• Welcome to the Speedsolving.com, home of the web's largest puzzle community!
    You are currently viewing our forum as a guest which gives you limited access to join discussions and access our other features.

    Registration is fast, simple and absolutely free so please, join our community of 40,000+ people from around the world today!

    If you are already a member, simply login to hide this message and begin participating in the community!

Daniel's comms

D

Daniel Lin

Guest
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 by a moderator:
D

Daniel Lin

Guest
This is great, thanks for sharing.
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?
 

mark49152

Premium Member
Joined
Oct 29, 2012
Messages
4,719
Location
UK
WCA
2015RIVE05
YouTube
Visit Channel
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?
I like the organisation by U sticker groups. It's how I think of them too. I'd like to see similar for edges.
 
D

Daniel Lin

Guest
update: added more algs. I have one for every single corners 3style case now (excluding inverses)
 
D

Daniel Lin

Guest
I think you should mention in the first post what buffers you use. :)
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
 
D

Daniel Lin

Guest
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)
 
Joined
May 27, 2015
Messages
64
WCA
2012BRAS01
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!
 
D

Daniel Lin

Guest
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!

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.
 
Joined
May 27, 2015
Messages
64
WCA
2012BRAS01
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.

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.
 
D

Daniel Lin

Guest
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.

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
 

Zorse

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