ruffleduck
Veteran
This is mainly for ZZ users who solve on 2 orientations. (e.g. x2y CN)
I will refer to edges containing U/D layer colors (for me, white/yellow) as U/D edges, and edges that do not contain U/D layer colors as E edges.
You will have to keep track of the bad edges difference as you recognize. It starts out as zero and can be negative. I will call this number "diff"
For edges on the U/D layers
- Ignore U/D edges
- For E edges: If it's good, add 1 to "diff". Otherwise (i.e. if it's bad) subtract 1.
For edges on the E layer
- Ignore E edges
- For U/D edges: If it's good, add 1 to "diff". Otherwise (i.e. if it's bad) subtract 1. (same thing)
In case you don't understand, "diff" represents the difference in bad edges between your orientation and the adjacent y. For example if "diff" is negative 2 that means that your orientation has 2 more bad edges than the one adjacent y.
With this technique, you can quickly decide what orientation you want to solve on, without having to check each orientation individually.
I hope this helps. It would be cool if this idea could be extended to 3 orientations.
I will refer to edges containing U/D layer colors (for me, white/yellow) as U/D edges, and edges that do not contain U/D layer colors as E edges.
You will have to keep track of the bad edges difference as you recognize. It starts out as zero and can be negative. I will call this number "diff"
For edges on the U/D layers
- Ignore U/D edges
- For E edges: If it's good, add 1 to "diff". Otherwise (i.e. if it's bad) subtract 1.
For edges on the E layer
- Ignore E edges
- For U/D edges: If it's good, add 1 to "diff". Otherwise (i.e. if it's bad) subtract 1. (same thing)
In case you don't understand, "diff" represents the difference in bad edges between your orientation and the adjacent y. For example if "diff" is negative 2 that means that your orientation has 2 more bad edges than the one adjacent y.
With this technique, you can quickly decide what orientation you want to solve on, without having to check each orientation individually.
I hope this helps. It would be cool if this idea could be extended to 3 orientations.
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