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Thread: One answer BLD question thread blind

  1. #2751

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    Thanks everyone for the help! And yes, I notice now I was saying swapping instead of flipping, I had the wrong thing on the brain. In any case everyone obviously understood what I meant and I have a number of options to look at here. Thanks again :]

  2. #2752
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    Quote Originally Posted by drewsopchak View Post
    White vs black plastic?
    Just use whatever colour plastic you prefer for normal speed solving, all plastics can be as fast as one another.

  3. #2753
    Member aaronb's Avatar
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    How would one go about dealing with parity, using TuRBo edges with a UF buffer and TuRBo corners with a UBR buffer? I don't care if you explain how to do it with corners first or edges first. Thanks in advance.
    Getting lucky is a crime. Punishable by death.

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    Edges first. Solve the last one and swap UB and UL extra (using Z perm to solve the last piece and swap those two).
    Solve corners, except last.
    Setup to pll case.
    3BLD: slowly getting fast 4BLD: 6:27 [2:55]
    3x3: 7.99 [single] 11.79 [ao5]

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    Hi

    For 4x4 centers, (I'm using speffz blindlettering scheme), is there a good way to solve ACV, AUB and AVB using comms? And if you type out the algs for me, can you please explain why is it done that way? I seem to have trouble doing stuff that involves the buffer, something else in the U layer and the D face. Thanks!

    P.S. try and explain in a way like how Daniel explains stuff :P thanks

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    Or you could do corners first, and in the last conm do: Buffer-corners where went it-UBL. So, UBL and UBR will be exchanged.
    With the edges you have do the same idea in the last conm: Buffer-edge where went it-UB. So, UF and UBR will be exchanged.
    Finally you have one T-perm.
    With this parity you could execute first the corners or the edges, whatever you best for your memo.

    Sorry for my English.

  7. #2757

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    Quote Originally Posted by DYGH.Tjen View Post
    Hi

    For 4x4 centers, (I'm using speffz blindlettering scheme), is there a good way to solve ACV, AUB and AVB using comms? And if you type out the algs for me, can you please explain why is it done that way? I seem to have trouble doing stuff that involves the buffer, something else in the U layer and the D face. Thanks!

    P.S. try and explain in a way like how Daniel explains stuff :P thanks
    ACV: Lw' U2 l U r2 U' l' U r2 U Lw
    Same type of thing as a columns corner case. Lw' sets up to a 9 move commutator.

    AUB: z2 U l2 U' r2 U l2 U' r2 z2
    I don't know how to explain that one. It's pretty simple. It's like Niklas but with half turns instead of quarter turns.

    AVB: mirror of AUB
    If anyone wants to add me on Guild Wars 2 send me a PM :tu

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    AUB: l2 D r2 D' l2 D r2 D'.
    Explanation: Ubl and Dfl are interchangable with move l2. (D r2 D') will put Ubr center to Dfl place so nothing more is changed on the l-slice.

  9. #2759

    Default Having trouble with Old Pochmann corners

    i am having issues with old pochmann corners. when the buffer peice becomes solved it just messes up the rest of my memo.

    what i am asking is there a good way around this? or is there a more efficient method?

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    Quote Originally Posted by drrubikscube View Post
    i am having issues with old pochmann corners. when the buffer peice becomes solved it just messes up the rest of my memo.

    what i am asking is there a good way around this? or is there a more efficient method?
    You've either solved the corners or you need to break into a new cycle. If you've shot to every unsolved piece, you've solved the corners. If not, break into a new cycle

    L2 U B2 R2 B2 R2 U' F2 U2 R2 B2 R' U R D F2 R D R U

    Y perm
    R Y perm R'
    D F' Y perm F D'
    F' D R Y perm R' D' F
    D2 R Y perm R' D2
    *new cycle*
    R2 Y perm R2 (any piece that isn't solved already)
    R D' F' Y perm F D R'
    R2 Y perm R2
    sim is gay
    ponies are qt

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