I don't get it :P
Nvm, I'll learn different angles myself.

How many algs for F2L do you guys suggest I learn? More of a question is: How many algs for F2L did you guys learn?

For example:

visualcube.php


You can do y L' U' L U2 L' U' L U L' U' L or whatever.

But you can solve this case by using another algorithm that doesn't need a cube rotation, for example:

F U R U' R' F' R U' R'

The first algorithm is longer but very fast (sexy moves) but only if you face the F2L case in the right way (doing a y move).
The second algorithm is shorter and requires no cube rotations for this particular angle.

Just try, for each F2L case you already know how to solve, find the way to solve it when it appears in a different position, not necesarily in front etc.
 
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for my alg (R' F R F') R U' R' U R U' R' U2 R U' R' (15 moves) i got 1.18 after two tries (12.71 TPS)

for yours R2 U2 F R2 F' U2 R' U R' (9 moves) the best i got after many tries was 1.91 (4.71 TPS)

I prefer mine but I'd be interested if you could get a short video showing how you execute it, if it's at least as fast as mine.

I use the second one... http://www.youtube.com/watch?v=dXeMDAl5OWA
 
Thanks for the correction.

Yes, I guess cube rotations are not that bad, especially if doing them helps to solve the next pair.

I guess most people do the y' and alg from back right but I still can't do that. Although, when I learn an algorithm with my right hand, I automatically can execute its mirror with my left hand, hence all the Ls in my previous post.
 
@teller - I forgot about that video, you really are an expert of odd fingertricks. However, your hands cover up much of the last layer during that alg, which leads me to believe that lookahead could be diminished. Really cool nonetheless. How fast can you do it?

@wontolla - you should really learn to mirror all of your algs to Back right and back left, it's just as useful as mirror from R to L.

@incanumix - there is no "faster" alg, it's all about what you practice.
 
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@teller - I forgot about that video, you really are an expert of odd fingertricks. However, your hands cover up much of the last layer during that alg, which leads me to believe that lookahead could be diminished. Really cool nonetheless. How fast can you do it?
That is a valid concern...some of my wackier tricks definitely have that problem. But this one I really don't think covers up the cube, at least not with my long fingers. And I've gotten it down to at least 1.2. Doing that longer one in 1.18 is pretty darn impressive.
 
it's not particularly impressive imo, it just feels like R U' R' U repeated 4 times with a slight rotation and one additional U turn. Sexy spamming > lolfingertricks

sometimes ;)
 
it's not particularly impressive imo, it just feels like R U' R' U repeated 4 times with a slight rotation and one additional U turn. Sexy spamming > lolfingertricks

sometimes ;)

Brilliant! Nothing validates like results...a side event someday, I foresee. And even if I'm slower, I am either more beautiful or more lol. ;)
 
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Do you guys suggest I learn full PLL?
Or learn a massive bunch of F2L Algs to support my intuitive F2L?
For F2L, it's around 6 algs I need to learn.
So stick with intuitive all the way? or learn full PLL?
 
I would strongly suggest learning full PLL.
Full PLL is really not that difficult to learn concidering many algorithms are similar to each other and many consists of familiar triggers (such as the "sexy move" or "sledgehammer"-trigger)
Also, learning PLL brings you closer to learning how to solve the 3x3x3 blindfolded if you use the classical Pochmann-method.

Knowing full PLL is never a waste of time.

There is a video here and a list of algorihtms here


For example:

visualcube.php


You can do y L' U' L U2 L' U' L U L' U' L or whatever.

I would do y' U2 R2 U2 R U R' U R2. Much faster- 2-gen and still allows for look-ahead in all other slots
 
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Finger Trick F2L Algorithms?

I need F2L Algorithms that only require R, U, L moves.

"The first and most important step of the ZZ Method. It involves orienting all 12 edges, while simultaneously placing the line edges (DF and DB). After the EO part, the cube is reduced to <R, U, L, D, F2, B2>. After placing DB and DF, the cube is reduced to <R, U, L>, meaning it can be solved completely by turning only the R, U and L layers. "
 
Lol no way am I going to check to see if all of those meet the orientation created from EOline.. I'll try Cube explorer.

And I only want those moves, R, U, L, no rotations or anything else.

Edit:
I think using EOLine lowers the F2L Cases lol.
 
Lol no way am I going to check to see if all of those meet the orientation created from EOline.. I'll try Cube explorer.

And I only want those moves, R, U, L, no rotations or anything else.

Edit:
I think using EOLine lowers the F2L Cases lol.

I think you need to shut up and think a bit. :D
Yeah, you can't have unoriented edges, that is cool. But, you really do block building for ZZ, only 2 slots are similair to F2L.
Also, you need alg's only for some hard cases, most of ZZf2L is intuitive.
 
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Why should I block build lol? I thought CFOP F2l was the most efficient and quickest way.
 
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