I am creating a specific thread to compile all related research & development of the WaterRoux method which was originally discussed in the New Method thread.
MAJOR EDIT April 13 2017: Updated this original post to reflect the current state of WaterRoux.
After extensive discussion and real world experimentation, the description of WaterRoux is as follows:
1. Solve the first block on the left as you do in normal Roux.
2. Solve the DFR and DBR corners in any permutation/orientation with at least one of them having the correct facelet on the D-slice
3. Solve all six remaining corners in one algorithm with TLEG-1 (which is a mix of CLL, LEG-1, and Twisty LEG-1 which has four sets). There are about 252 algorithms if you learn them all but you don't need anything except CLL or CMLL. You can use classic Roux CMLL, but you can use fewer moves with modified CLL since you don't need to preserve the right block.
4. Now the first block and all the corners are solved. Solve two redges (R layer edges) using ERL algorithms (you can find these in the LMCF document or later in this thread).
5. Now you have seven edges left (UL, UR, all the M-slice, and either FR or DR). Now you can finish the solve in MANY different ways, but the best way is Crafto's L7E method which averages only 18 moves and 91 algorithms.
WaterRoux is a rotationless method with extraordinary ergonomics. The average movecount is usually less than LMCF (which was itself the lowest movecount speed method), but WaterRoux has better ergonomics than LMCF and unlike LMCF, WaterRoux doesn't use rotations. The exact average movecount is somewhat TBD but looks to be around 42 moves. Full WaterRoux would be 252 corner algorithms and 91 L7E algorithms. The ERL 'algorithms' are essentially intuitive once you understand how they work. So the full count would be 343 algorithms which is remarkably low considering the efficiency and ergonomics.
Furthermore, it is quite common to be able to solve the first block AND the DBR and DFR (disoriented) corners in 7 moves or less, making it possible to ONE LOOK the left block, and ALL the corners of the cube. This puts the TLEG-1 252 algorithm recognition time in the inspection phase which is a HUGE advantage over ordinary Roux where you must do CMLL recognition in the middle of the solve.
You can find more detailed documentation & discussion later on in the thread.
MAJOR EDIT April 13 2017: Updated this original post to reflect the current state of WaterRoux.
After extensive discussion and real world experimentation, the description of WaterRoux is as follows:
1. Solve the first block on the left as you do in normal Roux.
2. Solve the DFR and DBR corners in any permutation/orientation with at least one of them having the correct facelet on the D-slice
3. Solve all six remaining corners in one algorithm with TLEG-1 (which is a mix of CLL, LEG-1, and Twisty LEG-1 which has four sets). There are about 252 algorithms if you learn them all but you don't need anything except CLL or CMLL. You can use classic Roux CMLL, but you can use fewer moves with modified CLL since you don't need to preserve the right block.
4. Now the first block and all the corners are solved. Solve two redges (R layer edges) using ERL algorithms (you can find these in the LMCF document or later in this thread).
5. Now you have seven edges left (UL, UR, all the M-slice, and either FR or DR). Now you can finish the solve in MANY different ways, but the best way is Crafto's L7E method which averages only 18 moves and 91 algorithms.
WaterRoux is a rotationless method with extraordinary ergonomics. The average movecount is usually less than LMCF (which was itself the lowest movecount speed method), but WaterRoux has better ergonomics than LMCF and unlike LMCF, WaterRoux doesn't use rotations. The exact average movecount is somewhat TBD but looks to be around 42 moves. Full WaterRoux would be 252 corner algorithms and 91 L7E algorithms. The ERL 'algorithms' are essentially intuitive once you understand how they work. So the full count would be 343 algorithms which is remarkably low considering the efficiency and ergonomics.
Furthermore, it is quite common to be able to solve the first block AND the DBR and DFR (disoriented) corners in 7 moves or less, making it possible to ONE LOOK the left block, and ALL the corners of the cube. This puts the TLEG-1 252 algorithm recognition time in the inspection phase which is a HUGE advantage over ordinary Roux where you must do CMLL recognition in the middle of the solve.
You can find more detailed documentation & discussion later on in the thread.
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