The Practicality of a Belt/Equator Method?

Wow, I totally love that last post, just a few things. First off, I plan on working on this some more. Secondly, Question #2 isn't completely true, we'll have to see. I doubt that it will but it is possible. anyway, good luck.
 
Ok, so a little bit of a time bump.

So basically, orienting the 12 edges of the cube can be very fast (as taken advantage of in ZZ). It doesn't use a lot of time, just recog. Solving the belt is actually quite easy from here, only use R U L D moves and F2 or B2 if you have to. Then I realized, you can't go into COLL if you don't place the corners in their correct layers first. I think that it would be better to do both the corners and edges like that at the same time. I still have to find algs for that. From here, COLL, flip the cube over, do COLL again, and finish with an expanded form of EPLL.
 
Double post. I just realized that this method sucks. Sorry, Corner Orientation Parity, Edge Permutation Parity, not to mention the hassle of separating the layers.
 
Step 1: Orient all 12 edges of the cube. (EO)
It is best to have a certain orientation of the entire solve (example; red in front, yellow on top). From here, during inspection, you must find how many edges are bad. An edge is bad if it has to be placed with a F or B turn, if it can be placed without a F or B turn, it is good. There are always an even number of bad edges.

-If there are 0 bad edges, it is a EO skip. Go on to Step 2 (Do Not Pass Go, Do Not Collect #200).

-If there are 2 bad edges, you will be required to do 2 F or B turns. First make sure that only one edge is on the F or B face. Next do that turn, you now have 4 bad edges.

-If there are 4 bad edges, you will be required to do 1 F or B turn. Move all of the bad edges onto either the F or B face, and turn that face to fix all of the bad edges.

-If there are 6 bad edges, you will be required to do 2 F or B turns. First, make sure that there are 3 bad edges on the F or B face and turn that face. Now you have 4 bad edges.

-If there are 8 bad edges, you will be required to do 2 F or B moves. Treat this case as 4 + 4.

-If there are 10 bad edges, you will be required to do 3 F or B moves. Treat this case as 4 + 6.

-If there are 12 bad edges, you will be required to do 3 F or B moves. Treat this case as 4 + 4 + 4.
Step 2: Create the equator. (Eq)
This step is very easy and can be done very fast. By turning only the R, U, L, and D faces, the 4 edges in the equator must be placed. A simple way of doing this is to first solve the 2 edges on the left, and then solve the right edges by using only R, U, and D moves.
Step 3: Seperate the remaining pieces into there correct layers including parity. (Sep)
This step can be completely intuitive. All pieces that have the D colour on them must be placed in the D layer. This is very similar to working with a Square-1. A fast way of doing this is to do R2, adjust the U/D face, and then do R2 again. This can be achieved by pairing up corners and edges and moving them do the D layer. Another way is to move all of the corners first, and then use R U R2 U' R2 U R' to swap the edges.

Corner parity is achieved when the orientation of the corners on each layer does not add up to a multiple of 3 (0 for oriented, 1 for clockwise, and 2 for counterclockwise). This may take a while to recognize at first, but isn't that had. I'm not sure what the fastest parity algorithm is at this point.
Step 4: Orient and permute the corners of each layer. (CL2L)
In this step, all of the corners are oriented and permuted correctly. By using COLL, the U layer corners can be solved. Then flipping over the cube and doing another COLL algorithm while solve the rest of the corners. There are a total of 40 COLL algorithms.
Step 5: Permute the remaining edges. (EPL2L)
The remaining 8 edges are in their respective layers, and they are oriented, but they still need to be permuted. The U, H and Z PLL's can be used to move around the edges on each layer. The edge parity fix is M2 U2 M2.
 
Example Solve

Scramble: B2 U2 D2 R' F B L' B U2 B2 R2 F2 L U' R' D2 F U' B2 F' R2 L2 U' B D' (courtesy of qqTimer)

Rotations: y' x2

EO: U' R' F
There are 4 bad edges. Three of them are on F. The top one will be replaced, and then moved down. Then the F turn orients the edges.
Eq: L U' L' R' U2 R
The front 2 pieces are already placed. The sets of 3 moves place the back edges.
Sep: R2 D R2 D2 R2 D' R2 D U R2 U2 R U R2 U' R2 U R' U2 R2 U2 R2
The first 8 moves just move around blocks of D pieces. The rest of the moves place the two corners, then the edge, and then fixes the equator.
CL2L: U2 R U2 R' U2 L' U R U R' L x2 U' R U' R' U F' r U' L' U2 R' U R U'
Antisune COLL, cube rotation, and then a U COLL.
EPL2L: x M2 U M' U2 M U M2 U' x2 U M2 U' M' U2 M' U' M2
No parity, just two U Perms.

Total Movecount: 72 STM
 
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BUMP!
I finally singlehandedly figured out the parities, (NO cube explorer) No need for any ZZ or edge control
1st step make your belt
2 send peices to respective layers
3OLL parity bring both parities onto the top layer and put them in front and back, do M' U *4 M U'*4 note this only flips the two edges
4 Oll corner parity, use R' D' R D like the beginner method once again move both parities to the top layer
5 OLL do this step now
6 PLL parity M2 U2 M2 U2
7 if you like corner parity fixes, do an E perm with both parities on top, use your common sense here
8 PBL or 2 x PLL there are 273 cases for PBL counting PLL skips on one side
This a method that is slow in time, recognition, and it also is just plain awkward. Not to mention the fact the the move count is incredibly high. Not a practical speedsolving method, but an interesting prospect nonetheless my solve just now with cfop very unlucky 39.83 with belt1:48.39 and in the middle of the solve I noticed a double x cross. This method is terrible and I support It, If someone wants to update the wiki that I am a supporter of this method, This would be greatly appreciated.BTW my solve had both OLL parities no PLL parity, none could get sub 20 with this.
 
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BUMP!
I finally singlehandedly figured out the parities, (NO cube explorer) No need for any ZZ or edge control
1st step make your belt
2 send peices to respective layers
3OLL parity bring both parities onto the top layer and put them in front and back, do M' U *4 M U'*4 note this only flips the two edges
4 Oll corner parity, use R' D' R D like the beginner method once again move both parities to the top layer
5 OLL do this step now
6 PLL parity M2 U2 M2 U2
7 if you like corner parity fixes, do an E perm with both parities on top, use your common sense here
8 PBL or 2 x PLL there are 252 cases for PBL counting PLL skips on one side
This a method that is slow in time, recognition, and it also is just plain awkward. Not to mention the fact the the move count is incredibly high. Not a practical speedsolving method, but an interesting prospect nonetheless my solve just now with cfop very unlucky 39.83 with belt1:48.39 and in the middle of the solve I noticed a double x cross. This method is terrible and I support It, If someone wants to update the wiki that I am a supporter of this method, This would be greatly appreciated.BTW my solve had both OLL parities no PLL parity, none could get sub 20 with this.
sorry I had a lag error double post yikes!!!!
 
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