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K4

Would you recommend, if during F3L you had an edge that could be solved by R2 U2 R2 U2 R2 doing that, or solving a different edge.

EDIT: I just noticed, why isn't this in How to/Guides?
 
Really nice Kirjava, I am very interested in this method! Do you know the average number of moves of your method?


Not a clue. I might put some example solves up at some point.

Would you recommend, if during F3L you had an edge that could be solved by R2 U2 R2 U2 R2 doing that, or solving a different edge.

EDIT: I just noticed, why isn't this in How to/Guides?


It depends on the situation really, but if it's only solving one edge I just wouldn't.

I asked for it to be moved.

ELL. Painful.


What are you having trouble with? It shouldn't be hard if you know how to create commutators, and if not, get used to comms first.
 
I like the new site. I very much like the pictures, I found them most useful when learning F3L. Just working on my CLL now and I'll tackle ELL some other day. Nice work. :o
 
How do I develop my own commutators? Sorry for noob question.

I found this link
infinitely useful when learning commutators. Badmephisto also has a tutorial on commutators which is nice, and then there's Ryan Heise's tutorial on it. The first link contains 4x4 examples, which is really nice. I've been reading these over the past few days and just playing around trying to swap random edges on the 4x4.

Edit:

I'd also like to mention that learning this commutator: [F' R u2 R' F, U] has been very useful. I started off just doing it and seeing the outcome, and then went on and watch it's effect on the cube. The first part (X) switches the UFr edge and the URf edge (and swaps orientation). The U puts 2 new edges in there, and then the X' swaps them again. This was the easiest one for me to follow with.
 
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Okay, so I'm having trouble with one case here. Everything is solved except for 1 dedge, which is in it's place but oriented incorrectly. I see on the site that I could do this with r'U2xlU2l'U2x'r2U2rU2r'U2F2r2F2, but I was hoping to be able to use a commutator to figure this one out. I can't really see an easy/short way to do it, so I'll probably take the alg approach, but the way I see it, it /should/ be doable with a commutator? Any halp? I've pretty much got 3-cycles and 2x2's figured out, but this one eludes me.
 
Okay, so I'm having trouble with one case here. Everything is solved except for 1 dedge, which is in it's place but oriented incorrectly. I see on the site that I could do this with r'U2xlU2l'U2x'r2U2rU2r'U2F2r2F2, but I was hoping to be able to use a commutator to figure this one out. I can't really see an easy/short way to do it, so I'll probably take the alg approach, but the way I see it, it /should/ be doable with a commutator? Any halp? I've pretty much got 3-cycles and 2x2's figured out, but this one eludes me.


This 2 cycle permutation is caused by an uneven number of inner slice turns. To solve it it with commutators, you can do an r move and it'll turn into a 5-cycle. You'll have to solve the centres too though.

Probably better to stick with the alg, but that should help you understand it.
 
BIPzj.png


Worst LL evar
 
Kirjava, what do you (and other K4 users I guess) average in terms of movecount (STM)? Average movecount for FB? F3L? LL?

Also, I used to just blindly apply algorithms for the last layer, but now I'm actually watching where the pieces go, and how they move, and I think I'm getting a hold of it. Should I be going for 3 looks for the last layer edges?
 
I think 5 is easy and should keep you going.

But eventually yes, you should be down to 3, and you can just keep learning the algs from the page and you will drop your looks as you learn.
 
4/5 look is fine until you start to get fast, don't see why you'd need to take 6 with even the most basic set of algs.

Too lazy to do averages for movecount, always have been. If I ever get round to it I'll post them here.
 
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