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Hey everyone! My name is Ayyub and I’ve been cubing on and off for a couple years now. I would categorize myself as a cubing hobbyist rather than someone fully dedicated and super interested in cubing (I average ~20 seconds for anyone curious). I am though completely in love with BLD. I first learnt it 4-5 years ago, but I didn’t practice much. However, my spark for cubing was reignited (and with it for BLD) recently, and so I’ve started pursuing it again. I took the main route for edges (OP, then M2/TuRBo) but I went a bit off course for corners. Of course, I started off learning Old Pochmann but I didn’t like it. I made my own 2-cycle-orientation-then-permutation style for corners that was very inefficient but worked for me (OP does both at the same time). When I recently got back into cubing, I started adopting the main concept of OP into my own buffer (UBR instead of UBL). I currently can execute corners in about 25-40 seconds. It depends on how bad the case is obviously, but average is around 30 seconds for me (I know, I know, it isn’t very fast). Still, 30 seconds is way too long of a time to execute corners in my opinion. The other fast method for corners is BH, which is a MASSIVE step forwards. This is where my interest developed. There are many good intermediate edge blindfold techniques, but not many good, or at least well known, intermediate corner blindfold techniques. This poses a problem to those cubers who want to get faster at corner solving, but aren’t willing/in the process of learning/coming up and practicing their algorithms for BH. I attempted to try and solve this problem with the Ayam method; but first, a little comparison between intermediate corner methods.

I will not be discussing the specific advantages and disadvantages of each intermediate corner BLD method, but rather the advantages and disadvantages compared to Ayam:

DISCLAIMER: I don’t know any of the methods mentioned here. I’m basing this solely on research and my understanding of the methods. If there is a mistake or some important point missing, please mention it.

- Good introduction to commutators

- Easier to transition to BH (the algorithms you learn can be used in BH)

- Possibly faster

- No setup moves

- Solves one piece at a time

- Requires learning of algorithms

- Cannot throw in a bit of freestyle

- Requires understanding of commutators

- More move count

- Very very fingertrick friendly

- Possibly faster (on website it says 17-19 seconds with shortcuts is average solve time)

- No/minimal setup moves

- Brain-dead execution as he calls it (LOL) [means you don’t have to think very much at all while executing the solving algorithms]

- Solves one piece at a time

- Utilizes numbers for memorization

- Orientation then permutation

- Requires learning algorithms

- Cannot throw in freestyle

- Has a specific buffer

- More move count

- Relatively finger trick friendly

- Longer to learn

- Can be fast (website says his average is 11-14 seconds for corners)

- Has specific buffer

- Many many algorithms

- Solves one piece at a time

- Cannot incorporate freestyle

- Not liked and recommended by many cubers (although its counterpart M2 is highly recommended!)

- More move count

Ayam is a 3-cycling intermediate method for corner blindfold solving. The only algorithm you need to know is A-algorithm (both ways). You do setup moves to bring both of the corners to a face (preferably U) then do an A-algorithm to solve both. Let’s have an example. Buffer is UBR.

UBR> UBL> LFU

F move setup to bring LFU to UFR. Determine which way the pieces need to move. Perform an anticlockwise A. Reverse setup (F’)

UBR> LFU> UBL

F move setup to bring LFU to UFR. Determine which way the pieces need to move. Perform a clockwise A. Reverse setup (F)

That’s literally it! You’ve solved 2 corners in 11 moves. All setup moves for 2 specific corners are the same, the only difference is which A-algorithm you’ll be performing.

Please note this is a 3-cycling method, not commutators or 3-style. This is how I interpret these terms:

3-cycling is simply moving 3 pieces around the cube. Examples are U-perm and A-perm. NOTE: it is possible to have 1 independent 3 cycle of pieces ie: 3 corner cycling or 3 edge cycling (or more such as G-perms which have 2 3-cycles [one for corners and one for edges]). It is not possible to have 2 swaps; swapping 2 pieces must happen simultaneously with another 2 swap ie: 2 2-corner swaps eg: E-perm, 2 2-edge swaps eg: H-perm, Z-perm, or 1 2-corner with 1 2-edge swap eg: literally all other permutations left

Commutators are a form of 3-cycling that is focused on being highly efficient with move count eg: BH method. Thus, all commutators are 3-cycles, but not all 3-cycles are commutators.

3-style is basically speed optimal commutators. They are not as move count efficient, but man are they fast. They will usually incorporate extra moves at the beginning to make most (if not all) algorithms become 3 gen <R,U,D>

In essence, the Ayam method uses conjugates (fancy term for setup moves) to bring pieces into a certain position to execute a pre-known 3 cycling algorithm. When phrased like that, it sounds like pretty much like every other decent BLD method eg: TuRBo for edge uses the same concept and so does 3-style. Here are the key main differences between Ayam, TuRBo for corners, and 3OP, which are all pretty similar corner 3-cycling methods.

3OP requires orientation of all the corners first, then permutation

TuRBo doesn’t take into account the orientation of the piece during the setup move, there are algorithms for each specific orientation (just like TuRBo edges) [basically, all setup moves are the same, the executing algorithm is different]

Ayam method takes into consideration the orientation during the setup move, allowing you to perform your preferred 3-cycle [basically, all setup moves are different, but the executing algorithm is the same]

- Low move count (explanation given later)

- Solves 2 pieces at once

- No new algorithms need to be learnt

- Intuitive

- No specific buffer

- Very easy to incorporate your own ideas of freestyle

- Solves orientation and permutation at the same time

- Does not need to be fully incorporated as a method (can still use a bit of OP corners if you want to stick to that)

- A lot of thinking is required during the solve to track pieces

- 189 possible setup moves (most are between 1-4 moves, but maybe around 10/189 setup moves are 5 moves long) [included below]

- Lots of rotations (can become very minimal if you learn A-perm from different angles. I’m lazy though) [included below]

- No specific location to send buffer to when you want to break into a new cycle

- 80% of the cases are finger trick friendly. This sadly still means though that at least once per 2 solves you’ll have to deal with a nasty case

- Should not be focused on highly if you want to progress to faster methods such as BH or 3-style

Ayam has a decently low move count for solving all the corners for a blindfold method. The only other method I can see having a lower count is BH (which is optimal). 3-style might have the same number of moves generally as Ayam, but is much faster. Orozco has more moves than Ayam according to my calculations (since you’re reversing the commutator every time [and let’s assume it’s a pure commutator, which it always isn’t; 8+8 moves = 16 moves to solve 2 pieces]). Here is a scramble with the memorization letters (Speffz scheme) and the entire solve with move cancelations written out. I’ve created an average solve (8 moves; 1 cycle break) with no twisty corners. I tried to focus on giving the original OP method the best move cancelations and my variation of OP one of the worst. The Ayam one is an average solve. I also timed me solving each one 3 times and taking the best time out of 3 for comparison.

Scramble in your BLD orientation: L’ B2 U2 B2 L2 U2 R F2 D2 L’ B’ R F’ U2 F’ R’ B’ R’

Algorithms used:

[R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] = Old Pochmann algorithm (15 moves)

[F R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R F’] = Y algorithm (17 moves)

[L U’ R’ U L’ U2 R U’ R’ U2 R] = J algorithm (11 moves)

[R U2 R’ U’ R U2 L’ U R’ U’ L] = J algorithm (11 moves)

[R2 B2 R F R’ B2 R F’ R] = A algorithm (9 moves)

[R’ F R’ B2 R F’ R’ B2 R2] = A algorithm (9 moves)

Old Pochmann: KC HU FO NM

K: D (R) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R’) D’ – 19-2 moves

C: F [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] F’ – 17 moves

H: D2 [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] D2 – 17 moves

U: F’ [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (F) – 17-1 moves

F: (F2) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] F2 – 17-1 moves

O: (R) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R’) – 17-2 moves

N: (R2) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R2) – 17-2 moves

M: (R’) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R) – 17-2 moves

17+17+17+16+16+15+15+15= 128 moves > 29.61 seconds (pleasantly surprised with this since I don’t use this method. Pretty easy solve I’m assuming)

Times: 34.20; 30.88; 29.61

My style using UBR buffer and 3 PLL algorithms: JS LI WA KR

J: F’ L’ y [R U2 R’ U’ R U2 L’ U R’ U’ L] (y’) L F – 15 moves

S: L (y) [R U2 R’ U’ R U2 L’ U R’ U’ L] y’ L’ – 13 moves

L: D F’ [L U’ R’ U L’ U2 R U’ R’ U2 R] F D’ – 15 moves

I: L’ y [R U2 R’ U’ R U2 L’ U R’ U’ L] y’ L – 13 moves

W: D2 F2 [L U’ R’ U L’ U2 R U’ R’ U2 R] F2 D2 – 15 moves

A: y [R U2 R’ U’ R U2 L’ U R’ U’ L] (y’) – 11 moves

K: D2 L (y) [R U2 R’ U’ R U2 L’ U R’ U’ L] y’ L’ D2 – 15 moves

R: L y’ [F R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R F’] y L’ – 19 moves

15+13+15+13+15+11+15+19= 116 moves > 30.07 seconds (what I usually average)

Times: 31.87; 30.07; 30.88

Ayam Method: JS LI WA KR

JS: F’ L’ F2 [R2 B2 R F R’ B2 R F’ R] F2 L F – 15 moves

LI: L’ y [R’ F R’ B2 R F’ R’ B2 R2] y’ L – 11 moves

WA: D2 F2 [R’ F R’ B2 R F’ R’ B2 R2] F2 (D2) – 13-1 moves

KR: (D2) L y [R2 B2 R F R’ B2 R F’ R] y’ L’ D2 – 13-1 moves

15+11+12+12= 50 moves – 15.25 seconds (heck yeah.)

Times: 17.66; 19.31[messed up an A-perm ]; 15.25

Please check out this extensive YouTube video I made on all the possible cases you run into while blindfold solving (edge parity, twisted corners and cycle breaks) and a bit of explanation into freestyle to those who don’t have any idea of how to possibly incorporate it (for those who already use a little freestyle, you can skip that part )

Let’s first list out all the possible methods for corner BLD solving:

- Old Pochmann

- TuRBo corners

- R2+

- Orozco

- Boomerang

- 3OP

- Ayam

- Beyer Hardwick

- 3-style

- Freestyle

We can eliminate OP, BH, 3-style and freestyle as those are either beginner, advanced, or not really a method TuRBo corners can be eliminated. It’s not worth learning so much when Ayam and 3OP pretty much do it similarly but much easier. R2+ can be eliminated because again it’s not worth learning so many algorithms if you can use that time to just go into BH or 3-style. 3OP is good, but again, it’s a bit outdated and Ayam deals with its problem of orientation then permutation. If you still like the concept of orientation then permutation, then go for Boomerang, it’s a lot faster and easier than trying to speed up 3OP even if it’s more simplistic in theory.

We are left with Orozco, Ayam, and Boomerang.

If you are serious about your BLD, and want to progress to BH or 3-style in the somewhat near future, learn Orozco.

If you don’t mind learning a new method entirely, prefer <R,F,U> moves, or want to stick to 2-cycling, learn Boomerang.

If you like freestyle, are lazy and don’t want to learn more algorithms, want to be faster than OP corners but not necessarily lighting speed, or you move the cube slower when blindfolded, learn Ayam.

Ayam is good for those who really want to think and try to figure things out. I understand that this isn’t the best way to approach speed BLD, but it is a good intermediate method.

I believe it can be summarized well as this: If you want an intermediate method as a stepping stone to an advanced method, learn Orozco. If you want an intermediate method as a method, learn either Ayam or Boomerang depending on your preferences, needs, and goals for BLD.

I hope this helps

List of different A algorithms and all possible setup moves with UBR buffer for Ayam method:

Spoiler

References:

TuRBo: https://www.speedsolving.com/wiki/index.php/TuRBo https://www.speedsolving.com/forum/threads/turbo-corners-ubl-buffer.36148/

R2+: http://mozaik.byethost3.com/R2+.html?i=1

Orozco: https://docs.google.com/document/d/1sPvzowlU1M6PV_CQhQnf6RthclGAMJEvf5wXNSZJQAg/edit

https://www.speedsolving.com/forum/threads/how-the-orozco-bld-method-works.60487/

Boomerang: https://www.speedsolving.com/forum/...ediate-level-bld-technique-for-corners.37975/

3OP: http://cubefreak.net/bld/3op_guide.php#CP3

Cube Explorer: http://kociemba.org/download.htm

qqTimer (corner subset scrambles): https://www.qqtimer.net/

I will not be discussing the specific advantages and disadvantages of each intermediate corner BLD method, but rather the advantages and disadvantages compared to Ayam:

DISCLAIMER: I don’t know any of the methods mentioned here. I’m basing this solely on research and my understanding of the methods. If there is a mistake or some important point missing, please mention it.

**Orozco:**

Advantages over Ayam:Advantages over Ayam:

- Good introduction to commutators

- Easier to transition to BH (the algorithms you learn can be used in BH)

- Possibly faster

- No setup moves

**Disadvantages over Ayam:**- Solves one piece at a time

- Requires learning of algorithms

- Cannot throw in a bit of freestyle

- Requires understanding of commutators

- More move count

**Boomerang:**

Advantages over Ayam:Advantages over Ayam:

- Very very fingertrick friendly

- Possibly faster (on website it says 17-19 seconds with shortcuts is average solve time)

- No/minimal setup moves

- Brain-dead execution as he calls it (LOL) [means you don’t have to think very much at all while executing the solving algorithms]

**Disadvantages over Ayam:**- Solves one piece at a time

- Utilizes numbers for memorization

- Orientation then permutation

- Requires learning algorithms

- Cannot throw in freestyle

- Has a specific buffer

- More move count

**R2+:**

Advantages over Ayam:Advantages over Ayam:

- Relatively finger trick friendly

- Longer to learn

- Can be fast (website says his average is 11-14 seconds for corners)

**Disadvantages over Ayam:**- Has specific buffer

- Many many algorithms

- Solves one piece at a time

- Cannot incorporate freestyle

- Not liked and recommended by many cubers (although its counterpart M2 is highly recommended!)

- More move count

**What is Ayam? Tell us already!**Ayam is a 3-cycling intermediate method for corner blindfold solving. The only algorithm you need to know is A-algorithm (both ways). You do setup moves to bring both of the corners to a face (preferably U) then do an A-algorithm to solve both. Let’s have an example. Buffer is UBR.

UBR> UBL> LFU

F move setup to bring LFU to UFR. Determine which way the pieces need to move. Perform an anticlockwise A. Reverse setup (F’)

UBR> LFU> UBL

F move setup to bring LFU to UFR. Determine which way the pieces need to move. Perform a clockwise A. Reverse setup (F)

That’s literally it! You’ve solved 2 corners in 11 moves. All setup moves for 2 specific corners are the same, the only difference is which A-algorithm you’ll be performing.

Please note this is a 3-cycling method, not commutators or 3-style. This is how I interpret these terms:

3-cycling is simply moving 3 pieces around the cube. Examples are U-perm and A-perm. NOTE: it is possible to have 1 independent 3 cycle of pieces ie: 3 corner cycling or 3 edge cycling (or more such as G-perms which have 2 3-cycles [one for corners and one for edges]). It is not possible to have 2 swaps; swapping 2 pieces must happen simultaneously with another 2 swap ie: 2 2-corner swaps eg: E-perm, 2 2-edge swaps eg: H-perm, Z-perm, or 1 2-corner with 1 2-edge swap eg: literally all other permutations left

Commutators are a form of 3-cycling that is focused on being highly efficient with move count eg: BH method. Thus, all commutators are 3-cycles, but not all 3-cycles are commutators.

3-style is basically speed optimal commutators. They are not as move count efficient, but man are they fast. They will usually incorporate extra moves at the beginning to make most (if not all) algorithms become 3 gen <R,U,D>

In essence, the Ayam method uses conjugates (fancy term for setup moves) to bring pieces into a certain position to execute a pre-known 3 cycling algorithm. When phrased like that, it sounds like pretty much like every other decent BLD method eg: TuRBo for edge uses the same concept and so does 3-style. Here are the key main differences between Ayam, TuRBo for corners, and 3OP, which are all pretty similar corner 3-cycling methods.

3OP requires orientation of all the corners first, then permutation

TuRBo doesn’t take into account the orientation of the piece during the setup move, there are algorithms for each specific orientation (just like TuRBo edges) [basically, all setup moves are the same, the executing algorithm is different]

Ayam method takes into consideration the orientation during the setup move, allowing you to perform your preferred 3-cycle [basically, all setup moves are different, but the executing algorithm is the same]

**Advantages and disadvantages of Ayam:**

Advantages:Advantages:

- Low move count (explanation given later)

- Solves 2 pieces at once

- No new algorithms need to be learnt

- Intuitive

- No specific buffer

- Very easy to incorporate your own ideas of freestyle

- Solves orientation and permutation at the same time

- Does not need to be fully incorporated as a method (can still use a bit of OP corners if you want to stick to that)

**Disadvantages:**- A lot of thinking is required during the solve to track pieces

- 189 possible setup moves (most are between 1-4 moves, but maybe around 10/189 setup moves are 5 moves long) [included below]

- Lots of rotations (can become very minimal if you learn A-perm from different angles. I’m lazy though) [included below]

- No specific location to send buffer to when you want to break into a new cycle

- 80% of the cases are finger trick friendly. This sadly still means though that at least once per 2 solves you’ll have to deal with a nasty case

- Should not be focused on highly if you want to progress to faster methods such as BH or 3-style

**Move count demonstration:**Ayam has a decently low move count for solving all the corners for a blindfold method. The only other method I can see having a lower count is BH (which is optimal). 3-style might have the same number of moves generally as Ayam, but is much faster. Orozco has more moves than Ayam according to my calculations (since you’re reversing the commutator every time [and let’s assume it’s a pure commutator, which it always isn’t; 8+8 moves = 16 moves to solve 2 pieces]). Here is a scramble with the memorization letters (Speffz scheme) and the entire solve with move cancelations written out. I’ve created an average solve (8 moves; 1 cycle break) with no twisty corners. I tried to focus on giving the original OP method the best move cancelations and my variation of OP one of the worst. The Ayam one is an average solve. I also timed me solving each one 3 times and taking the best time out of 3 for comparison.

Scramble in your BLD orientation: L’ B2 U2 B2 L2 U2 R F2 D2 L’ B’ R F’ U2 F’ R’ B’ R’

Algorithms used:

[R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] = Old Pochmann algorithm (15 moves)

[F R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R F’] = Y algorithm (17 moves)

[L U’ R’ U L’ U2 R U’ R’ U2 R] = J algorithm (11 moves)

[R U2 R’ U’ R U2 L’ U R’ U’ L] = J algorithm (11 moves)

[R2 B2 R F R’ B2 R F’ R] = A algorithm (9 moves)

[R’ F R’ B2 R F’ R’ B2 R2] = A algorithm (9 moves)

Old Pochmann: KC HU FO NM

K: D (R) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R’) D’ – 19-2 moves

C: F [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] F’ – 17 moves

H: D2 [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] D2 – 17 moves

U: F’ [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (F) – 17-1 moves

F: (F2) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] F2 – 17-1 moves

O: (R) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R’) – 17-2 moves

N: (R2) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R2) – 17-2 moves

M: (R’) [R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R] (R) – 17-2 moves

17+17+17+16+16+15+15+15= 128 moves > 29.61 seconds (pleasantly surprised with this since I don’t use this method. Pretty easy solve I’m assuming)

Times: 34.20; 30.88; 29.61

My style using UBR buffer and 3 PLL algorithms: JS LI WA KR

J: F’ L’ y [R U2 R’ U’ R U2 L’ U R’ U’ L] (y’) L F – 15 moves

S: L (y) [R U2 R’ U’ R U2 L’ U R’ U’ L] y’ L’ – 13 moves

L: D F’ [L U’ R’ U L’ U2 R U’ R’ U2 R] F D’ – 15 moves

I: L’ y [R U2 R’ U’ R U2 L’ U R’ U’ L] y’ L – 13 moves

W: D2 F2 [L U’ R’ U L’ U2 R U’ R’ U2 R] F2 D2 – 15 moves

A: y [R U2 R’ U’ R U2 L’ U R’ U’ L] (y’) – 11 moves

K: D2 L (y) [R U2 R’ U’ R U2 L’ U R’ U’ L] y’ L’ D2 – 15 moves

R: L y’ [F R U’ R’ U’ R U R’ F’ R U R’ U’ R’ F R F’] y L’ – 19 moves

15+13+15+13+15+11+15+19= 116 moves > 30.07 seconds (what I usually average)

Times: 31.87; 30.07; 30.88

Ayam Method: JS LI WA KR

JS: F’ L’ F2 [R2 B2 R F R’ B2 R F’ R] F2 L F – 15 moves

LI: L’ y [R’ F R’ B2 R F’ R’ B2 R2] y’ L – 11 moves

WA: D2 F2 [R’ F R’ B2 R F’ R’ B2 R2] F2 (D2) – 13-1 moves

KR: (D2) L y [R2 B2 R F R’ B2 R F’ R] y’ L’ D2 – 13-1 moves

15+11+12+12= 50 moves – 15.25 seconds (heck yeah.)

Times: 17.66; 19.31[messed up an A-perm ]; 15.25

Please check out this extensive YouTube video I made on all the possible cases you run into while blindfold solving (edge parity, twisted corners and cycle breaks) and a bit of explanation into freestyle to those who don’t have any idea of how to possibly incorporate it (for those who already use a little freestyle, you can skip that part )

Okay Ayyub, I understand the method. But I’m still confused as to what method I should use L Which one is right for me?Okay Ayyub, I understand the method. But I’m still confused as to what method I should use L Which one is right for me?

Let’s first list out all the possible methods for corner BLD solving:

- Old Pochmann

- TuRBo corners

- R2+

- Orozco

- Boomerang

- 3OP

- Ayam

- Beyer Hardwick

- 3-style

- Freestyle

We can eliminate OP, BH, 3-style and freestyle as those are either beginner, advanced, or not really a method TuRBo corners can be eliminated. It’s not worth learning so much when Ayam and 3OP pretty much do it similarly but much easier. R2+ can be eliminated because again it’s not worth learning so many algorithms if you can use that time to just go into BH or 3-style. 3OP is good, but again, it’s a bit outdated and Ayam deals with its problem of orientation then permutation. If you still like the concept of orientation then permutation, then go for Boomerang, it’s a lot faster and easier than trying to speed up 3OP even if it’s more simplistic in theory.

We are left with Orozco, Ayam, and Boomerang.

If you are serious about your BLD, and want to progress to BH or 3-style in the somewhat near future, learn Orozco.

If you don’t mind learning a new method entirely, prefer <R,F,U> moves, or want to stick to 2-cycling, learn Boomerang.

If you like freestyle, are lazy and don’t want to learn more algorithms, want to be faster than OP corners but not necessarily lighting speed, or you move the cube slower when blindfolded, learn Ayam.

Ayam is good for those who really want to think and try to figure things out. I understand that this isn’t the best way to approach speed BLD, but it is a good intermediate method.

I believe it can be summarized well as this: If you want an intermediate method as a stepping stone to an advanced method, learn Orozco. If you want an intermediate method as a method, learn either Ayam or Boomerang depending on your preferences, needs, and goals for BLD.

I hope this helps

List of different A algorithms and all possible setup moves with UBR buffer for Ayam method:

A = R’ F R’ B2 R F’ R’ B2 R2 = x’ R’ D R’ U2 R D’ R’ U2 R2 x = R' B' R2 D R' U' R D' R' U R' B R

A’= R2 B2 R F R’ B2 R F’ R = x’ R2 U2 R D R’ U2 R D’ R x = R' B' R U' R D R' U R D' R2' B R

U A = y A = L2 B2 L’ F’ L B2 L’ F L’ = x’ L2 U2 L’ D’ L U2 L’ D L’

U A’ = y A’ = L F’ L B2 L’ F L B2 L2 = x’ L D’ L U2 L’ D L U2 L2 x

U A = y’ A = R2 F2 R’ B’ R F2 R’ B R’ = x’ R2 D2 R’ U’ R D2 R’ U R’ x = Lw R D2 R' U' R D2 R' U Lw'

U’ A’ = y’ A’ = R B’ R F2 R’ B R F2 R2 = x’ R U’ R D2 R’ U R D2 R2 x = Lw U' R D2 R' U R D2 R' Lw'

AC/CA= A’/A

AD/DA= U; A’/A

AF/FA= x’ D; A’/A

AG/GA= y L; A’/A

AH/HA= D2 x’ D’; A’/A

AI/IA= L’ U L; A/A’

AJ/JA= R U’ R’ U A/A’

AK/KA= y D’ L; A’/A

AL/LA= D x’ D’; A’/A

AM/MA= y Rw’; A’/A

AO/OA= y D2 L; A’/A

AP/PA= x’ D’; A’/A

AS/SA= y D L; A’/A

AT/TA= D’ x’ D’; A’/A

AU/UA= x’ D2; A’/A

AV/VA= D’ x’ D2; A’/A

AW/WA= D2 x’ D2; A’/A

AX/XA= D x’ D2; A’/A

CD/DC= U’; A/A’

CE/EC= L2 D’ L; A/A’

CF/FC= L D’ L; A/A’

CG/GC= D’ L; A/A’

CH/HC= D L’ y’; A/A’

CI/IC= L’; A/A’

CK/KC= D2 L; A/A’

CL/LC= L’ y’; A/A’

CO/OC= D L; A/A’

CP/PC= D’ L’ y’; A/A’

CR/RC= L y’; A/A’

CS/SC= L; A/A’

CT/TC= D2 L’ y’; A/A’

CU/UC= L2; A/A’

CV/VC= D’ L2; A/A’

CW/WC= D2 L2; A/A’

CX/XC= D L2; A/A’

DE/ED= R U R’; A’/A

DG/GD= y’ x’ D’ R D; A’/A

DH/HD= y’ R D2 R’; A’/A

DJ/JD= x’ D’ L’ D; A/A’

DK/KD= y’ R D R’; A’/A

DL/LD= y R D’ R’; A/A’

DM/MD= Lw U Lw’ U2; A/A’

DO/OD= L’ D’ L U; A/A’

DP/PD= y R D2 R’; A/A’

DR/RD= x’ U’ R’ U F2; A’/A

DS/SD= y R D R’; A/A’

DT/TD= y’ R D’ R’; A’/A

DU/UD= D2 R2 U R2 U; A’/A

DV/VD= D R2 U R2 U; A’/A

DW/WD= R2 U R2 U; A’/A

DX/XD= D’ R2 U R2 U; A’/A

EF/FE= x’ L D F’; A/A’

EG/GE= D’ x’ L D; A/A’

EH/HE= L2 F U’; A’/A

EI/IE= L’ D2 F’; A/A’

EJ/JE= F’ L’ D2 F’; A/A’

EK/KE= D2 x’ L D; A/A’

EL/LE= D’ L2 F U’; A’/A

EM/ME= x’ D’ L D L’; A/A’

EO/OE= D’ x’ L D; A/A’

EP/PE= D2 L2 F U’; A’/A

ES/SE= x’ L D; A/A’

ET/TE= D L2 F U’; A’/A

EU/UE= x’ L D L; A/A’

EV/VE= D’ x’ L D L; A/A’

EW/WE= D2 x’ L D L; A/A’

EX/XE= D x’ L D L; A/A’

FG/GF= y’ Lw; A/A’

FH/HF= D F Rw’; A/A’

FJ/JF= F D2 L; A/A’

FK/KF= D’ y’ Lw; A/A’

FL/LF= F Rw’; A/A’

FM/MF= F D’ L2; A/A’

FO/OF= D2 y’ Lw; A/A’

FP/PF= D’ F Rw’; A/A’

FR/RF= y’ Lw D; A/A’

FS/SF= y’ D Lw; A/A’

FT/TF= D2 F Rw’; A/A’

FU/UF= D’ y’ Lw D2; A/A’

FV/VF= D2 y’ Lw D2; A/A’

FW/WF= D y’ Lw D2; A/A’

FX/XF= y’ Lw D2; A/A’

GH/HG= y’ x’ D’ R; A/A’

GI/IG= x’ L’ D; A/A’

GJ/JG= y Rw’ U’ L2; A/A’

GK/KG= L’ Uw’ Lw; A/A’

GM/MG= y U’ L U L’; A’/A

GO/OG= x’ L’ D L2; A/A’

GP/PG= L’ D2 y’ Lw; A/A’

GR/RG= y’ x’ D’ R D2; A/A’

GS/SG= y x’ L2 U L’; A/A’

GT/TG= D’ x’ D’ L; A’/A

GV/VG= D’ x’ D2 L; A’/A

GW/WG= L’ F D2 L2; A/A’

GX/XG= x’ L’ D L’; A/A’

HI/IH= y x’ U’ L; A/A’

HJ/JH= D2 F’ Rw’; A/A’

HK/KH= y x’ L2 U’ L; A/A’

HL/LH= y x’ L U’ L; A/A’

HM/MH= y’ D2 R’; A’/A

HO/OH= L2 D2 y’ Lw; A/A’

HP/PH= y’ R’ D F’; A’/A

HR/RH= y’ D2 R’ F; A/A’

HT/TH= y’ D’ R’ D2 F’; A’/A

HU/UH= L2 F; A/A’

HV/VH= y’ Lw D’ R; A’/A

HW/WH= L2 F D2 L2; A/A’

IJ/JI= F’ L’ U; A/A’

IK/KI= D’ Rw’ D; A’/A

IL/LI= L U; A’/A

IM/MI= y x’ U’ L’; A’/A

IO/OI= D2 Rw’ D; A’/A

IP/PI= D’ L U; A’/A

IR/RI= L’ Dw F2; A’/A

IS/SI= D Rw’ D; A’/A

IT/TI= D2 L U; A’/A

IU/UI= D y x’ U’ L2; A’/A

IV/VI= y x’ U’ L2; A’/A

IW/WI= D’ y x’ U’ L2; A’/A

IX/XI= D2 y x’ U’ L2; A’/A

JK/KJ= F2 L’ U; A/A'

JL/LJ= D F’ Rw’; A’/A

JO/OJ= D’ F2 L U; A/A;

JP/PJ= F’ Rw’; A’/A

JR/RJ= L F’ L’ F; A’/A

JS/SJ= F’ L’ F2; A’/A

JT/TJ= D’ F’ Rw’; A’/A

JU/UJ=F’ L’ F’; A’/A

JV/VJ= D’ F’ L’ F’; A’/A

JW/WJ= D2 F’ L’ F’; A’/A

JX/XJ= D F’ L’ F’; A’/A

KL/LK= F L’ U; A/A’

KM/MK= y D2 x’ U L; A’/A

KO/OK= D L D2 y L; A/A’

KR/RK= D2 L U; A’/A

KS/SK= D2 L F’; A’/A

KT/TK= U’ R’ D2 x’ D2; A’/A

KU/UK= D’ L’ F L’; A/A’

KW/WK= D2 F2 L; A’/A

KX/XK=D2 L F2 U; A’/A

LM/ML= D y’ R’; A’/A

LO/OL= D L F’; A/A’

LP/PL= y’ x’ D2 R’ D; A’/A

LR/RL= D F’ L; A/A’

LS/SL= L D F2; A/A’

LT/TL= F D2 L’ U; A’/A

LV/VL= D’ L2 F; A/A’

LW/WL= y’ D R’ x’ D2; A/A’

LX/XL= D L2 F’; A/A’

MO/OM= D L F’ U; A/A’

MP/PM= y’ R’; A’/A

MR/RM= R U’ R y’ x’ R D; A’/A

MS/SM= y x’ U L’; A/A’

MT/MT= y’ D’ R’; A’/A

MU/UM= y x’ U2 L’; A/A’

MV/VM= D’ y x’ U2 L’; A/A’

MW/WM= D2 y x’ U2 L’; A/A’

MX/XM= D y x’ U2 L’; A/A’

OP/PO= y’ x’ U R2 U’ R; A/A’

OR/RO= y D x’ U; A’/A

OS/SO= D F2 L; A’/A

OU/UO= F2 D L; A’/A

OV/VO= D’ F2 L’; A’/A

OX/XO= D F2 L; A’/A

PR/RP= y’ x’ R’ D; A/A’

PS/SP= x’ D’ L; A/A’

PT/TP= y’ R’ D2 x’ D’; A/A’

PU/UP= x’ L2 D’; A/A’

PW/WP= F’ D2 L2; A/A’

PX/XP= y’ x’ R’ D2; A/A’

RS/SR= L U; A/A’

RT/TR= y’ D’ R’ x’ D; A’/A

RU/UR= y’ R2 x’ D; A’/A

RV/VR= D’ y’ R2 x’ D; A’/A

RW/WR= D2 y’ R2 x’ D; A’/A

RX/XR= D y’ R2 x’ D; A’/A

ST/TS= y’ D F’ R; A/A’

SU/US= x’ D2 L; A’/A

SV/VS= y x’ U L2; A’/A

SW/WS= L D2 x’ D2; A’/A

TU/UT= L2 D’ F’; A/A’

TV/VT= D’ L2 F’; A/A’

TX/XT= y’ D’ R’ D F2; A/A’

UV/VU= D’ L2 U; A/A’

UW/WU= L2 D2 F2; A’/A

UX/XU= L2 U; A’/A

VW/WV= D2 L2 U; A/A’

VX/XV= D’ L2 D2 F2; A’/A

WX/XW= D L2 U; A/A’

DISCLAIMER: This is by no means the best list or only list. Any buffer can be used and coming up with your own algorithms is the best way to remember them yourself. This was just made as a reference.

A’= R2 B2 R F R’ B2 R F’ R = x’ R2 U2 R D R’ U2 R D’ R x = R' B' R U' R D R' U R D' R2' B R

U A = y A = L2 B2 L’ F’ L B2 L’ F L’ = x’ L2 U2 L’ D’ L U2 L’ D L’

U A’ = y A’ = L F’ L B2 L’ F L B2 L2 = x’ L D’ L U2 L’ D L U2 L2 x

U A = y’ A = R2 F2 R’ B’ R F2 R’ B R’ = x’ R2 D2 R’ U’ R D2 R’ U R’ x = Lw R D2 R' U' R D2 R' U Lw'

U’ A’ = y’ A’ = R B’ R F2 R’ B R F2 R2 = x’ R U’ R D2 R’ U R D2 R2 x = Lw U' R D2 R' U R D2 R' Lw'

AC/CA= A’/A

AD/DA= U; A’/A

AF/FA= x’ D; A’/A

AG/GA= y L; A’/A

AH/HA= D2 x’ D’; A’/A

AI/IA= L’ U L; A/A’

AJ/JA= R U’ R’ U A/A’

AK/KA= y D’ L; A’/A

AL/LA= D x’ D’; A’/A

AM/MA= y Rw’; A’/A

AO/OA= y D2 L; A’/A

AP/PA= x’ D’; A’/A

AS/SA= y D L; A’/A

AT/TA= D’ x’ D’; A’/A

AU/UA= x’ D2; A’/A

AV/VA= D’ x’ D2; A’/A

AW/WA= D2 x’ D2; A’/A

AX/XA= D x’ D2; A’/A

CD/DC= U’; A/A’

CE/EC= L2 D’ L; A/A’

CF/FC= L D’ L; A/A’

CG/GC= D’ L; A/A’

CH/HC= D L’ y’; A/A’

CI/IC= L’; A/A’

CK/KC= D2 L; A/A’

CL/LC= L’ y’; A/A’

CO/OC= D L; A/A’

CP/PC= D’ L’ y’; A/A’

CR/RC= L y’; A/A’

CS/SC= L; A/A’

CT/TC= D2 L’ y’; A/A’

CU/UC= L2; A/A’

CV/VC= D’ L2; A/A’

CW/WC= D2 L2; A/A’

CX/XC= D L2; A/A’

DE/ED= R U R’; A’/A

DG/GD= y’ x’ D’ R D; A’/A

DH/HD= y’ R D2 R’; A’/A

DJ/JD= x’ D’ L’ D; A/A’

DK/KD= y’ R D R’; A’/A

DL/LD= y R D’ R’; A/A’

DM/MD= Lw U Lw’ U2; A/A’

DO/OD= L’ D’ L U; A/A’

DP/PD= y R D2 R’; A/A’

DR/RD= x’ U’ R’ U F2; A’/A

DS/SD= y R D R’; A/A’

DT/TD= y’ R D’ R’; A’/A

DU/UD= D2 R2 U R2 U; A’/A

DV/VD= D R2 U R2 U; A’/A

DW/WD= R2 U R2 U; A’/A

DX/XD= D’ R2 U R2 U; A’/A

EF/FE= x’ L D F’; A/A’

EG/GE= D’ x’ L D; A/A’

EH/HE= L2 F U’; A’/A

EI/IE= L’ D2 F’; A/A’

EJ/JE= F’ L’ D2 F’; A/A’

EK/KE= D2 x’ L D; A/A’

EL/LE= D’ L2 F U’; A’/A

EM/ME= x’ D’ L D L’; A/A’

EO/OE= D’ x’ L D; A/A’

EP/PE= D2 L2 F U’; A’/A

ES/SE= x’ L D; A/A’

ET/TE= D L2 F U’; A’/A

EU/UE= x’ L D L; A/A’

EV/VE= D’ x’ L D L; A/A’

EW/WE= D2 x’ L D L; A/A’

EX/XE= D x’ L D L; A/A’

FG/GF= y’ Lw; A/A’

FH/HF= D F Rw’; A/A’

FJ/JF= F D2 L; A/A’

FK/KF= D’ y’ Lw; A/A’

FL/LF= F Rw’; A/A’

FM/MF= F D’ L2; A/A’

FO/OF= D2 y’ Lw; A/A’

FP/PF= D’ F Rw’; A/A’

FR/RF= y’ Lw D; A/A’

FS/SF= y’ D Lw; A/A’

FT/TF= D2 F Rw’; A/A’

FU/UF= D’ y’ Lw D2; A/A’

FV/VF= D2 y’ Lw D2; A/A’

FW/WF= D y’ Lw D2; A/A’

FX/XF= y’ Lw D2; A/A’

GH/HG= y’ x’ D’ R; A/A’

GI/IG= x’ L’ D; A/A’

GJ/JG= y Rw’ U’ L2; A/A’

GK/KG= L’ Uw’ Lw; A/A’

GM/MG= y U’ L U L’; A’/A

GO/OG= x’ L’ D L2; A/A’

GP/PG= L’ D2 y’ Lw; A/A’

GR/RG= y’ x’ D’ R D2; A/A’

GS/SG= y x’ L2 U L’; A/A’

GT/TG= D’ x’ D’ L; A’/A

GV/VG= D’ x’ D2 L; A’/A

GW/WG= L’ F D2 L2; A/A’

GX/XG= x’ L’ D L’; A/A’

HI/IH= y x’ U’ L; A/A’

HJ/JH= D2 F’ Rw’; A/A’

HK/KH= y x’ L2 U’ L; A/A’

HL/LH= y x’ L U’ L; A/A’

HM/MH= y’ D2 R’; A’/A

HO/OH= L2 D2 y’ Lw; A/A’

HP/PH= y’ R’ D F’; A’/A

HR/RH= y’ D2 R’ F; A/A’

HT/TH= y’ D’ R’ D2 F’; A’/A

HU/UH= L2 F; A/A’

HV/VH= y’ Lw D’ R; A’/A

HW/WH= L2 F D2 L2; A/A’

IJ/JI= F’ L’ U; A/A’

IK/KI= D’ Rw’ D; A’/A

IL/LI= L U; A’/A

IM/MI= y x’ U’ L’; A’/A

IO/OI= D2 Rw’ D; A’/A

IP/PI= D’ L U; A’/A

IR/RI= L’ Dw F2; A’/A

IS/SI= D Rw’ D; A’/A

IT/TI= D2 L U; A’/A

IU/UI= D y x’ U’ L2; A’/A

IV/VI= y x’ U’ L2; A’/A

IW/WI= D’ y x’ U’ L2; A’/A

IX/XI= D2 y x’ U’ L2; A’/A

JK/KJ= F2 L’ U; A/A'

JL/LJ= D F’ Rw’; A’/A

JO/OJ= D’ F2 L U; A/A;

JP/PJ= F’ Rw’; A’/A

JR/RJ= L F’ L’ F; A’/A

JS/SJ= F’ L’ F2; A’/A

JT/TJ= D’ F’ Rw’; A’/A

JU/UJ=F’ L’ F’; A’/A

JV/VJ= D’ F’ L’ F’; A’/A

JW/WJ= D2 F’ L’ F’; A’/A

JX/XJ= D F’ L’ F’; A’/A

KL/LK= F L’ U; A/A’

KM/MK= y D2 x’ U L; A’/A

KO/OK= D L D2 y L; A/A’

KR/RK= D2 L U; A’/A

KS/SK= D2 L F’; A’/A

KT/TK= U’ R’ D2 x’ D2; A’/A

KU/UK= D’ L’ F L’; A/A’

KW/WK= D2 F2 L; A’/A

KX/XK=D2 L F2 U; A’/A

LM/ML= D y’ R’; A’/A

LO/OL= D L F’; A/A’

LP/PL= y’ x’ D2 R’ D; A’/A

LR/RL= D F’ L; A/A’

LS/SL= L D F2; A/A’

LT/TL= F D2 L’ U; A’/A

LV/VL= D’ L2 F; A/A’

LW/WL= y’ D R’ x’ D2; A/A’

LX/XL= D L2 F’; A/A’

MO/OM= D L F’ U; A/A’

MP/PM= y’ R’; A’/A

MR/RM= R U’ R y’ x’ R D; A’/A

MS/SM= y x’ U L’; A/A’

MT/MT= y’ D’ R’; A’/A

MU/UM= y x’ U2 L’; A/A’

MV/VM= D’ y x’ U2 L’; A/A’

MW/WM= D2 y x’ U2 L’; A/A’

MX/XM= D y x’ U2 L’; A/A’

OP/PO= y’ x’ U R2 U’ R; A/A’

OR/RO= y D x’ U; A’/A

OS/SO= D F2 L; A’/A

OU/UO= F2 D L; A’/A

OV/VO= D’ F2 L’; A’/A

OX/XO= D F2 L; A’/A

PR/RP= y’ x’ R’ D; A/A’

PS/SP= x’ D’ L; A/A’

PT/TP= y’ R’ D2 x’ D’; A/A’

PU/UP= x’ L2 D’; A/A’

PW/WP= F’ D2 L2; A/A’

PX/XP= y’ x’ R’ D2; A/A’

RS/SR= L U; A/A’

RT/TR= y’ D’ R’ x’ D; A’/A

RU/UR= y’ R2 x’ D; A’/A

RV/VR= D’ y’ R2 x’ D; A’/A

RW/WR= D2 y’ R2 x’ D; A’/A

RX/XR= D y’ R2 x’ D; A’/A

ST/TS= y’ D F’ R; A/A’

SU/US= x’ D2 L; A’/A

SV/VS= y x’ U L2; A’/A

SW/WS= L D2 x’ D2; A’/A

TU/UT= L2 D’ F’; A/A’

TV/VT= D’ L2 F’; A/A’

TX/XT= y’ D’ R’ D F2; A/A’

UV/VU= D’ L2 U; A/A’

UW/WU= L2 D2 F2; A’/A

UX/XU= L2 U; A’/A

VW/WV= D2 L2 U; A/A’

VX/XV= D’ L2 D2 F2; A’/A

WX/XW= D L2 U; A/A’

DISCLAIMER: This is by no means the best list or only list. Any buffer can be used and coming up with your own algorithms is the best way to remember them yourself. This was just made as a reference.

References:

TuRBo: https://www.speedsolving.com/wiki/index.php/TuRBo https://www.speedsolving.com/forum/threads/turbo-corners-ubl-buffer.36148/

R2+: http://mozaik.byethost3.com/R2+.html?i=1

Orozco: https://docs.google.com/document/d/1sPvzowlU1M6PV_CQhQnf6RthclGAMJEvf5wXNSZJQAg/edit

https://www.speedsolving.com/forum/threads/how-the-orozco-bld-method-works.60487/

Boomerang: https://www.speedsolving.com/forum/...ediate-level-bld-technique-for-corners.37975/

3OP: http://cubefreak.net/bld/3op_guide.php#CP3

Cube Explorer: http://kociemba.org/download.htm

qqTimer (corner subset scrambles): https://www.qqtimer.net/

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