Caleb Valenzuela
Legend
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WOW WHAT A GOOD METHOD!EvanCuber
I have proposed a very similar method back in 2023 but I didnt really develope it as much as you did https://www.speedsolving.com/threads/the-new-method-substep-concept-idea-thread.40975/post-1569168Hi everyone, here is the video about recognition tips in TN method (having English subtitle).
Hope you enjoy it.
Naaah I ain't reading an full essayPlease read before posting
I'm making this thread for all of those ideas you have that are interesting, yet are not fully developed. This is a place to post them. I have come up with many ideas and didn't want to post a new thread for every one of them when most don't get very far. Perhaps if an idea gets very far, it may deserve its own thread, but until then, it should go here.
Be open and understanding
Everyone should be open to new ideas, yet also understanding if others don't think it will work.
Post all kinds of ideas
Feel free to post all kinds of ideas here. It does not necessarily have to be oriented around speedsolving. Ideas could range from fewest moves, blindfolding, speedsolving, OH, cube designs and more.
Be clear
Please try to be clear in your explanations of why something is a bad/good idea and use evidence to support your thoughts. Also be clear as to what idea you are referring to.
Avoid cluttering the thread
To avoid unnecessary clutter, you should edit a post to add more information rather than create a new one, unless you want to bump your idea. You should wait at a days since your last post on a certain topic to bump it. To present a new idea, you should present it in the same post as your last idea or bump if you do it on the same day.
Do Your Research
There are a lot of different methods out there. Please try to make sure your idea is new/original before posting. You should check out the methods pages on the wiki.
Here is a list of commonly suggested methods:
Belt - Anything that solves the cube like this (the belt does not always have to be made first / many times EO is solved with it). This is a broad category and there is a large variety of belt methods already out there and there is a good chance you will be repeating something.
F2L blocks - Solving a 2x2x3 block (as in Petrus) by solving 3 cross edges and the two pairs that go between them, solving two 1x2x3 blocks on opposite sides (as in Roux) by placing two cross edges and solving F2L pairs, or any other kind of block, but the already previously listed are the most common.
Cross variants - Solving the cross (or EO line) in a different manner to affect the solve later in some way. Common examples are only solving 3 cross edges, purposely solving the last cross edge as a different edge, and swapping two edges in the cross or EO line.
Last layer variants - There are for subgroups that the last layer is commonly broken down into. These are corner permutation, corner orientation, edge permutation, and edge orientation. Any combination of these in any order has been thought of before. Also, influencing any one of these in some way while placing the last F2L slot has most likely been thought of.
Corners/edges first - Solving either all or most of the corners or edges before solving much (if any) of the other is frequently suggested. In fact most of the early speedcubing methods were corners first.
PCMS - This technically is included in the corners first category, but it is suggested often enough that attention should be brought to it.
Big cube reduction variants - Reducing a 4x4 to a 2x2 has been suggested many times. Influencing edge orientation or the permutation of certain pieces while reducing the cube has been thought of as well.
If there is anything you think I should add to this list, you are welcome to suggest it.
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To start off, here's a idea I had that ended up similar to the Roux method. Because I liked how easy it was to make corner edge pairs using them M layer, I started making an F2L minus the M layer. I then proceeded to make 2 corner edge pairs in the top layer similar to what is done in Heise. These pairs should not interfere with the M layer and should contain either both BU or FU corners. In other words, you have both the left and right side complete minus 1 corner in each of them. You could then solve the remaining 2 corners and the M layer with an algorithm.
I thought this could better be adapted to speed solving by solving 2 corners while solving the last F2L pair. Then you could solve the UL and UR edges with M and U moves. In Roux, there are variants to solve the M layer last rather than the top 4 edges.
After realizing the similarities with roux, and realizing the ability to AUF the M slice separate from the corners of the top layer, I came up with this: Solve 2 1x2x3 blocks on opposite sides, AUF until you get to a CLL case, Solve the UL and UR edges without misplacing the U layer (you may temporarily move the U layer), solve the top 4 corners and the M layer with an algorithm that is reduced by the ability to AUF the M layer. It should be noted that an experienced solver wouldn't need to AUF to find a CLL case just to have to move the U layer to solve the UL and UR edges.
The number of cases could drastically be reduced by orienting edges while placing the UL and UR edges. You could also reduce it even further by using partial corner control while placing the last F2L slot finishing the second 1x2x3 block. Because CLL cases are recognized by swapping 2 corners, when you AUF to a CLL case and have the UR and UL edges solved, you leave only permutations with an odd number of swaps in the M layer giving you 4 possibilities compared to the 5 possibilities (including solved) that there would be with an even number of swaps. This is not true of CLL cases with corners correctly permuted. In all, I calculate 92 algorithms to solve the top 4 corners and the M layer using partial corner control and having edges preoriented (I did include CPLL but not cases with all corners solved and I did not include mirrors).
i swear i did this once. gripped line with left hand, pointing up.I swear this idea kept me awake 12pm trying not to laugh
ZZ-Line On Left look ahead sucks because D layer is hidden? No problem just do a z' without changing grip so your left hand ends up on the bottom (for OH). Happy <RUD> ZZers
But don't use it for TH because your right hand is hiding U layer and you look like you're trying to summon the cube god
Or home grip with your neck bent 90deg to the right (wuti swear i did this once. gripped line with left hand, pointing up.
cfop has home grip, and zz has z z g r i p .
this is just worse zbrouxIdk if this method exist and how many algs it require but I recently came up with this idea :
Step 1 : 1x2x3 block on the left
Step 2 : make a 1x2x3 block on the top and bring it down ( to create a cross + 2 f2l pairs + 2 corners solved of the remainig 2 pairs )
Step 3 : solve the remaining 2 f2l edges and orient the top layer’s edges ( with one alg)
Step 4 : zbll
I haven’t explored this method much yet because it is much more similar to roux than to cfop and i am using cfop maybe someone here wants to help me with it ( if it doesn’t exist yet)
because it's better to phase edges than cornersWhy is ZZLL phasing done with edges, not corners? I don't see why; if I count correctly there should be only 71 ZBLLs with diagonal corner swaps and 85 2GLLs adding to 156, less than ZZLL, recog should be the same and more chance of 2gen finishes
No I didnt mean solving 4 corners to end up with L4Cbecause it's better to phase edges than corners
https://www.speedsolving.com/threads/phasing-to-always-solve-all-4-corners-zz.88530/
There is CEOR which is a very similar method to APB, except you start by doing CP as the very first step while doing FB, then you do EO while solving DFDB, then you can solve the right side however you want, but doing a square is most common, then last pair, and finish with 2GLL.APB + CP method concept
I dont think epidote is very good for OH, so i wanted to make a method based off APB that is better for OH then Epidote.
I present a method that may already exist, but i wont call it my own since it uses techniques i didnt invent at all.
I want to develop this further, at least to a point where im comfortable calling it more or less my method.
1 - 2x2x3 - Blockbuild a 2x2x3 block, best to make a 1x2x3 and expand to 2x2x3
2 - CP - idk what to name this - permute, dont need to orient the DFR and DBR corners.
Then look at the top corners.
If you can tell theres an adjacent swap, put the corners that need swapping at UFR and UBR, then do D' R U R' D
If its an opposite swap, from any angle do L' U R2 U" L.
3 - BR pair - Solve your BR pair - if the BR edge is oriented, do your normal RU gen BR pair.
If it isnt, form the pair RU gen, and turn the U layer so that the edge of the pair is at UB, and the corner is at UBR. Then, do r' U' R U M'
4 - EO - Use R U r u S EO algs to well do EO and preserve CP. I will probably gen these.
5 - LXS - Do your standard LXS, but maybe use alternative algs for some cases where on 2H youd do D moves, to preserve CP and for ergonomics.
6 - LL - OCLL/EPLL or 2GLL.
Oh yeah i remember looking at that method when i was gonna switch.There is CEOR which is a very similar method to APB, except you start by doing CP as the very first step while doing FB, then you do EO while solving DFDB, then you can solve the right side however you want, but doing a square is most common, then last pair, and finish with 2GLL.
It's not exactly the same as your concept, but it shares an almost identical idea.