TheNextFeliks
Veteran
Keyhole can actually be both edges or corners.
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Keyhole can actually be both edges or corners.
I had an idea called MCOECP
1. Solve the MIDDLE layer. About 8-9 moves, pretty easy and intuitive. This is where I get the M
2. Orient all corners. There is probably like 200 algs for this so maybe it could be split in 2 steps but say 11-17 moves. This is the CO.
3 and 4. Orient then permute all edges with 2 algorithms. I think you only need 7 algs for orientation. Probably about 21 moves. This is E
5. Permute all corners maybe 13 moves. CP
Probably a lot to learn, but who knows. I had a far fetched but plausible idea for advanced cubes to do middle layer then an alg for putting all peices in the right layer AND Orienting edges then just doing ZBLL on both sides.
Edit: that wouldn't work because you would have parity or something.
Aaargh why can't I come up with something that hasn't been done???? Sigh....
Before you want to come up with something new, please carefully examine these graphs:
http://www.speedsolving.com/forum/showthread.php?46753-A-rubik-s-cube-methods-and-states-map
https://www.dropbox.com/s/3m7u4oyawj89nyl/MethodsStepsGraphV2_big.png
If you have something that is NOT on this graph, then you might (just might...) invented a new method.![]()
I think I have something no one has seen. I call it the Aw method or 23CCLLP5EO5EL3E but that's a little long.
I thought of this when I realized people often try to solve layer by layer up the cube but what if you solved up with the cube standing on one corner?
1. Solve 2x2x2 block. For the sake of my description, let the corner in you 2x2 be FLD. This is intuitive.
2. Solve Corners ULF, FRD, and BLD. This is intuitive.
3. Do 1 of 42 CLL algorithms, but they instead of effecting the corners on the top layer, effect the corners UFR, UBL, BRD, and UBR.
4. Do 1 of I don't know because I'm bad at math algorithms to permute and orient the edges in FR, BL, and BR.
5. Solve with slightly modified Roux.
My estimate is 5+9+11+10+15 moves which is 50.
Crossing my fingers that nobody has thought of this...
What would be the alg count for ELL including both parities? 116?
Other than things like bad recognition and high alg count, this seems like it's at least worth some thought for 4x4. Yau/CFCE with the E including solution to either or both parities would guarantee a 2 look last layer.
What about OLL including OLL parity and PLL including PLL parity? Is it as simple as being twice the number of OLLs and PLLs?
I think I have something no one has seen. I call it the Aw method or 23CCLLP5EO5EL3E but that's a little long.
I thought of this when I realized people often try to solve layer by layer up the cube but what if you solved up with the cube standing on one corner?
1. Solve 2x2x2 block. For the sake of my description, let the corner in you 2x2 be FLD. This is intuitive.
2. Solve Corners ULF, FRD, and BLD. This is intuitive.
3. Do 1 of 42 CLL algorithms, but they instead of effecting the corners on the top layer, effect the corners UFR, UBL, BRD, and UBR.
4. Do 1 of I don't know because I'm bad at math algorithms to permute and orient the edges in FR, BL, and BR.
5. Solve with slightly modified Roux.
My estimate is 5+9+11+10+15 moves which is 50.
Crossing my fingers that nobody has thought of this...
Not a method or subset or anything, but out of curiosity, has anyone ever tried 3x3 speedsolving where the solved position is any that has all of the pieces permuted with orientation disregarded? I tried it and it seems kind of fun, but I think it would become so easy after a while that single times would become outlandishly fast and luck would play way too big a role.
I think I have something no one has seen. I call it the Aw method or 23CCLLP5EO5EL3E but that's a little long.
I thought of this when I realized people often try to solve layer by layer up the cube but what if you solved up with the cube standing on one corner?
1. Solve 2x2x2 block. For the sake of my description, let the corner in you 2x2 be FLD. This is intuitive.
2. Solve Corners ULF, FRD, and BLD. This is intuitive.
3. Do 1 of 42 CLL algorithms, but they instead of effecting the corners on the top layer, effect the corners UFR, UBL, BRD, and UBR.
4. Do 1 of I don't know because I'm bad at math algorithms to permute and orient the edges in FR, BL, and BR.
5. Solve with slightly modified Roux.
My estimate is 5+9+11+10+15 moves which is 50.
Crossing my fingers that nobody has thought of this...
Recently I did something similar: I tried to "solve" the cube into the superflip position from a scrambled position. It's fun how you have to treat all the edges with their other orientation!![]()
You could swap steps 2 and 3 so that you solve the belt edges similarly to Yau's first 3 cross edges. Should be more efficient and if you place them before solving the rest of the centres, then making the other centres can also be done as fast as Yau, except using slice moves instead of wide moves.
Nobody made a comment :confused:.Cubeshape last example solve
(3,-1) / (0,1) / (-3,6) / (2,1) / (-2,-3) / (2,6) / (0,6) / (-2,-1) / (-4,2) / (-2,6) / (1,2) / (-1,0) / (0,-3) / (-2,5) / (-2,-3) /
edge deisolation:
6,2 / -5,4 / -3,-2 / 0,2 / 1,0
corner orbit resolution (+ reaching selected pairing state)
/ 2,0 / 0,-2 / 4,-2 / 4,0 /
edge pairing (stage needs most improvement)
parity
/ 2,-4 / -2,4 /
easy
4,1 / 1,1 / 1,-1 / -1,-1 /
2-2 cycle
-3,4 / -4,3 / 1,0 / 1,0 /
3 cycle
-1,6 /
1,0 / 5,-1 / 1,0 / -1,0 / 0,1 / -5,0 / -1,0
mini domino esque 2x2x1 pbl
/ -3,0 / 3,-3 / 6,0 / -1,-5
Whether you call it a T perm or not, the adjacent swap alg I use is R' U R' F2 R F' R' F2 R2. Is R' U R' F2 R F' U R' F2 R F' R really "much slower" than that? I'll take that over CP recognition any day.
Did you even read the original proposal?Yes, I'm not sure you realize how fast CP recognition is for those of us who use it frequently. Learn a CLL set and you'll understand.
1/25 = 0 (done)
2/25 = 3 (connected correctly on top)
2/25 = 4
1/25 = 7 (disconnected left)
3/25 = 8
1/25 = 7 (disconnected right)
3/25 = 8
1/25 = 7 (edge in, corner on top)
3/25 = 8
1/25 = 7 (corner in, edge on top)
3/25 = 8
2/25 = 11 (connected incorrectly on top)
2/25 = 12
Well, I was thinking, and a very interesting method came to mind. It reduces the cube to <R, U, F2>, and solves the cube from there. Because it begins very similar to Petrus, I'd like to call it Pet rock. Here's the idea.
1- Solve the 2x2x2 block in the BDL corner.
2- Orient the edges relative to <R, U, L, D>. The freedom of having a third side to turn without restriction should make this simpler to perform.
3- Extend from the original the 2x2x2 block to a 2x2x3 on the F side. This is done only using <R, U, F2>. With practice, this could become very efficient.
4- Extend from the original 2x2x2 block to a 2x2x3 on the R side. This in combination with step 3 should leave an F2L slot and all the edges oriented. (Use only <R, U> moves)
5- Insert the last F2L edge/corner pair (the orientation of the corner doesn't matter, allowing faster execution). (Use only <R, U> moves. 25 cases. Avg moves 7.5, rare worst case 12)
6- Perform CLS (24 algs (CLS: I/CLS: I(mirror)/OCLL). This orients the rest of the corners and leaves the edges oriented, skipping OLL)
7- Perform PLL. Done!