Difference between revisions of "HD Method"
Line 21:  Line 21:  
== The V ==  == The V ==  
−  The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the dlayer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3.  +  The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the dlayer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKKtj0QpqvI8/edit#gid=2077631397/ Here] are 50 example V's sampled by Jonathan Lewis. 
== LOLS ==  == LOLS ==  
−  LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 wellknown OLLs). The aim of this step is to have the u or dlayer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found  +  LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 wellknown OLLs). The aim of this step is to have the u or dlayer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKKtj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves. 
== NLL ==  == NLL ==  
−  NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the ulayer corners. Just like the LOLS step the unsolved dlayer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned  +  NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the ulayer corners. Just like the LOLS step the unsolved dlayer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKKtj0QpqvI8/edit#gid=2041376278/ here]. 
Line 45:  Line 45:  
== Onelooking ==  == Onelooking ==  
−  One of the main advantages of the HD method is how simple onelooking and twolooking a solve can be. The V can easily be onelooked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully twolook the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (twolooking) or during inspection along with the other steps (onelooking). In order to onelook the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found  +  One of the main advantages of the HD method is how simple onelooking and twolooking a solve can be. The V can easily be onelooked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully twolook the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (twolooking) or during inspection along with the other steps (onelooking). In order to onelook the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKKtj0QpqvI8/edit#gid=2041376278/ here]. 
[[Category:2x2x2 methods]]  [[Category:2x2x2 methods]]  
[[Category:2x2x2 speedsolving methods]]  [[Category:2x2x2 speedsolving methods]] 
Revision as of 20:27, 26 August 2017

The HD method (short for the HiggsDemars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:
 1. Solving the V (solving 3/4 of an Ortega face on the dlayer).
 2. LOLS (orienting the remaining 5 corners of the cube)
 3. NLL (solving the rest of the cube in one algorithm)
The V
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the dlayer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are 50 example V's sampled by Jonathan Lewis.
LOLS
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 wellknown OLLs). The aim of this step is to have the u or dlayer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.
NLL
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the ulayer corners. Just like the LOLS step the unsolved dlayer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here.
Pros
 The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.
 The HD method is pretty easy to onelook (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.
 HD has a pretty low movecount, comparable to CLL and EG.
Cons
 The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like LBL or Ortega.
 Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.
Onelooking
One of the main advantages of the HD method is how simple onelooking and twolooking a solve can be. The V can easily be onelooked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully twolook the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (twolooking) or during inspection along with the other steps (onelooking). In order to onelook the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here.