• Welcome to SpeedSolving.com — the world’s largest puzzle community!

    You’re currently browsing as a guest, which means you have limited access to discussions, resources, member profiles, and community features.

    Join 50,000+ cubers and puzzle enthusiasts from around the world to ask questions, share solves, improve faster, and be part of the community.

    Registration is free, fast, and easy — create your account today.

    Already a member? Log in here to hide this message and start participating.
Status
Not open for further replies.
I still use non advanced f2l; is there a way to know which of my solutions is slow? my general feeling is that the cases where I use two cube rotations is too much and I should ideally try to limit those.

Also, for theory purposes, is there a list of all possible f2l cases? that is every corner location, every edge location, and every slot to insert to and every free slot combination.
 
Last edited:
I still use non advanced f2l; is there a way to know which of my solutions is slow? my general feeling is that the cases where I use two cube rotations is too much and I should ideally try to limit those.

Also, for theory purposes, is there a list of all possible f2l cases? that is every corner location, every edge location, and every slot to insert to and every free slot combination.
I would just check your algs up with a reliable list.
 
I still use non advanced f2l; is there a way to know which of my solutions is slow? my general feeling is that the cases where I use two cube rotations is too much and I should ideally try to limit those.
Two rules of thumb:
1. At most one rotation.
2. At most 7 moves (not counting AUF at the start, not counting rotations). Note that two triggers with an AUF in between is 7 moves.

There are some F2L cases where the ideal solution is to break one of the two rules above, but most of them fit the above.
 
If an edge is placed in its home position it's easy to see if it's flipped or not, but how about if it's at one of the other 11 spots? What's the general way to determine if an edge is "flipped"?
 

Thanks, that looks pretty straightforward. One thing I wonder: is it the way to determine if an edge is flipped or a way--like it seems maybe specific to the ZZ method?:

"An edge is defined as oriented if it can be solved using only R, L, U and D face turns. If an edge cannot be solved using these face turns then it is a misoriented or 'bad' edge."
 
Strictly speaking, you can only really determine whether an edge is "flipped" or "not flipped" when it's in its home position. Anywhere else, and the most you can say about it is that it's not solved.

Nevertheless, it's sometimes useful to define (by fiat! usually not canonical!) edge orientation over the whole puzzle. In the context of the ZZ method, the way of defining edge orientation there is to make use of the following property: U, D, L, R moves can move any edge to any other location, but can never flip an edge (in its home position). Thus, if an edge piece is in a position where it can be solved with U, D, L, R moves, then we say that it's "oriented" / "good" / "not flipped", but if it's in a position where it can't be solved with U, D, L, R moves, then we say that it's "misoriented" / "bad" / "flipped".

This is not the only way to define edge orientation. I mean, there are trivially equivalent versions like defining it in terms of, say, U, D, F, B moves instead (once upon a time, people did this for the 3OP method), but there are also completely inequivalent ways of defining edge orientation. For example, if you take a mastermorphix (a 3×3×3 shapemod in the shape of a rounded tetrahedron) and look at the shape of the edge pieces, ignoring their colours, that gives a different way of defining edge orientation. An edge piece with the same shape as on the solved puzzle is "oriented", and otherwise it's "misoriented". In fact, if it weren't for ZZ's EO being practically useful in a whole bunch of ways, this "mastermorphix EO" is a much more mathematically elegant way of defining edge orientation: it is maximally symmetric, unlike ZZ's EO which has a distinguished axis.

tl;dr question needs more context to answer
 
since I cheated and asked two questions in one post, I'm gonna ask it again here

Also, for theory purposes, is there a list of all possible f2l cases? that is every corner location, every edge location, and every slot to insert to and every free slot combination.
 
Is there a thread to discuss how people would solve a particular f2l case or do you just post here?
 
What is the best way to identify COLL from any angle?

Use something like hyperorientation or just learn the 4 angles for each 2 sides of all the colls?

When I identify COLL I put it in a specific angle, that sometimes result in a U2 + U2 before applying the alg :confused: :?
 
Status
Not open for further replies.
Back
Top