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Thread: F2L Tips and Help thread

  1. #251
    Member amostay2004's Avatar
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    Quote Originally Posted by Rpotts View Post
    alg=R U' R' U2 y' R' U' R y

    R U' R U2' R2' U' R2 U' R2'

    just found this I've been using

    R U R' U2' R U' R' U R U' R'

    I think i might prefer the first.
    R r' U L F' L' U' M'
    1 corner and 1 edge solved, 6 corner targets, 10 edge targets = pwn

  2. #252

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    Do you guys suggest I learn full PLL?
    Or learn a massive bunch of F2L Algs to support my intuitive F2L?
    For F2L, it's around 6 algs I need to learn.
    So stick with intuitive all the way? or learn full PLL?

  3. #253
    Member Akuma's Avatar
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    I would strongly suggest learning full PLL.
    Full PLL is really not that difficult to learn concidering many algorithms are similar to each other and many consists of familiar triggers (such as the "sexy move" or "sledgehammer"-trigger)
    Also, learning PLL brings you closer to learning how to solve the 3x3x3 blindfolded if you use the classical Pochmann-method.

    Knowing full PLL is never a waste of time.

    There is a video here and a list of algorihtms here


    Quote Originally Posted by wontolla View Post
    For example:



    You can do y L' U' L U2 L' U' L U L' U' L or whatever.
    I would do y' U2 R2 U2 R U R' U R2. Much faster- 2-gen and still allows for look-ahead in all other slots
    Last edited by Akuma; 05-16-2011 at 01:39 AM.
    3x3:Sub-30 graduate Going for Sub-20
    Started July 2009 Working on: F2L, PLL

  4. #254
    Member Clayy9's Avatar
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    Quote Originally Posted by amostay2004 View Post
    R r' U L F' L' U' M'
    This is what I personally use.

  5. #255

    Default Finger Trick F2L Algorithms?

    I need F2L Algorithms that only require R, U, L moves.

    "The first and most important step of the ZZ Method. It involves orienting all 12 edges, while simultaneously placing the line edges (DF and DB). After the EO part, the cube is reduced to <R, U, L, D, F2, B2>. After placing DB and DF, the cube is reduced to <R, U, L>, meaning it can be solved completely by turning only the R, U and L layers. "
    BACK CUBING

  6. #256
    Member MaeLSTRoM's Avatar
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    Don't use F2L algs for ZZ, learn how to blockbuild.
    Mega is mega :3 K4 :D
    Proud Holder of Megaminx UKNR's

  7. #257
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    You've got to think before posting: If my question is probably so popular, shouldn't it be already answered somewhere?

    http://www.speedsolving.com/wiki/index.php/F2L
    PB:11.86, avg3:14.93, avg5:15.43, avg12:16.42

  8. #258

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    Lol no way am I going to check to see if all of those meet the orientation created from EOline.. I'll try Cube explorer.

    And I only want those moves, R, U, L, no rotations or anything else.

    Edit:
    I think using EOLine lowers the F2L Cases lol.
    BACK CUBING

  9. #259
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    Quote Originally Posted by Jorghi View Post
    Lol no way am I going to check to see if all of those meet the orientation created from EOline.. I'll try Cube explorer.

    And I only want those moves, R, U, L, no rotations or anything else.

    Edit:
    I think using EOLine lowers the F2L Cases lol.
    I think you need to shut up and think a bit.
    Yeah, you can't have unoriented edges, that is cool. But, you really do block building for ZZ, only 2 slots are similair to F2L.
    Also, you need alg's only for some hard cases, most of ZZf2L is intuitive.
    Last edited by NaeosPsy; 07-02-2011 at 02:27 PM.
    3x3 1/5/12/100 - 9.73/12.44/12.91/14.24 gogosub-13tillchristmas 3x3 OH - 16.03/20.24/21.19 2x2 - 1.90/3.90/4.53/5.88 4x4 - 50.76/57.35/1:00.49/ - 5x5 - 1:47.19/1:58.20/2:03.32/

  10. #260

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    Why should I block build lol? I thought CFOP F2l was the most efficient and quickest way.
    BACK CUBING

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