Freestyle Blindfold corner algs

The rules that i think work most of the time. and makes in easier to understand for now:

1) make sure there are 2 stickers in one face. (setup-move) (do not disturb other corners)
2) solve one corner. (U2, R2, U, R, most of the time something short)
3) put the corner that belongs at the place of the solved corner, in a way it doesn't disturb the last corner.(most of the time at least 3 turns i think. like R' D R)
4) undo number 2
5) undo number 3
5) undo number 1

maybe it's not good to think in rules. but for now it makes it a bit easier to understand, and i can solve them better with this.
 
The rules that i think work most of the time. and makes in easier to understand for now:

1) make sure there are 2 stickers in one face. (setup-move) (do not disturb other corners)

I agree that those rules are good ones, and easy to follow. However I think it's very important to know how to "viewpoint shift" as I call it. I told Daniel Beyer about this too, and he liked the idea.

As an example the following cycle: UBL->DBL->LDF

This appears to be a somewhat difficult cycle needing a setup move (F) to make it a 9 move case (D' B2 D' F2 D B2 D' F2 D2) for 11 moves to solve the cycle. But if you viewpoint shift it by rotating every sticker once counterclockwise around its corner you create the cycle:

BLU->LBD->DFL which is easier seen as a "cyclic shift" case, or a 10 move case on the L face. To solve just do U' F L2 F' U F U' L2 U F'

An easier example, take the following cycle: UBL->FUL->RUF
This again appears like you need a setup move (F') leaving the following cycle (F' D' F U' F' D F U) for a total of 9 moves including the move cancellation and undoing the setup turn. However if you viewpoint shift this by rotating every sticker once counterclockwise you create the cycle:

BLU->ULF->UFR which is just an 8 mover (L F R F' L' F R' F')

Of course you guys are talking about which commutators are faster to execute, which I've never really looked into much other than very easy cases. Daniel and I have always considered the shortest commutator to be the best one in nearly all cases. So in this sense the BH method might already be outdated compared to freestyle commutators, but for what it's worth I use viewpoint shifting to turn some hard cycles into shorter ones (notice I did not say faster ones).

Chris
 
Thanx Chris. When trying to solve all corners with commutators, i already did this sometimes, because i saw something like this on joël paige. but i think it's alot harder for BLD. Tonight i will try your examples.

By the way, is it alway's necessary to have 2 stickers on one face?
 
Well, you have to have 2 stickers so that you can change them with eachother using just one move. Say we have the cycle UBL->FUL->RUF you see that the three stickers are in U,F and R-faces. But the first two stickers are interchangable with L'/L and we can insert the third corner in UBL with B'RB or in FUL with FRF'. So we have 2 choises to solve this cycle, B'RB L' B'R'B L and L FRF' L' FR'F'. Answer: You don't need to have 2 stickers in one face.
 
Well, you have to have 2 stickers so that you can change them with eachother using just one move. Say we have the cycle UBL->FUL->RUF you see that the three stickers are in U,F and R-faces. But the first two stickers are interchangable with L'/L and we can insert the third corner in UBL with B'RB or in FUL with FRF'. So we have 2 choises to solve this cycle, B'RB L' B'R'B L and L FRF' L' FR'F'. Answer: You don't need to have 2 stickers in one face.

Ok so if i understand correctly. the change 2 stickers part should always be one move? So i just have to set-up the cube in a way i can change them with one move.?
 
ok thanks.
can you maybe give a little example of like 2 corner commutators with the memo part? I memo with letters. so one corner memo was WOLGHR.(and one flipped corner) but will i always solve like W -> O -> L? how can i easaly combine my memo with commutators? just look at the 3 stickers, and solve them, and then remember wich letter is the last one, and continue with that. W -> O - > L .... L --> G --> H like this?
thanks for all the help :)
 
I've started learning to use commutators for corners and I really like it.
I'm sorry if I missed this, but what is a nice commutator for UBR -> RDB -> LDB?

A bit late, but this is what i came up with.
It's not a real pretty one. it's better to take RUB as starting point. but it works :) Not a nice setup with this one.
And it's better to do a Y'X2 turn first.

L2F D'FDF' U FD'F'D U' F'L2

(L2 F) setup
(D'FDF) X
(U) Y
(FD'F'D) X'
(U') Y'
(F' L2) setup'

with the Y'X2 cube turn it's : B2R U'RUR' D RU'R'U D' R'B2. that shoud be a bit faster to solve.
 
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Ulb --> Urf --> Rub. to setup the case: F R2 F L2 F' R2 F L2 F2
this was a question from me on paige 4. this question
- edited to clarify it a bit.

This is my own solution to my 3-cycle:
y2x' D U'RU2R'U'RUR' D' RU'R'URU2R'U
hehe, not very short. but it's an easy trigger. and can be very fast i think.
 
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Ulb --> Urf --> Rub. for setup: F R2 F L2 F' R2 F L2 F2
this was a question from me on paige 4.
This is a solution from myself :)
Isn't that the inverse of Pedro's alg for your question about the inverse cycle?
(I, by the way, would have come up with the inverse of the alg Stefan posted.)

Also, "page 4" doesn't mean anything to some of us; links and post numbers help more. I have the forum configured to lots of post per page, so this is barely page 2 for me. (Where's the forum smiley for
slant.png
?)
 
Ulb --> Urf --> Rub. for setup: F R2 F L2 F' R2 F L2 F2
this was a question from me on paige 4.
This is a solution from myself :)
Isn't that the inverse of Pedro's alg for your question about the inverse cycle?
(I, by the way, would have come up with the inverse of the alg Stefan posted.)

Also, "page 4" doesn't mean anything to some of us; links and post numbers help more. I have the forum configured to lots of post per page, so this is barely page 2 for me. (Where's the forum smiley for
slant.png
?)

ow sorry. that is the inverse of pedro's, that was to setup the case. my solution was a bit down :), and my question then was above pedro's awnser.
 
Hi guys, sorry if this is a silly question but:

Have I understood it correct that BH-corners ALWAYS start with URB? I mean, can this translate to Old Pochman where LBU always was the buffer?

See, I thought with freestyle you could start with any corner and just as easly swap them around. Maybe this is just a dumb question, please do not bite my head :)

Will start learning BH corners today. Is BHcorners+M2 a good and fast method, or do you guys advise something else for edges?
 
BH isn't "freestyle".
You can also use these algs for solving any corner cycle, just rotate so that another corner is at URB.

:fp Sorry, I just came back from a vacation to RetardNation.

I do not think freestyle exists, noone can explain it to us :o
 
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I do not think freestyle exists, noone can explain it to us :o

To paraphrase the Matrix:

There is no freestyle *deep contemplative look*

;)

And yes for the record I also find that frustrating (the bolded part above). Most explanations of freestyle to me sound like this:

"Well it's freestyle, so like freestyle your way through how totally freestyle it is, and the magic of freestyle is that the freestyle will solve your cube, like totally freestyle."

;)

Chris
 
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Hehehe, really nice Chris :p

And you still failed to explain freestyle to us. Next competition Joey, Ville or any of you blindfold gosus attend to I will grab you untill you explain freestyle in a way that makes SENSE :p
 
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