Apologies to the thread hijack, any further discussion I will move to an appropriate thread.
So if you wanted to learn BH you would learn every case individually? You would do an alg like [S'D'S, U2]? You wouldn't take advantage of an easy E perm to solve 4 corners? If your buffer was solved and you could use a different buffer you'd just break into a new cycle instead?
Daniel and I intended it to be a method like F2L. There are only a handful of named commutator types, you just need to learn to recognize them from different angles. So I guess saying "pre-memorized" is maybe not the best phrase. I can't think of the best phrase for it, but all the cases can be learned very quickly by memorizing perhaps 10-12 different types of commutators, at most.
As to the alg [S'D'S, U2], I would certainly never execute it this way. I really hope people don't think that we actually execute the way we wrote the algs down on the site. Perhaps one consequence to Daniel and I listing out all of our algs is that people believe we execute them without cube rotations. When deciding to write the algs out, we really were not keen on putting in every nuance to how the algs were executed. It was basically meant as a starting point for people to know
at least which turns we do. Daniel didn't really like the idea of the alg list format of the site, and to be honest I am now starting to feel the same way. I'm debating taking the alg lists down, or at least not making it the main part of the site, and putting up more of an organic description of each commutator type and let people learn themselves how to rotate them to different angles.
As to the case [S'D'S, U2] I would probably do:
y' M D' M' U2 M D M' U2 y
I know there are lots of optimizations of this for 3x3x3. Just know that Daniel, and my, goal for these edge algs is to be able to solve the central edges of a 5x5x5
before we have solved the center pieces. If you can come up with an alg on 5x5x5 that can be executed more quickly than this and keeps the centers safe, then to be honest I would probably switch to it even if it was sub-optimal in move count.
Of couse I'd do all these to make solving faster, easier etc. But then I wouldn't say I'm using BH. Or at least not strict BH.
And my question still stands. How would you define BH?
Daniel and I would probably take a similar stance to this. I know I do, but I can't speak fully for Daniel. BH to me is the foundational idea, and any change from that is just a variation to the method. For example, I use floating buffers for edges, but not really for centers. So I would just say that for wings I use floating buffer BH and for everything else fixed buffer. I think the fundamental ideas for BH should just be treated as a starting point, as in here is the way the method is done, and any changes made are just personal variations to this.
Again it's best compared to F2L. All Fridrich solvers consider themselves F2L solvers, but I'll bet that no two people have the exact same approach to every case, and the exact same nuances to their method. Yet they still, all, solve F2L every solve.
Chris