How I do BLD

Ville Seppänen

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I've been meaning to do this for a while now, and finally I did it. I was thinking about adding stuff about big cube BLD as well (like an example solve(s) and some info) but I'm too lazy right now. Would anyone want to read something like that?

Anyway, some info about how I solve. For corners, I always start from UFL if it's not solved. If it is solved, I start from UBL. If that's solved as well, I start from UBR, and last would be UFR. If UFL is permuted but misoriented, I usually use it as my buffer and use it to break into new cycles. If there are two 2-cycles I ofter solve them with two 3-cycles. I only solve them at the same time if it's a really easy case.

For edges I start from UF. Once UF is solved I move on to UL, then UB and UR. If all of them are solved and there are still cycles I either use UF as my buffer for the other cycles or solve the cycles as they are. If UF ends up permuted bul flipped, I either leave it flipped for some time or start using UF as a buffer.

If there are flipped corners I orient those before I start permuting, but for flipped edges I usually flip them as the last thing I do. I usually solve parity last but not always, it really depends on the scramble.

Here are some example solves that might help understand things better. Scramble in the same orientation as you would solve.


Scramble: D R2 D' L D' B F' R B' F' L' B2 F D2 R B D' F R' F2 D' U R' D R

UFL is solved so I'll start with UBL

UBL-RBU-FDR: y' L' U R' U' L U R d'
UBL-BDR-UFR: y' R D' R' U2 R D R' U2 y
UBL-DFL-DBL: y' U L2 U R2 U' L2 U R2 U2 y
In a solve I might be able to cancel all those cube rotations.

UF-UL-LD: z R U' M' U R' U' M U z'
UF-BU-RB: M' U R' U' M U R U'
UF-FR-UR: R2 U R U R U' R' U' R' U' R'
UF-DR-LF: x y' R U R U R' U' R' U' R' U y x'
UF-BD-BL: y R2 U' M' U R U' M U R y'

UF-DF + UBL-LDF: U R2 U' x y' R U R' U' R' F R2 U' R' U' R U R' F' y x' U R2 U'

---------------------------------------------------------------------

D2 U' R' U2 L U' B' F' D' U' B2 F L R' B' F2 L' R2 B' D U2 R2 D2 U B2

First I flip those 2 corners
UFR + DBR: B R U2 R' U' R U' R' L' U2 L U L' U L B'
UBL-LDF-BUR: R2 D R U2 R' D' R U2 R
UBL-FDR-BLD: R U2 R' D2 R U2 R' D2

UF-BL-LF: z U R U' M' U R' U' M z'
UF-FR-RB: z' U L' U' M U L U' M' z
UL-UB-RU: y r U R' U' M U R U' R' y'
UF-DL + UL-BD: B R' U' l2 U' M2 U2 M2 U' l2 U R B' Setup moves here were B R' U' L2 but L2 + M2 = l2
UF + DF: x U' M' U' M' U' M' U' M2 U' M' U' M' U' M' U'

---------------------------------------------------------------------

R D U' F U' R2 U2 R' B2 L2 R2 D F' D U' F' U' L2 B D' L2 U' L' B2 U2

UFL + UBL + DFR: L2 (R U' R' U)*2 D (R U' R' U)*2 D (R U' R' U)*2 D2 L2
UFL was flipped so normally I would use it as a buffer, but here I could orient all the unoriented corners with eachother.
UBR-LDB-DBR: U' L2 D2 L' U' L D2 L' U L' U
UBR-FRU-LDF: R' U L' U' R U L U'

UF-UR-BL: L R U' R U R U R U' R' U' R2 L'
UF-DR-DB: M2 U' R2 U M2 U' R2 U
UF-DF-FL: x y M' U M U2 M' U M y' x'
UF-LU-RB: y r U M U2 M' U r' y'
UF-FR-BU: M U' R U M' U' R' U
UF + DL: y' x R2 U2 R2 U R' U' R' U2 r U R U' r' R

---------------------------------------------------------------------

D' B' F R B' R2 B U' R' B2 D2 B U2 B' D' L2 R D2 B' U B F' U' L2 R2

UFL-RFU-FDL: L' U' R' U L U' R U
UFL-BLD-FRD: D2 R U' R' D2 R U R'
UFL-DBR-UBL: y' x L2 U R U' L2 U R' U' x' y

UF-DL-RB: y R U M U2 M' U R' y'
UF-BL-FL: d x R2 U' R' U' R U R U R U' l d'
UF-UB-DR: d M U2 M' U y
UF-FR-BD: U2 M U R U' M' U R' U

Now you could solve UF-FD + UFL-RBU with something like U r [R-perm] r' U' and then flip the 2 edges, but you can also shoot to the flipped edge when you have a 2-cycle left, which is nicer atleast in this scramble.

UF-FD-LU: x U' L U M' U' L' U M x'

And now you have just parity left.

UF-UL + UFL-RBU: R' U2 L U' L' U2 R L U' L' U
Or if you don't know this alg, you can set it up to a J-perm with B

---------------------------------------------------------------------

U' R' U2 F2 U F2 L R' B F' D U' B' F L D2 U F' R2 U2 L R B2 F2 L'

UFL-DBR-FRU: L' U2 L' D L U2 L' D' L2
UFL-BRU-DFR: x' D2 L' U L D2 L' U' r
UFL-DBL-LDF: y R2 U2 R' D2 R U2 R' D2 R' y'

UF-FR-LF: R U' R' E R U R' E'
UF-LU-RB: y r U M U2 M' U r' y'
UF-DF-UR: U r2 F2 R2 U R2 F2 r2
UF-RD-DB: x M2 U R U' M2 U R' U' x'
UF-BL-LD: y' F L' R2 U R U R' U' R' U' R' U R' L F' y
UF-RU + UFL-UBL: S' R U' L' U R' U2 L U' L' U2 r E'
 
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I was thinking about adding stuff about big cube BLD as well (like an example solve(s) and some info) but I'm too lazy right now. Would anyone want to read something like that?

Of course I would! Anyone willing to do a 7x7x7 BLD attempt would certainly be willing to read something as trivial as a 5x5x5 BLD description. :)

Thanks for this, Ville - it was really good insight into how you solve. I'm surprised by how similar it feels to BH, and how many of essentially the same algorithms we use.

It seems like you think a little more than I do when solving. I would never even notice a case like the third solve where you twisted your buffer piece before starting, and it clearly saved you some time. I guess it's the advantage of using floating buffers; I've often wondered if I should switch to floating buffers. I already use floating buffers on big cube centers, and sometimes it really helps.
 

ZOMG SPEF <3


Those are pretty

<3

UF-RU + UFL-UBL: S' R U' L' U R' U2 L U' L' U2 r E'


:eek::eek::eek::eek:
ZBLL again?

No, S' just sets up a J-perm.

I was thinking about adding stuff about big cube BLD as well (like an example solve(s) and some info) but I'm too lazy right now. Would anyone want to read something like that?

Of course I would! Anyone willing to do a 7x7x7 BLD attempt would certainly be willing to read something as trivial as a 5x5x5 BLD description. :)

Heh, all right, I'll add stuff here later.
 
Grr I still have so much trouble understanding how freestyle algorithms are literally made up on the spot.

Not necessarily. There are some cases where you might want to learn a fast alg for. There are a lot of cases where you can just make up a commutator. After practice, these commutators basically are 'learned' and you don't need to think about making them.
 
Grr I still have so much trouble understanding how freestyle algorithms are literally made up on the spot.

They're pretty much made up on the spot only in beginning stages of freestyling. Once you've done hundreds and thousands of solves like Ville did everything is pretty much braindead ;)

In that case, I wish I knew how the algs were created when Ville first started :p.
 
Grr I still have so much trouble understanding how freestyle algorithms are literally made up on the spot.

They're pretty much made up on the spot only in beginning stages of freestyling. Once you've done hundreds and thousands of solves like Ville did everything is pretty much braindead ;)

In that case, I wish I knew how the algs were created when Ville first started :p.

Read Chris and Daniel's descriptions of how to construct the algs for BH. Most of Ville's algorithms in these solves are either BH algorithms or minor modifications of them. That's how you see those - the way Chris and Daniel describe.
 
Grr I still have so much trouble understanding how freestyle algorithms are literally made up on the spot.

They're pretty much made up on the spot only in beginning stages of freestyling. Once you've done hundreds and thousands of solves like Ville did everything is pretty much braindead ;)

In that case, I wish I knew how the algs were created when Ville first started :p.

Read Chris and Daniel's descriptions of how to construct the algs for BH. Most of Ville's algorithms in these solves are either BH algorithms or minor modifications of them. That's how you see those - the way Chris and Daniel describe.

I've looked at BH. It's just so much to grasp..
 
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