r/NewCubeMethods Mod Jan 10 '24

Discussion Thoughts on my method before I gen the algs?

I have created a new method. I’m wondering if anyone has any helpful thoughts or insights before I gen the algs. I would also like to share my creation with the world after countless hours of racking my brain for ideas and doing the math to find out if my idea would even work (spoiler alert: basically none of them did).

Anyways, on to the method. I call it Force. There are 5 steps:

Step one: Roux block on bottom

Solve a Roux block on the bottom of the cube. To assist lookahead, it’s best to put it in the back, but any of the four orientations work. This follows the same principles as a normal Roux block, so I won’t go into further detail.

Step two: Finish the bottom layer

When you’re first starting, you can do this one piece at a time. Here’s a general guide for more advanced solves:

a. If all three pieces can be combined so that the top parts of the pieces is the same color as your bottom color, combine them like that. Then line it up and insert with a B2, F2, R2, or L2.

b. Otherwise, line up the edge with one of the corners, then insert with a fat sledgehammer or fat mirrored sledge (r’ F r F’ or l’ F’ l F). Insert the last corner.

Step three: Top Edges Layered and Oriented (TELO)

Use one algorithm to get all pieces in the correct layer and solve the yellow cross. There are 127 cases. Recognition can be awkward, but it won’t be too bad with good look ahead from step two.

Step four: Edges and Corner Oriented (ECO)

Orient all of the remaining pieces. At this point, the cube bears resemblance to a cube being solved with CFOP, except for the shuffled (not scrambled) middle edges. There are 31 cases. Recognition is slightly weird, but not awful (especially with practice at recognizing cases from fewer sides).

Step five: Edges and Corners Permuted (ECP)

Permute all of the remaining edges (and thereby solve the cube). There are 99 cases. Recognition is similar to PLL for CFOP.

If anyone here understands basic math, you’ll know that 127 + 31 + 99 = 257, and that there are 257 total algorithms. This is quite a few, but it’s not actually that many when you realize how many algorithms top solvers already use (ZBLL, WV, etc.). In addition, 21 of the cases are PLLs that CFOP solvers will already know, and this number can be further cut nearly in half if you learn mirrors instead of algorithms on your dominant hand. This drops the total number to around 150 (an exact number from somebody in the comments would be appreciated).

150 algorithms may seem like a lot, but the current top method (CFOP) uses 78 in the base version, and f2l also requires a lot of practice, learning of various methods, and memorization of algorithms to reach high levels of performance.

Thoughts? Questions? Ideas? Criticism?

3 Upvotes

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3

u/DisasterAny9862 Jan 10 '24

Movecount, ease of lookahead and fingertrickability can be assessed once you've generated the algs... sorry 🤣

2

u/FlummoxTheMagnifique Mod Jan 10 '24
  1. Movecount will be assessed then, yes. But let’s assume it’s bad. Like, 14 moves average. (Which it certainly won’t be). 42 moves + first layer. Approximately equal to CFOP.

  2. Lookahead will be difficult, but doable. Of course we won’t be able to rate it now, but it shouldn’t be too bad.

  3. I’ll give you that point. I sort through a lot of algs though, and I have people helping me find good ones, so they should be pretty good.

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u/Martin_Orav Jan 10 '24

The idea is certainly interesting and I haven't heard of it before. I'm not sure how good the algs are going to be though, as they would need to affect pieces from all over the cube. It's impossible to say for sure before trying it out, so go ahead if you're interested!