# 4x4 Blindfolded, U2 Centers Method Tutorial

Discussion in 'How-to's, Guides, etc.' started by ender9994, Jan 12, 2011.

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1. ### ender9994Member

260
26
Nov 12, 2008
Whippany NJ
WCA:
2008GROM01
ender9994
Hey guys, I decided to make a video tutorial for solving the centers of the 4x4 blindfolded using the U2 method. I made this so that I could practice teaching others this method as well as the fact that there are not many guides specifically for this.

In part 1, I go over an introduction to the method as well as the basics for shooting pieces in the buffer location to its destination on the F, R, B, and L faces.

Part 1.5: An explanation of breaking into new cycles as well as an example solve for the F, R, B, and L face centers

Part 2: How to solve the D centers

Part 3: How to solve the U centers

Hopefully this will convince more people to attempt 4x4 blind because with previous knowledge of the m2 method, U2 should easily be learn-able by someone within a hour.

For those that need them, here is a complete list of the center position set up moves:

Centers:

Ulb: {r’ur} U {r’u’r} U {r’ur} U2 {r’u’r} U2
Ulf: U2
Urb: Buffer
Urf: {r’ur} U’ {r’u’r} U’ {r’ur} U2 {r’u’r} U2

Flu: {U2 b u b' U2} U2 {U2 b u' b' U2}
Fld: {U2 r d2 r’} U2 { r d2 r’ U2}
Fru: {l' u2 l} U2 {l' u2 l}
Frd: {f' d' f} U2 {f' d f}

Rub: {U2 r' u r U2} U2 {U2 r' u' r U2}
Rdb: {U' r' d' r U} U2 {U' r' d r U}
Ruf: {U2 r u’ r’} U2 { r u r’ U2}
Rdf: {l d’ l’} U2 { l d l’}

Ldf: {U' r' d r U} U2 {U' r' d' r U}
Luf: {U2 r' u' r U2} U2 {U2 r' u r U2}
Lbu: {U l u' l' U'} U2 {U l u l' U'}
Ldb: {l d l'} U2 {l d' l'}

Brd: {U b d b' U'} U2 {U b d' b' U'}
Blu: {U' f' u' f U} U2 {U' f' u f U}
Bru: {U l u2 l' U'} U2 {U l u2 l' U'}
Bru: { f u f’} U2 { f u’ f }

Dlf: {l B d2 B' l'} U2 {l B d2 B' l'}
Drf: {D' l B d2 B' l'} U2 {l B d2 B' l' D}
Dlb: {D l B d2 B' l'} U2 {l B d2 B' l' D'}
Drb: {D2 l B d2 B' l'} U2 {l B d2 B' l' D2}

Center Parity: U2

Please tell me if there are any mistakes above and feel free to give advice/tips of the tutorial. I am not the greatest speaker/teacher but I wish to become better.

Thanks

Doug

Also, special thanks to trying-to-speedcube because his example solve was how I initially learned.

Last edited by a moderator: Apr 7, 2016
2. ### MightyGuyMember

3
0
Jul 14, 2010
Very nice tutorial! I'm looking forward to part 2.

3. ### nickvu2Member

278
2
Sep 5, 2009
Seattle
WCA:
2007VUNI01
I also can't wait for part 2! Looking around, I see very little info out there on 4x4 BLD. (Another reason why this tutorial is so appreciated.) Noob questions: What are the popular methods people are using these days for 4x4 BLD? Is U2 centers a standard solution for centers, or a variation, or something brand new? What are the advantages/disadvantages to this approach, compared to others (if there are others)?

294
0
Sep 1, 2007
WCA:
2007ENDR01
5. ### ender9994Member

260
26
Nov 12, 2008
Whippany NJ
WCA:
2008GROM01
ender9994
To my knowledge the main methods for edges are r2 (which I use) or commutators, while the main methods for centers are commutators or U2. In both cases commutators provide a much more efficient process and can be extremely fast if you get good at them. However, r2 and U2 can be very fast as well due to their lack of intuition during the solve. I believe Dennis Strehlau uses U2 for the centers.

I am sorry I have not posted the other parts yet, but I guarantee that the final 2 parts will be up by Friday at the latest.

6. ### mati rubikMember

287
0
Aug 24, 2008
santiago, chile
WCA:
2009MACA01
Mk669
can I do [d l d' l'] U2 [l d l' d'] for the Fdl piece?

and to similar to avoid the extra U2 in special cases?

May 16, 2010
Whiteford, MD, USA
WCA:
2010REES01
RyanReese09
Awesome first part-makes a lot of sense! I assume to break into a new cycle you just pick any other random peice and get that to buffer?

8. ### blahbrah

Dec 30, 2007
Cantucky
WCA:
2009LIAN03
blahcel
I may be wrong, but I'm pretty sure U2 is not the standard method for centers.

9. ### ErikMember

Define standard method

10. ### MarcellMember

294
0
Sep 1, 2007
WCA:
2007ENDR01
Yes, of course.

11. ### nickvu2Member

278
2
Sep 5, 2009
Seattle
WCA:
2007VUNI01
I was originally trying to ask how widely used the method was. Perhaps it was an unclear choice of words.

12. ### That70sShowDudeMember

Sep 8, 2008
Emmaus, PA
WCA:
2010KOTC01
FitCuber65
Bump for part 2

13. ### ender9994Member

260
26
Nov 12, 2008
Whippany NJ
WCA:
2008GROM01
ender9994
Hey guys, sorry it took so long to finish up this tutorial. The first post has been updated with the rest of the tutorial. If anyone is still confused about something, please tell me and I will make a specific video explaining it.

Doug

Sep 8, 2008
Emmaus, PA
WCA:
2010KOTC01
FitCuber65
Thanks!!!

15. ### rubiksarlenMember

563
1
Feb 3, 2011
Malaysia
WCA:
2011TANA02
huntforfood99
there are some algs which have more than one U2 move in them. so to know whether i'll have parity, do i count targets or number of U2s?

16. ### miniGOINGSMember

Feb 27, 2009
The number of targets will equal the number of U2s. While some algorithms have more than one U2, they also have additional U moves that in the end have the U layer a U2 away. Hope that makes sense.

17. ### rubiksarlenMember

563
1
Feb 3, 2011
Malaysia
WCA:
2011TANA02
huntforfood99
so i just count targets?
and yea, i guess i understand

bumping!

what do you think about these algorithms?
(I use Ulb as buffer)

For U face centers:
Ubr: r' F r' b2 r F' r' b2 r2 (A perm)
Ufl: y l F' l b2 l' F l b2 l2 y' (A perm)

For D face: columns commutator
Dfr: r2 D' r2 D r2 U2 r2 D' r2 D r2 (braindead 11-mover)
for the rest, just adjust D face

I just started practicing, and I love it! very easy and braindead. for edges and corners I use r2/R2, so, it´s just more of tha same =)

Thx!

19. ### MaikeruKonareMember

213
0
Jun 28, 2013
Michigan, USA
WCA:
2013CONA01
SpecialPieMan66
Why can I find dozens of blind centers tutorials but not a single edges tutorial?