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Imsoosm's Progression Thread - learning eg1

Should I buy the MGC 4x4 or the Yuhu megaminx?


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Imsoosm

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Got a FMC PB in this weekly comp, probably because I spent more time than usual. Seeing that that's the case, I might work more on scrams 1 and 2.
(I usually do 10-15 minutes for sub-50 moves, 32 moves took me 25-30 minutes)
I'll attempt to explain the solution the best I can:

Scramble: R' U' F R2 F2 U B2 L2 U' B2 D U' R F' R2 U R' U B2 U2 B L F2 R' U' F

Solution:
R U' F D F' U F // 2x2x2 with CLS for the RG corner (with moves cancelled)
D L2 B L B L // F2L-1 (I couldn't find a good 2x2x3 so I just did the easiest pair, which ended up in another free pair)
R' B2 R2 // Fourth Pair cancelled into OLL
D' R2 B' R D // OLL cancelled into PLL (Ja Perm)
L D' B' D B D L' D2 B D B // Finish (Leftie Ja)
 
Last edited:

Imsoosm

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Can cube explorer gen algs for 2x2? Nigel sent me a pdf version of best 2x2 algs doc file, and it has lots of LS inside, but I can't seem to find the case that I just got.

Also for some reason my cube explorer is in QTM. Is there a way to change it into HTM?
 
Last edited:

IsThatA4x4

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2022RITC01
I don't know about that, I just use OLL and PLL for my last layer and cancel as many moves as possible. @IsThatA4x4 probably knows all about it though.
@hydynn 2 comms is normally best, because you have 2 chances to cancel moves, and they might overlap; but there are some HTM optimal 2/3-flip algs which are really only worth using when it cancels a lot of moves in your skeleton. As always, you can find it in the FMC document ("bible") thing.

Edit: I'll explain how it works...
Let the twisted corners be "X" and "Y" You're looking for a 3-cycle that will affect those corners + another corner "A". For example, X > Y > A
This creates a normal 3 cycle, which you can solve with a commutator.
If it's a three flip, let's call the third "Z", you would want X > Y > Z for example.

Edit edit: another way, which is just for intuitive solving, only works for 2/4 flips, and is not for FMC as it isn't move efficient, is to:
1. Move the corners onto the same layer
2. Find an alg to flip one corner in place
3. Move the other (or another if 4 twist) corner into its spot
4. Inverse the alg for step 2
5. Undo the setup for step 3
6. Undo the setup for step 1

Here's an example 2-flip:
B2 (R U' R2 F R F') D' (F R' F' R2 U R') D B2

For 4 flip, just keep going until all corners are done, for example:
L' U L R U' R2 F R F' D F R' F' R2 U R' D R U' R2 F R F' D F R' F' R2 U R' D L' U' L
For each set of 2 corners, the twist alg may be different
 
Last edited:

IsThatA4x4

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Jul 18, 2021
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2022RITC01
Can cube explorer gen algs for 2x2? Nigel sent me a pdf version of best 2x2 algs doc file, and it has lots of LS inside, but I can't seem to find the case that I just got.

Also for some reason my cube explorer is in QTM. Is there a way to change it into HTM?
1. Yes, just blank out the edges and centres
2. There should be a QTM and HTM executable file on your system for CE, choose HTM.
 

Imsoosm

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Joined
Mar 30, 2022
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1,273
Location
Shanghai
@hydynn 2 comms is normally best, because you have 2 chances to cancel moves, and they might overlap; but there are some HTM optimal 2/3-flip algs which are really only worth using when it cancels a lot of moves in your skeleton. As always, you can find it in the FMC document ("bible") thing.

Edit: I'll explain how it works...
Let the twisted corners be "X" and "Y" You're looking for a 3-cycle that will affect those corners + another corner "A". For example, X > Y > A
This creates a normal 3 cycle, which you can solve with a commutator.
If it's a three flip, let's call the third "Z", you would want X > Y > Z for example.

Edit edit: another way, which is just for intuitive solving, only works for 2/4 flips, and is not for FMC as it isn't move efficient, is to:
1. Move the corners onto the same layer
2. Find an alg to flip one corner in place
3. Move the other (or another if 4 twist) corner into its spot
4. Inverse the alg for step 2
5. Undo the setup for step 3
6. Undo the setup for step 1

Here's an example 2-flip:
B2 (R U' R2 F R F') D' (F R' F' R2 U R') D B2

For 4 flip, just keep going until all corners are done, for example:
L' U L R U' R2 F R F' D F R' F' R2 U R' D R U' R2 F R F' D F R' F' R2 U R' D L' U' L
For each set of 2 corners, the twist alg may be different
How can I make my own commutators? I've read some stuff about it that you can make your own commutators because it is intuitive? (for exampe 3-style) Also are there any good video tutorials and stuffs on EO and other FMC stuff?
 
Last edited:

NigelTheCuber

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Guys, I'm going to post a bit less and come on the forums a bit less these next few days because of my final exams. I know I said I didn't have them, but three of my kind teachers decided to give us finals. So I'm going to be reviewing a bit I guess, but I'll still come here twice a day or something.
teachers traitors

so sadj i will miss u
 

Imsoosm

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Location
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FMC PB2!!!!
Scramble: R' U' F R D2 U2 F D2 R2 F' L2 F' R2 B' R2 D R F2 U B U' B2 D R' U' F

Solution:
B' U' B2 U // 2x2x2
D' F D' F L' // x-cross
D R' B D' B' R // second pair
D' L' D L D2 L D L2 // third pair cancelled into fourth pair
D' L2 B' L' B // fourth pair
L' F' D' F D L // leftie OLL
D' // AUF

35 moves, PB2. Funny thing is I only spent 10 minutes on this solution. I'll do the rest tomorrow, I still have 2 exams tomorrow, but after that, I'm free!
Hopefully I can get a sub-40 avg.
 
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