Blindfold Jargons and Lingo

Cancellations - When the last move of the execution algorithm cancels with the first move of the current algorithm, it is 2-move cancellation. If the face layer is the same in this case, then it is 1-move cancellation. In BLD, more move cancellations are possible if we choose 3-style algs wisely in order to cancel more moves.

Splits - The time division to do parts of the attempt. In a blindfold solve, we have two major splits, the memorization phase and the execution phase. Most of the BLD practice sessions are recorded in two splits in order to track average memo time and average exec time (also helps compute TPS).
 
Floating: When your primary buffer becomes solved, rather than cycle breaking you can instead use another, unsolved buffer (which saves an alg). This is called a "floating buffer", and the act of using it is called "floating".

Full Floating: If you're able to effectively solve any 3-cycle on the cube regardless of which pieces it involves, you're said to know "full floating".

LTCT: Last Target Corner Twist. This is an algset that solves your parity corner target and a corner twist at the same time. It consists of 252 algorithms.

T2C: Twisted 2 Corners. This is similar to LTCT, but covers the cases where your main buffer is twisted in place, and there is also a twisted 2-swap of corners. It consists of 126 algorithms.

DAP: Dynamic Alternate Pseudoswap. This is a technique where you know several different algs for a given corner parity case (which solve different edge swaps) and you decide which one to use during your edge tracing, to take advantage of things like solved/pseudosolved edges, avoid cycle breaks, etc.

Sandwiching: When you have a string in memo such as ABCA (or any even number of letters between the two matching ones) it is considered a memo "sandwich", which you can solve with a floating comm(s) - in this case, the floating comm BC from buffer A.

Block comms: These are algorithms that cycle 3 edges and 3 corners at the same time, by moving blocks of pieces, rather than individual ones. A simple example is [r' D r, U]. These can be used when you have compatible cycles in corners and edges.

Full Parity: This is an algset that swaps your buffers (assumed to be UF/UFR) with any edge and corner target. Can be used to solve parity without pseudoswapping, or can be applied to give you many options for alternate pseudo swaps. It consists of 462 algorithms.

Full Floating Parity: Like the above, but not restricted to swaps involving your primary buffers. This would allow you to solve any 2E2C case with one algorithm. It is not considered to be learnable in full however, with 11,088 algorithms.

DLin Tracing: Stands for Dynamic Linking (or Daniel Lin) Tracing. A tracing method where instead of cycle breaking, you memo every cycle separately, making a note of the parity and orientation of each. You then decide on your cycle breaks during exec, ideally to give the highest number of floating opportunities.

2E2E: An algset that solves cases where you have two 2-swaps of edges (eg. [M2, U2]). With 5940 cases, it is not thought to be learnable in full. However knowing easy cases is useful for 3BLD, and the subset involving UF-UR swap is important for floating in MBLD.

2E2E': Like 2E2E, but each individual 2-swap is flipped (if you traced them, you would end each one on the opposite sticker from where you started. eg. [E, R U' R]). 2E2E' also covers 5940 cases, so is not thought to be learnable in full.

Credits to James for the accurate definitions.
 
Drill - This is a process when you execute the same algs in succession in order to familiarize with the fingertricks and more nitty gritty. It also makes the BLDer get the algorithm into the muscle memory.

Rotationless - When the entire cube is executed without the front face being moved around by more than 45 degrees. Although if the front face is moved by 46 degrees to 89 degrees, some people will consider it rotationless as well.
 
Pseudo-swap - Once you detect that there is parity in the 3x3 scramble, you try to induce a 2 swap in the other piece type so that the cube can be finished with one PLL or ZBLL.

Noddon - The act of putting the blindfold over the eyes after memorization without using the hands. This is done by snapping our necks downwards fast.
 
3-style - Best blindsolving method popularised and extensively developed in 2010s. It uses speed optimal algs for solving edges and corners fast. The top solver Tommy Cherry can execute a 3-style solution in 7 seconds!

DNF - stands for did not finish. If the puzzle is away from the solved state by more than one move, the time to blindsolve it is not recorded and a DNF is noted down on the scorecard. The time taken to produce the DNF is written in bracket as it helps in calculating the cumulative cutoffs per participant for the official blindsolving round.
 
PLL - algset to permute last layer on a 3x3 using the CFOP method. It is also used in blindsolving to do parity of the form of 2c2e with all pieces oriented on the U layer.

TPS - Turns per second. It defines the averaged turning speed for the entire solve. In BLD, the execution TPS can be measured and analyzed.
 
STM - Slice Turn Metric. The default way to count the number of moves used in a blind solve reconstruction. Since blindsolving edge execution have a lot of slice moves execution, STM is the ideal metric to count the number of moves.

CEEC - Corner Edge Edge Corner, the sequence followed in almost all top level 3BLD solving, the first two letters signify the order of memo and the last two letters are the order of execution. There are a few cubers like me, Gianfranco and Kaijun who do ECCE order in their solves which is also fun.
 
UF5 - Algset where we construct a 5-cycle from the UF sticker edge piece. A lot of top BLDers have mocked this set from 2018-2022. It has not been proven to be viable in any actual solve unless a large effort on fingertricks and alg quality and alg retrieval is taken by a person who is already world class with 3BLD / MBLD.

MBLD - The hardest WCA event, where we are given 1 hour to memorise and solve X number of 3x3s blindfolded. The score is calculated as total number of solved cubes minus the total number of unsolved cubes solved within an hour.
 
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Doesn't that depend on how many cubes you're doing? For people like Graham attempting 60 cubes it would be, but just getting a result in multi is much easier than in 4BLD/5BLD.
The hardness aspect comes from the accuracy that is required.

2/2 in 40 seconds is also hard, and a valid MBLD attempt if we choose to do 2 cubes.

My point being, world class at 2 cubes is also hard in MBLD, similar to 60+ cubes which is the current World's best.
 
The hardness aspect comes from the accuracy that is required.

2/2 in 40 seconds is also hard, and a valid MBLD attempt if we choose to do 2 cubes.

My point being, world class at 2 cubes is also hard in MBLD, similar to 60+ cubes which is the current World's best.
I don't understand. Are you judging difficulty by how hard it is to be world class? I feel like that isn't really what a 'hard' event means. In which case it would be extremely hard for every event, and probably harder for popular events such as 3x3.
 
I don't understand. Are you judging difficulty by how hard it is to be world class? I feel like that isn't really what a 'hard' event means. In which case it would be extremely hard for every event, and probably harder for popular events such as 3x3.
For me the hard factor is the precision and the effort invested completing the event.

For example, a 2x2 solve takes 1-3 seconds, so less effort. Clock requires precision but only on 18 clocks.

MBLD is an hour long event with ~10000 moves made in exec, and precision is important as we need a higher percentage of solved cubes.
 
Doing the remaining terminology and keywords after a long time, but I gotta finish this.

3BLD - the WCA event where we have to solve the 3x3 blindfolded. The cube is presented in random orientation and the competitor gets 3 attempts to get a success. The best solve is counted for subsequent rounds or podium. The most popular execution method is 3-style.

bigBLD - Events 4BLD and 5BLD are classified as bigBLD. They involve more precision and knowledge of using commutators and they are a lot harder to get consistency in due the high DNF rates. The high DNF rates are due to more moves to execute the solution, more layers and more piece types leading to more types of mistakes. These events are not to be confused with hugeBLD which is 6BLD and above. Sometimes 8BLD and above is also considered as hugeBLD so there is no hard and fast rule to define that term.
 
Limbo cube - Cubes that are kept aside in the multi-blind execution because the competitor partially recalls the cube

RIP cube - Cube that was solved, but the competitor second guessed and created a DNF by doing extra moves or the guess going wrong

Ditched cube - Cubes for which the competitor can only recall 1-2 letter pairs and does not want to break the momentum by doing a deep recall of the cube or placing the cube as a limbo cube
 
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