ruffleduck
Member
Yeah but there's no need to "optimize" OCLL because all of the algs are already great for OHu still use OCLLs in ZZ which are technically still part of OLL
Yeah but there's no need to "optimize" OCLL because all of the algs are already great for OHu still use OCLLs in ZZ which are technically still part of OLL
There's nothing wrong with the standard algs for OH.well the U, L, and T cases don't have great standard algs for OH
but whatever, it doesn't matter
Worse movecount, not worth it.but it can be optimized to be 2-gen
D and L moves? Z rotations? What alg are you talking about??More moves is worth saving a bunch a z rotations to do D or L moves
The standard alg has neither D or L moves??well for D moves you regrip but for L moves you do z rotations
Ok, the U alg has D moves but they're quite easy to execute OH.U: R2 D R' U2 R D' R' U2 R'
L: x R' U R D' R' U' R D
T: r U R' U' L' U R U'
All of them have either L or D moves
R' U2 R U (R' U' R U)2 R' U R is 15 moves, almost double the movecount. AwfulInverse of T is even worse, because of the F moves, so the best for OH is R' U2 R U (R' U' R U)2 R' U R, for T, if you don't do the Rw as L', you will have to do F moves, which is worse and for U, it is simply better to do the 2-gen alg for OH
Only if you suck at F moves. If that's the case then you just need to practice.F moves are a problem, it hinders TPS
"Easily" makes up for DOUBLE the movecount? Absolutely not.where with R and U moves, you can turn so much faster which easily makes up for the high move count.