# Thread: One answer BLD question thread blind

1. There is a lot to explain for your questions. If you haven't read Macky's page before, it may help you some.

Originally Posted by Solve
Lots of questions...

1. What is the difference between 3-cycle and piece by piece BLD methods?

2. Which is more efficient?
I can answer these two here. 3 cycle methods use 3-cycle algorithms to solve the permutation of 2 pieces of the cube at a time (usually). 2 cycle methods use 2-cycle algorithms (stuff like the T-perm or the slice move M2) to solve 1 piece at a time (usually), plus a side effect that disrupts the cube a little bit in a manageable way.

As to which method is more efficient, there's not really a good answer to that. Both methods have pros and cons.

3-cycle methods:
pros: solves pieces in fewer moves, usually.
cons: more thought intensive at each step, can have more "difficult" cases than 2-cycle methods

2-cycle methods:
pros: less thought required. Moves can be generally memorized before-hand more easily than for 3-cycle. This can lead to "muscle memory" execution, which can be very fast.
cons: usually requires more moves to solve all pieces. A fast turning speed will often be required to get good times (but the muscle memory execution can facilitate this to some extent).

As for how these methods are used to solve the cube blindfolded, try reading Macky's guide in addition to Ryan's guide and see if that helps.

Happy (BLD) cubing!

2. Originally Posted by Solve
Lots of questions...

3. How do they allow you to solve the cube blindfolded and how do they work?

4. Does M2/R2 do edges first then corners?

Just FYI, I know very little about BLD, so if you explain in newbie terms, that'd be great.
re: 3
http://www.speedsolving.com/forum/sh...l=1#post650871
Joels tutorial is IMHO the best text based tutorial on Old Pochmann (piece by piece)
Zane recently put up some great video tutorials on Old Pochmann and M2
Old pochmann http://www.speedsolving.com/forum/sh...LD-Progression
M2 http://www.speedsolving.com/forum/sh...al-Progression

re: 4
M2 is an edges method (piece by piece)
R2 is a corners method (piece by piece)
you do the math

3. Looking to do 5BLD at USNats. Corners, x-centers, +-centers, wings, midges: OP, comms, advanced M2, advanced R2, advanced M2.
That has been my order, but I could change it up.

What do I need to know about parities and stuff before I attempt? Thanks.

4. what is advanced M2 and r2?

5. Originally Posted by vcuber13
what is advanced M2 and r2?
The implementation of commutator 3cycles based off of M2 ex:
DF-UR-BL U' {M2} (U' L U) {M2} (U' L' U') U Here is a video By Zane

6. Originally Posted by vcuber13
what is advanced M2 and r2?
My advanced M2: using 1-move setups to transform edge cycles into 8-move comms with M2 as the interchange move. The setup is always a U* move (to bring UL, UR, or UF to UB) or a B* move (to bring LB, RB, or DB to UB).
Also, using 8-move comms when one of the targets is FU or BD (using M or M' as the interchange move). But, I don't use the first strategy to setup to the second strategy.

7. Originally Posted by Julian
Looking to do 5BLD at USNats. Corners, x-centers, +-centers, wings, midges: OP, comms, advanced M2, advanced R2, advanced M2.
That has been my order, but I could change it up.

What do I need to know about parities and stuff before I attempt? Thanks.
You are clearly more experienced in big BLD than me but perhaps this can still be of some use.
If not for you then perhaps for others

My order and parity fixes and reasons why I chose to do so

x-centers: cannot go wrong with comms
+-centers: are actually quite easy with comms because there are so many possibilities to set up the cycles (I use U l as buffer; this way I can use both M and r slices as insertion moves to create finger-friendly comms)
Wings: r2 and use normal r2 D’ L’ F l’ U2 etc etc parity (note: this requires solved centers)
Midges and Corners: Parity is done in two parts
Midges: M2 with normal 3x3 parity U’ F2 U M2 U’ F2 U (solves the M-slice and swaps UL and UB midges)
Corners OP: as OP rotates centers I do corners last on big BLD,
With parity after corners you have 2 + 2 swapped wings on UL and UB left (midges are solved because of M2 parity fix)
Parity fiix y2 - R U R’ U’ - Rw2 F2 U2 r2 U2 F2 Rw2 – U R U’ R’
Y2 brings them UR and UF
Sexy move places them opposite UF-UB
2+2 swap Rw2 F2 U2 r2 U2 F2 Rw2
Undo sexy move and you’re done

* Note that for 5BLD I am still in the phase of “written targets - BLD execution”
* THX to the guys on the chat for helping me with the M2 / Corners parity

8. Thank you Cubenovice

This will be my strategy, I think:

Corners (OP)
If corner/midge parity, additional Jb-perm, making an even number of total corner targets
If not multiple of 4 corner targets, U2

X-centers (comms)
If x-center parity, form comm with already solved piece on buffer face

+-centers (advanced M2)
If +-center parity, form 3-cycle with already solved piece on buffer face

If not multiple of 4 corner targets, U2

Wings (advanced r2)
If wing parity, setup last target to FUr, x l' U2 l' U2 x U2 l' U2 x' r U2 r' U2 l2 x', undo setup

Midges (advanced M2)
If corner/midge parity, (U' F2 U M2 U' F2 U') (Jb-perm U) (y2 R U R' U' Rw2 F2 U2 r2 U2 F2 Rw2 U R U' R')

9. Sorry for the stupid and somewhat vague questions, but...

- When is a good time to transition into 3-cycle methods? As, in "earlier the better," or should I focus more on my memo at the moment (which still takes 3 - 5 minutes on its own), and learn 3-cycle methods (I'm thinking BH/TuRBo) later, once I can memo a lot faster? (I currently use M2/OP, if that changes anything)

- How does one usually deal with parity when solving the cube BLD using 3-cycles? (Again, sorry for vagueness, but not sure how to be more thorough with that one)

Thanks in advance.

10. Hi folks!

I'm going to publish an intermediate-level BLD corners method (mainly because I can not find even similar one to show others what I'm currently using). It is a piece-by-piece method (I personally hate 3-cycles), which is exeption-, memorization- execution- and shortcut-friendly, and requires only 16 (or little more) algorithms. I can solve the corners blindfolded in 17 seconds with full (thus risky) TPS on average of twelve (measured only once, midnight, not even with my best cube... don't ask why. Best was 11, worst was 19), but I think others can be even faster with it.
(To be honest, I turn slower the cube during a normal BLD, feel more secure, so I solve the corners let's say in about 20 seconds. I think that is a moderate-level time.)

Just if anyone interested in.

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