Ville Seppänen
Veteran
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'
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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