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Daniel's comms

Discussion in 'Blindsolving Discussion' started by Daniel Lin, Jun 10, 2016.

  1. Most people organize comms in alphabetical order. My list is a bit different because i organized each case by the number of moves required to optimally solve it. I think this makes it easier to learn big chunks at once, since all the comms in each group are related.

    I think these algs are pretty good, please tell me if you see something slow. And of course if there's a mistake

    Buffers I use

    corners: UBL

    All letter pairs are in Speffz


    U face interchange
    BL
    [U, R D2 R']
    BH [U, R D' R']
    or [L' D' L, U']
    BO [U, R D R']
    or [L' D L, U']
    BK [L' D2 L, U']

    HD [U, L' D' L]
    KD [U, L' D2 L]
    OD [U, L' D L]

    CG [U2, R' D R]
    CP [U2, R' D' R]
    CS [U2, R' D2 R]

    CO [L' D L, U2]
    CK [L' D2 L, U2]
    CH [L' D' L, U2]

    PD [L D' L', U']
    TD [L D2 L', U']
    GD [L D L', U']

    L face interchange
    VS
    [L, U R2 U']
    TS [L, U R' U']
    or [z' [R' U' R, D']]
    NS [L, U R U']
    or [z' [R' U R, D']]
    MS [z' [R' U2 R, D']]

    TI [L', U R' U']
    VI [L', U R2 U']
    NI [L', U R U']

    JI [U' R' U, L]
    PI [U' R U, L]
    OI [U' R2 U, L]

    JU [z':[R U' R', D2]]
    PU [z':[R U R', D2]]
    BU [z':[R U2 R', D2]]

    NU [z:[U2, R D R']]
    VU [z:[U2, R D2 R']]
    TU [z:[U2, R D' R']]

    D face interchange

    PT
    [D, R' U R]
    LT [D2, R' U R]
    HT [D', R' U R]
    or [L U L', D]
    HP [L U L', D2]
    HL [L U L', D']

    KO
    [R U2 R', D']
    KG [R U2 R', D]
    KS [R U2 R', D2]

    R face interchange

    ON [R', U' L' U]
    or [z' R D' R', U]
    OM [z' R D' R', U2]
    OP [z' R D' R', U']
    PN [R2, U' L' U]
    MN [R, U' L' U]

    VB [z':[R' D2 R, U2]]
    VT [z':[R' D2 R, U]]
    VJ [z':[R' D2 R, U']]

    A9s
    NJ
    [R:[R D R', U]]
    or [x':[L D' L, U]] or [x':[U', R' D' R]]
    HJ [R:[R D' R', U]] or [L':[D, L' U L]]
    or [x':[L D' L, U']] or [z' x:[R U2 R', D]]
    LJ [R:[R D2 R', U]]
    [z' x:[R' D R, U2]]
    WJ [z' R':[R' D2 R, U']]
    or [x':[L D' L', U2]]

    MD [L:[L D L', U]]
    or [x':[R U' R', D]] or [x':[D', L' U' L]]
    MV [L:[L D' L', U]] or [R:[D, R' U R]]
    or [x':[R U' R', D']] or [z' x':[D, R U2 R']]
    MW [L:[L D2 L', U]]
    or [z' x:[R' U R, D2]]
    MU [z' l:[D, R U2 R']]
    [z' D:[R' U2 R, D2]]

    HG [z' R':[R' U R, D']]
    or [z x':[R' D R, U']] or [z x':[L D L', U]]
    NG [z' R':[R' U' R, D']] or [z R D':[R U' R']]
    [z x':[R' D R, U]] or [x:[D', R' U2 R]]
    MG [z' R':[R' U2 R, D']]
    [x':[R U' R', D2]]
    WG [R:[R U2 R', D]]
    [z x':[R' D R, U2]]

    LI [z R':[R' D' R, U']]
    [z' x:[R' D R, U']] or [z' x:[L D L', U']]
    LK [z R':[R' D R, U']] or [z' R:[U', R D' R']]
    [z' x:[R' D R, U]] or [x:[U', R' D2 R]]
    LW [z R':[R' D2 R, U']]
    LC [l':[U', R' D2 R]]
    [U':[R D2 R', U2]]

    IH [U:[U R U', L]]
    [z x':[U', R' D' R]] or [z' x:[R U' R', D]]
    VH [L:[U', L D' L']] or [R':[R' U R, D']]
    [z x':[U', R' D2 R]] or [x':[L' D L, U]]

    DN [L:[L' D' L, U']]
    [x:[R' U R, D]] or [x:[L U L', D]]
    KN [z' R:[R D' R', U]] or [z R':[U, R' D R]]
    [x:[D, L U2 L']] or [z x:[L U' L', D']]

    TC [r':[L' D2 L, U']]
    or [U:[L D2 L', U2]]
    OU [z l:[R D2 R', U]]
    or [z' U':[R' D2 R, U2]]

    B9s
    SJ
    [z' D':[D', R U' R']] or [z' D:[L' U' L, D]]
    BP [U:[U, R' D' R]] or [U':[U', L D' L']]
    MP [z' U':[U', R D' R']] or [z D:[R' U' R, D]]
    BG [U:[U, R' D R]] or [U':[L D L', U']]
    LP [D:[D, R' U R]] or [D':[L U L', D']]
    PS [z U:[U, R' D R]] or [z' D':[R U R', D']]

    LD [U:[U, R D2 R']] or z F' L' F l' U' L U l z'
    DS [U':[U', R' D2 R]] or z l' U' L U l F' L' F z'
    SG [D:[D, R U2 R']] or z r U R' U' r' F R F' z'
    IB r U R' U' r' F R F' or [z' D:[D, R U2 R']]
    MI F R F' r U R' U' r' or [z D':[D', R' U2 R]]
    BJ l' U' L U l F' L' F or [z' U':[U', R' D2 R]]

    JT [F' L F, R2] or [z' U':[R' D2 R, U2]]
    GO [D:[R U2 R', D2]] or [z:[F R' F, L2]]

    OS [D:[D, R U2 R']]
    [z U:[U, R' D2 R]]
    BS [U:[U, R' D2 R]]
    [L:[L, F R' F']]
    TB [U':[U', L D2 L']]
    [R':[R', F' L F]]

    11 moves

    VG [R2 U:[U, R' D R]]
    [L2 D':[L U L', D']]
    VN [R2 U:[U, R' D' R]]
    [L2 D':[L U' L', D']]
    LN [R2 D:[D, R' U R]]
    [L2 U':[L D L', U']]
    MH [z' R2 U':[U', R D' R']] or [x:[L' U2 L, D]]
    [z:[R2 U:[U, R' D' R]]
    HK [z' R2 D':[D', R U R']] or [x:[D', L U2 L']]
    [z R2 D:[D, R' U R]]
    KJ [z' R2 D':[D', R U' R']] or [x:[R' D2 R, U]]
    [z R2 D:[D, R' U' R]]

    13 moves
    KW
    [D' R2 U:[U, R' D R]]
    []
    KI [U R2 U:[U, R' D' R]]
    []
    DV [z' D' R2 D':[D', R U R']]
    []
    WV [z' U R2 D':[D', R U' R']]
    []
    DW [z' D R2 D:[R' U' R, D]]
    []
    WI [U' R2 U':[R D R', U']]
    []
    QL [[l:[U2, R D' R']]
    [R' U:[R D2 R', U2]]
    QT [l:[U2, R D R']]
    QI [l:[U2, R D2 R']]
    QP [r':[L' D L, U2]]
    [R' U:[R D R', U2]]
    QH [r':[L' D' L, U2]]
    [R' U:[R D' R', U2]]
    QC [r':[L' D2 L, U2]]
    QV [L:[L D' L', U2]
    QD [L:[L D L', U2]
    QW [L:[L D2 L', U2]
    QG [R':[U2, R' D R]
    QM [R':[U2, R' D' R]
    QS [R':[U2, R' D2 R]

    OF [z U' R':[R' D2 R, U2]]
    [U' r:[U2, L D' L']] or [U l:[U2, R D R']]
    [U' R U:[R' D' R, U2]]
    GF [z U' R':[R' D' R, U2]] or [z' D R':[R' U' R, D2]]
    [U' r:[U2, L D L']] or [U l:[U2, R D' R']]
    [U' R U:[R' D R, U2]]
    NF [z' D R':[R' U R, D2]]
    [U' l':[R' D2 R, U2]] or [U r':[L' D2 L, U2]]
    [
    VF [U' L':[U2, L' D2 L]]
    [z U' l:[R D' R', U2]] or [z' D l:[R U R', D2]]
    BF [U' L':[U2, L' D' L]] or [U R':[U 2, R' D'
    [z U' l:[R D R', U2]] or [z D l:[R U' R', D2]]
    UF [U R':[U2, R' D R]]
    [z U l':[U2, R' D2 R]] or [z' D' l':[D2, R' U2 R]]
    KF [z U R:[U2, R D2 R']]
    [U' l':[R' D' R, U2]] or [U r':[L' D L, U2]]
    SF [z U R:[U2, R D R']] or [z' D' R:[D2, R U R']]
    [U' l':[R' D R, U2]] or [U r':[L' D' L, U2]]
    [U' R U:[R' D2 R, U2]]
    CF [z' D' R:[D2, R U' R']]
    [U l:[U2, R D2 R']] or [U' r:[U2, L D2 L']]
    TF [U L:[L D2 L', U2]]
    [z U l':[U2, R' D R]] or [z' D' l':[D2, R' U' R]]
    JF [U L:[L D L', U2]] or [U' R:[R D R', U2]]
    [z U l':[U2, R' D' R]] or [z' D' l':[D2, R' U R]]
    HF [U' R:[R D' R', U2]]
    [z U' l:[R D2 R', U2]] or [z' D l:[R U2 R', D2]]

    XI [z R':[R' D' R, U2]]
    XK [z R':[R' D R, U2]]
    XW [z R':[R' D2 R, U2]]
    XL [z' R:[D2, R U R']]
    XJ [z' R:[D2, R U' R']]
    XB[z' R:[D2, R U2 R']]
    XN [z l:[R D R', U2]]
    XP [z l:[R D' R', U2]]
    XU [z l:[R D2 R', U2]]
    XO [z' l':[D2, R' U' R]]
    XM[z' l':[D2, R' U R]]
    XD [z' l':[D2, R' U2 R]]

    IC [l':[U2, R' D2 R]]
    IG [z R:[R D R', U2]]
    DJ [L':[L' D' L, U2]]
    DU [z' l:[D2, R U2 R']]
    PJ [z' l':[R' D R, U2]]
    PG [l:[R U' R', D2]]
    HU [D R':[D2, R' U R]]
    HO [r:[L U L', D2]]
    VL [R':[R' U R, D2]]

    mirrors of above algs
    NC
    [z' U' R:[U2, R D' R']]
    [U' l:[U2, R D2 R']] or [U r:[U2, L D2 L']]
    NT [z l':[R' U' R, D2]]
    BM [U R:[R D R', U2]] or [U' L:[U2, L D L']]
    [z D l':[D2, R' U' R]] or [z' U' l':[U2, R' D R]]
    BW [z' R':[U2, R' D2 R]]
    KM [z' R:[R D' R', U2]]
    KT [z' U' R':[R' D2 R, U2]]
    [D' R:[D2, R U' R']] or [D r:[D2, L U L']
    SW [R:[D2, R U2 R']]
    SL [z U R':[R' D' R, U2]] or [z' D' R':[R' U' R, D2]]
    [D l:[D2: R U' R']] or [D' r:[D2, L U L']]
    VO [D R:[R U2 R', D2]]
    [z' U l':[U2, R' D R]] or [z D' l':[D2, R' U' R]]

    A perms from different angles
    CB
    A perm [l':[R' D2 R, U]]
    DC A perm from the back [r':[L' D2 L, U]]
    BD lefty A perm [r:[L D2 L', U']]

    WH [z' R':[R' D2 R, U]] or [L:[U', L D2 L']]
    WN [R:[R U2 R', D']] or [z R':[U, R' D2 R]]
    HN [z R:[R U2 R', D']] or [L':[D, L' U2 L]

    IU [z l:[R D2 R', U']]
    US [z' l:[R U2 R', D']]
    SI [z l':[R' D2 R, U]
    orthogonals
    OJ
    [R U:[R' D' R, U]]
    or [z' R D':[D', R U' R']]
    MT [R' U:[R' D' R, U]]
    or [z' R' U':[U', R D' R']]

    GJ [R U:[R' D R, U]]
    [z' R' D':[R U' R', D']]
    GT [R' U:[R' D R, U]]
    [z' R' U:[R U R', D']]

    OL [R D:[R' U R, D]]
    [R D':[R U R', D']]
    ML [R' D:[R' U R, D]]
    [R U':[U', R D' R']]

    cyclic shifts
    QF
    [z' D' R:[R U2 R', D2]]
    XG [D' R:[R U2 R', D2]]

    FX [U R':[R' D2 R, U2]]
    JQ [z' U R':[U2, R' D2 R]]

    LF [U' R:[R D2 R, U2]]
    FM [z D R':[D2, R' U2 R]]

    OQ
    [D R':[R' D2 R, U2]] or [z U2 R:[R U' R', D2]] or [U2 L':[L' D L, U2]]
    XQ [z D2 R':[R' D R, U2]] or [D2 L:[U2, L D" L']] or [z U2 L':[L' D L, U2]]
    TX [U2 L':[L' U L, D2]] or [z' U2 R:[R U' R', D2]] or [D2 R':[D2, R' U R]]
    columns
    VX
    [z' U R:[R U' R', D2]]
    or [z' F' l':[R' U R, D2]]
    XC [z D' R':[R' D R, U2]]
    or [z F l:[R D' R', U2]]
    CV [z U' R':[R' U R, D2]]
    [F l:[R U' R', D2]]
    UK [U L:[L U' L', D2]]
    or [z' F' l':[R' D R, U2]]
    PW [z' U R:[R D' R', U2]]
    or [D' R':[D2, R' U R]]
    KQ [D' R':[R' D R, U2]]
    or [F l:[R D' R', U2]]
    PF [U L:[L D' L', U2]]
    or [z U' R':[R' D R, U2]]
    QU [D L:[L D' L', U2]]
    or[F' r':[L' D L, U2]]
    WF [z U R:[R D' R', U2]]
    or [U' L':[U2, L' D L]]
    per specials
    WC
    [R D' R':[R' D R, U2]]
    or [z' L' D L:[L D' L', U2]]
    WU [L' U' L':[L' U L, D2]]
    or [z' R U R:[R U' R', D2]]
    CU [L D' L':[L' D L, U2]]
    or [z R' D R:[R D' R', U2]]
     
    Last edited: Mar 22, 2017
  2. Added a ton more algs
    multiple comms per case

    yay
     
    abunickabhi and newtonbase like this.
  3. mark49152

    mark49152 Super Moderator Staff Member

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    This is great, thanks for sharing.
     
    Daniel Lin likes this.
  4. thanks

    do you like the way I organized my comms or is it confusing?

    I'm thinking of making a list for edges, so should I organize them alphabetically or by optimal movecount?
     
  5. mark49152

    mark49152 Super Moderator Staff Member

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    I like the organisation by U sticker groups. It's how I think of them too. I'd like to see similar for edges.
     
  6. what do you mean by U sticker groups?
     
    abunickabhi likes this.
  7. mark49152

    mark49152 Super Moderator Staff Member

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    Well OK, they're not all on U. But under 9s you have Q, F and X groups and under 8s they are grouped by M, J etc. And similar elsewhere. That's helpful for me.
     
  8. update: added more algs. I have one for every single corners 3style case now (excluding inverses)
     
  9. h2f

    h2f Premium Member

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    I think you should mention in the first post what buffers you use. :)
     
  10. oh yeah true

    i think the vast majority of blders use UBL for corners. It's weird though that kaijun uses DFR and gianfranco uses UFR
     
  11. h2f

    h2f Premium Member

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    Yeah. About Kaijun - maybe he's started from U2/R2?
     
    abunickabhi likes this.
  12. M2/R2

    same with marcell endrey
     
    abunickabhi likes this.
  13. h2f

    h2f Premium Member

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    Yeah, M2/R2. :)
     
  14. just FYI this list is really outdated now (don't use it!!)

    if you want to learn good, speed-optimized algs, check the link in my sig (it's UFR buffer though, not UBL)
     
  15. theawesomecuber

    theawesomecuber Member

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    This might be the best place to ask you about your buffers. I put a lot of thought into which buffers I should use, and I decided on having all my buffers be on the back left of the cube, so for 3x3 my buffers would be UBL and UB. I do a lot of sighted solves with these buffers, so I'm starting to get used to some patterns (but switching buffers is by no means out of the question), but then I saw that you do something similar but group your buffers in the front right.

    My reasoning for picking these buffers is that UB is just as good a buffer as UF, and I had read or heard somewhere that corner buffers are all about the same. Furthermore, having my buffers grouped in the back left allows me to use F, U, and R moves to set up for 22LL algs for parity, which in theory is more ergonomic.

    I realize I'm totally rambling on, but basically, I want to know whether you think a UFR corner buffer is fast enough to compensate for in theory worse parity algs. Thanks!
     
  16. The majority of my corner algs are optimized for <R, U, D> execution. so that means any UFR case with at least one target on the Lslice can be mirrored across the Sslice or Eslice to a UBL case.

    example:
    UFR BUR DBL
    i solve this with R U' R' U R D' R' U' R UD R'

    i can mirror this over the Eslice, which turns it into

    UBL DFR BDR
    R' D R D' R' U R D R' U'D' R

    as you can see, mirroring almost doesn't change the speed of the comm at all (both are sub 0.8able). Since most cases can be mirrored like this, UFR and UBL are pretty much the same

    the only algs that can't be mirrored are the UFR ones with all 3 targets on the Rlayer, and UBL ones with all 3 on L. The UBL ones are pretty bad (especially UBL DFL BLD), which is why i think UBL is tiny bit worse.

    for edges, UB is slightly worse than UF. UB tends to have more cases with B moves. when mirrored across the S-slice, algs like R' F R, S become R B' R', S which is awkward to execute unless you do it as x': R U' R', E.

    I don't think UF/UFR is worse combo for parity compared to UB/UBL. your theory (that back left buffers allow for more <F, U, R> setups) doesn't really make sense, since a lot of the times setups move your buffers. Also, i know gianfranco's parity algs are about 1.4s on average, which is really fast already so i can't see UB/UBL being a ton better.
     
    theawesomecuber likes this.
  17. theawesomecuber

    theawesomecuber Member

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    Thank you so much!

    You've got me convinced, so I think I'm gonna learn orozco so I can switch to these new buffers ASAP.
     
    Daniel Lin likes this.
  18. no problem :)

    but only switch if you really want to though, it really doesn't make a noticeable difference in times (you can be sub 23 with any pair of buffers). i was mostly explaining stuff just for theory
     
  19. theawesomecuber

    theawesomecuber Member

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    Well if I'm revamping the way I solve (which I'm motivated to do), I might as well go for the best possible way.
     
    Dylan Swarts, Keroma12 and Daniel Lin like this.
  20. Zorse

    Zorse Member

    3
    1
    Sep 22, 2017
    Don't you think you could be sub-22 or 21? Or is sub-23 the limit without floating buffers.
     

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