can be tricky on the first few steps.
Roux doesn't really work well with this method.
Can be difficult to find the right edges to create a block.
You can find instances of this being suggested on the internet already, so it's not really new. The main problem with this first few steps is that there would be tons of rotations, even if the second section of the method might not. This would be possible to use, but I wouldn't say this is better than Yau or Hoya.
 
Well, since we are making new methods for 4x4, let me introduce to you...

Ok, just pretend I put an actual name here.

This is just a concept but I think it's cool

1. Solve a center.
2. Solve two adjacent centers next to the one you already made. (For example, Green and Orange.)
3. Pair up 3 edges and solve them with their corner, making a block.
4. Solve the last 3 centers.
5. Solve the rest of the edges.
6. 3x3 stage.

Pros:
Last 3 steps have better lookahead.
Reduces edge pairing to just R, U, and F moves.
Guaranteed XCross if you use CFOP or ZZ.
Rotations are almost completely unneeded for the last 3 steps.

Cons:
Lookahead can be tricky on the first few steps.
Roux doesn't really work well with this method.
Can be difficult to find the right edges to create a block.
solve the bottom center first?
 
How about this. Instead of pairing edges that match with the first three centers, pair edges that match any center, and put them in the block. That would save a lot of rotations. The downside would be that the cross would then not be immediately solved for 3x3 stage.
 
So I have been trying pyraminx method creation for a while now, and I came up with a method that should be faster than l4e
1. Solve a v, but the edges can be permuted in any way
2.solve rest
My question is, when searching on the internet to see if this was already proposed, I found nothing. Why has no one thought of this method(when it is so obvious)? Is it because there are lesser people who create pyraminx methods or is it because the algs for this would be bad?
 
So I have been trying pyraminx method creation for a while now, and I came up with a method that should be faster than l4e
1. Solve a v, but the edges can be permuted in any way
2.solve rest
My question is, when searching on the internet to see if this was already proposed, I found nothing. Why has no one thought of this method(when it is so obvious)? Is it because there are lesser people who create pyraminx methods or is it because the algs for this would be bad?
The amount of algs would be pretty high. How would this be faster than l4e?
 
ok so I was thinking about learning the 'BRASS' method for 2x2 which is a V, then solve DR corner while permuting U layer then LL. does anyone know about lookahead of cpls for 2x2?
 
ok so I was thinking about learning the 'BRASS' method for 2x2 which is a V, then solve DR corner while permuting U layer then LL. does anyone know about lookahead of cpls for 2x2?
Idk what cpls is BUT I have already genned the algs for this in some random thing where ive tested to see if i can gen them

Theres 104 algs.
 
Idk what cpls is BUT I have already genned the algs for this in some random thing where ive tested to see if i can gen them

Theres 104 algs.
you are most likely talking about cls which is cfop f2l - Dr corner and you solve the last corner and orient last layer corners in 1 alg it has 104 algs I'm talking about 2x2 where you solve first layer -dfr use cpls which solves dfr and permutes the last layer corners in 24 algs i genned the algs with batch solver and most efficient is like sub7 moves average alg length. however I need to know if corner permutation recognition is good or really hard
 
you are most likely talking about cls which is cfop f2l - Dr corner and you solve the last corner and orient last layer corners in 1 alg it has 104 algs I'm talking about 2x2 where you solve first layer -dfr use cpls which solves dfr and permutes the last layer corners in 24 algs i genned the algs with batch solver and most efficient is like sub7 moves average alg length. however I need to know if corner permutation recognition is good or really hard
Im talking about 2x2.

Make a V shape.
Do one alg that orients the last layer whilst inserting the last corner. (104 algs)
PLL/PBL
 
okay I am trying to do that but permute the last layer because you save 70 algs
So like this ?

Make a V layer
Do one alg that inserts the last corner and permutes, but not orients, the corners
Do an alg that orients the corners whilst preserving their permutation.


Yeah there is 26 algs (extra 2 because of 2x2 PLL being possible, although probably very rare)

Imo orientation is easier to recog BUT ill spend a bit seeing which is better in mc/ergonomics and then decide fully.
However imo its not too much harder to recog PLL
 
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So like this ?

Make a V layer
Do one alg that inserts the last corner and permutes, but not orients, the corners
Do an alg that orients the corners whilst preserving their permutation.


Yeah there is 26 algs (extra 2 because of 2x2 PLL being possible, although probably very rare)

Imo orientation is easier to recog BUT ill spend a bit seeing which is better in mc/ergonomics and then decide fully.
However imo its not too much harder to recog PLL
Thanx I'm just not good at memorizing algs so I just need some help and move count should be really good
 
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