That0newe1rdo
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- May 16, 2025
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actually imo its quite hard to recog the 24 cases fro your 2x2 method
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people like afthre have developed some cp regonition methods so maybe he could help?actually imo its quite hard to recog the 24 cases fro your 2x2 method
it must be so satisfying to actually make a method that isn't a duplicate of an existing methodHi everyone, here is video TN method Techniques: TNTS (English Subtitle)
TNTS is an advanced technique in TN method, inspired by ZZ-C++. It forces a TNLL step from the third slot when last two slots have an edge is solved in one and either the OLS-FE or VLS F2L case in the other slot.
Also, It is 100% possible to know in advance which subset of TNLL will appear from the TNTS. Additionally, TNTS requires performing a MCT (similar to TNLS), so mastering TNLS's MCT beforehand is essential.
I will be so happy if this one i am presenting doesnt already exist, ive spent ages (minimum 1 month, this method has been my main focus, i have produced other ones when taking a break from this).it must be so satisfying to actually make a method that isn't a duplicate of an existing method
You kind of need to justify why this is not worse than Petrus EO-first into 2-gen dbR. For me my intuition suggests that Petrus is strictly better, but I haven't done the actual number crunching or anything2 - BRudDaR
3 - EO + Last Slot + DBR - Unknown if more efficient then v2 or v1, likely has thousands of algs, so probably wont exist.
You kind of need to justify why this is not worse than Petrus EO-first into 2-gen dbR. For me my intuition suggests that Petrus is strictly better, but I haven't done the actual number crunching or anything
Aren't you solving DBR corner alongside EO though? That's a lot less efficient1 - Faster EO - Less cases (worst case for stand alone EO is 7 moves - Rw U' Rw' U2 M' U M), faster recog due to less edges to focus on (only 4 are required, 3 is possible but not worth it)
This kinda applies for any step of any method. You may influence EO during 223 in Petrus in a plethora of practical ways, too. Consider EO influence during DFDB as a simple example2 - BRudDaR can influence EO, so if used right you can prevent the worst cases.
It is purely algorithmic, and very efficient since you don't have to worry about piece preservation (aside from the 223 block)3 - In petrus, EO is much harder to make more efficient, it cant really be used alongside anything else
No, dbR is NBRS notation referring to the 1x2x2 block with DBR corner + BR edge + DR edge4 - I assume by dbR you mean the 2 edges solved in BRudDaR (correct me if im wrong)
Yes, in the main method, but in some of the variants EO is done alone.Aren't you solving DBR corner alongside EO though? That's a lot less efficient
Yeah, you can, but you can then do the same with BRudDaR.This kinda applies for any step of any method. You may influence EO during 223 in Petrus in a plethora of practical ways, too. Consider EO influence during DFDB as a simple example.
yeah, the EO bit is more efficient due to that, but i might be confused by what you said but you still really cant combine parts of that when you can in BRudDaR, only influence them.It is purely algorithmic, and very efficient since you don't have to worry about piece preservation (aside from the 223 block)
Oh well then it may be about the same mc (idk, since idk the numbers yet) as EO would take more moves from what i know, might be wrong.No, dbR is NBRS notation referring to the 1x2x2 block with DBR corner + BR edge + DR edge
Sure thing.Funny thing I was playing around with
not optimal but its something
@That0newe1rdo can you try to see how many algs I would need for this method?
sounds like a less efficient HD https://www.speedsolving.com/wiki/index.php?title=HD_MethodSure thing.
I dont get home till tomorrow night, so youll have to wait a lil.
Itd be done by Wednesday next week.
Though, just to make sure im understanding
what you want tho, you want me to gen algs for this ?
1 - V layer/Psuedo V layer (1 or 2 moves i think)
2 - OBL - this is what you want algs/alg count/mc for ? - 1 alg that orients both layers while separating the 2 opposite colours ?
3- PBL
No more efficient since it orients and seperates them, leading into a much easier to recognise PBL.sounds like a less efficient HD https://www.speedsolving.com/wiki/index.php?title=HD_Method
How? the second step of the HD method is 5.5 moves. in this method you do the same thing but you also separate the layers which should add more moves. finally pbl is around 11 moves while nll is 8.13 movesNo more efficient since it orients and seperates them, leading into a much easier to recognise PBL.
its supposed to be 2 look cuz idk the algs.How? the second step of the HD method is 5.5 moves. in this method you do the same thing but you also separate the layers which should add more moves. finally pbl is around 11 moves while nll is 8.13 moves
so you solve co and unmix the corners and pbl in one alg?its supposed to be 2 look cuz idk the algs.
my intention is to solve the rest of the cube in 1 alg
so I basically just remade HD method
Im not talking about movecount.How? the second step of the HD method is 5.5 moves. in this method you do the same thing but you also separate the layers which should add more moves. finally pbl is around 11 moves while nll is 8.13 moves
Assuming your idea was exactly the same as HD, i thought it was like thisits supposed to be 2 look cuz idk the algs.
my intention is to solve the rest of the cube in 1 alg
so I basically just remade HD method
.Sure thing.
I dont get home till tomorrow night, so youll have to wait a lil.
Itd be done by Wednesday next week.
Though, just to make sure im understanding
what you want tho, you want me to gen algs for this ?
1 - V layer/Psuedo V layer (1 or 2 moves i think)
2 - OBL - this is what you want algs/alg count/mc for ? - 1 alg that orients both layers while separating the 2 opposite colours ?
3- PBL