Random Cubing Discussion

This is the method I use for <r, U>:
1. solve bottom center and DR edge (intuitive)
2. solve the back F2L pair (intuitive)
3. solve DB edge
- misorient edge and put at UL, then do (r' U r) U (r' U r) U' (r' U' r)
4. orient edges (setup moves may be needed)
- r U' r2 U' r2 U r2 U r' U r2 U r2 U' r2 - orients UL and UF
5. solve U-layer edges one by one
- r2 U' r2 U' r U r2 U' r2 U2 r2 U r2 U' r U r2 - cycles DF-UB-FR (moves edge at DF to UB)

sub-1 definitely possible with this
 
This is the method I use for <r, U>:
1. solve bottom center and DR edge (intuitive)
2. solve the back F2L pair (intuitive)
3. solve DB edge
- misorient edge and put at UL, then do (r' U r) U (r' U r) U' (r' U' r)
4. orient edges (setup moves may be needed)
- r U' r2 U' r2 U r2 U r' U r2 U r2 U' r2 - orients UL and UF
5. solve U-layer edges one by one
- r2 U' r2 U' r U r2 U' r2 U2 r2 U r2 U' r U r2 - cycles DF-UB-FR (moves edge at DF to UB)

sub-1 definitely possible with this
Thank you, this is (almost) perfect!

One question: How do you solve the last five corners? You don't seem to do that at all.
 
Oh whoops, I forgot that step!

1. solve bottom center and DR edge (intuitive)
2. solve the back F2L pair (intuitive)
3. solve DB edge
- misorient edge and put at UL, then do (r' U r) U (r' U r) U' (r' U' r)
4. solve corners <r, U> like a 2x2 without messing up the back F2L (solve DFR then rest with sune/antisune)
5. orient edges (setup moves may be needed)
- r U' r2 U' r2 U r2 U r' U r2 U r2 U' r2 - orients UL and UF
6. solve U-layer edges one by one
- r2 U' r2 U' r U r2 U' r2 U2 r2 U r2 U' r U r2 - cycles DF-UB-FR (moves edge at DF to UB)
 
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Oh whoops, I forgot that step!

1. solve bottom center and DR edge (intuitive)
2. solve the back F2L pair (intuitive)
3. solve DB edge
- misorient edge and put at UL, then do (r' U r) U (r' U r) U' (r' U' r)
4. solve corners <r, U> like a 2x2 without messing up the back F2L (solve DFR then rest with sune/antisune)
5. orient edges (setup moves may be needed)
- r U' r2 U' r2 U r2 U r' U r2 U r2 U' r2 - orients UL and UF
6. solve U-layer edges one by one
- r2 U' r2 U' r U r2 U' r2 U2 r2 U r2 U' r U r2 - cycles DF-UB-FR (moves edge at DF to UB)
Thank you!

Any advice for step 5? I find myself having to use the step 6 alg to get pieces to the U layer, which slows me down a lot.

Edit: Just realised I could do r setup moves, so I think that should help.
 
Thank you!

Any advice for step 5? I find myself having to use the step 6 alg to get pieces to the U layer, which slows me down a lot.

Edit: Just realised I could do r setup moves, so I think that should help.
Yeah, that'd what I do as well. I only came up with this method a few days ago, so if you see something that you think could be improved chances are you're right.
 
Yeah, that'd what I do as well. I only came up with this method a few days ago, so if you see something that you think could be improved chances are you're right.
I was talking to ben about this and he uses an F2L -> 3-look LL method. It makes EP much faster, and there are no misoriented edges not on U. I think that could be a bit faster. Most of the LL was repeating an L-shape OLL, except for the U perm alg, which I can't remember at the moment.
 
I was talking to ben about this and he uses an F2L -> 3-look LL method. It makes EP much faster, and there are no misoriented edges not on U. I think that could be a bit faster. Most of the LL was repeating an L-shape OLL, except for the U perm alg, which I can't remember at the moment.

How fast is Ben with his method? I've gotten a 36.xx ao12 with mine, but if his is significantly faster I'll probably just use it instead...
 
How fast is Ben with his method? I've gotten a 36.xx ao12 with mine, but if his is significantly faster I'll probably just use it instead...
From what he's posted on FB (though he might have beaten these since then):
15.849, 16.677, 18.556, 14.551, 21.246, 14.503, 23.028, (23.388), 14.029, 15.607, (13.943), 14.498= 16.854
(23.388), 14.029, 15.607, (13.943), 14.498 = 14.711
9.549 single
 
Hang on, with this <r, U> method, can't you just use Roux where you do CMLL earlier on or something? (Using r R' = M', etc, obviously)


Also,

What is the minimum number of solves in an average you need for it to be called a global average?
 
Hang on, with this <r, U> method, can't you just use Roux where you do CMLL earlier on or something? (Using r R' = M', etc, obviously)


Also,

What is the minimum number of solves in an average you need for it to be called a global average?

I would say 1000 solves is considered a global average.
 
I consider global average to be the average you get when your amount of solves is infinite. As this is impossible to accomplish, just use some smaller number that still isn't all too small (like 500+ atleast)

well its dependent on the event as well. I think for 3x3, 1000 is the right number. something like 2x2 or skewb I would say like 5000, but like 250 for 4x4.
 
From what he's posted on FB (though he might have beaten these since then):
15.849, 16.677, 18.556, 14.551, 21.246, 14.503, 23.028, (23.388), 14.029, 15.607, (13.943), 14.498= 16.854
(23.388), 14.029, 15.607, (13.943), 14.498 = 14.711
9.549 single
Ok then, I guess his method is a lot better haha


Hang on, with this <r, U> method, can't you just use Roux where you do CMLL earlier on or something? (Using r R' = M', etc, obviously)


Also,

What is the minimum number of solves in an average you need for it to be called a global average?

You can't do R moves in this solving style, only r, so no.
 
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