Zane_C
Premium Member
- Joined
- Oct 12, 2009
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- ~100km W of Melbourne, Australia
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- 2010CARN01
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Hello everyone,
I've spent the last few weeks working on this tutorial.
I didn't intend on this to be a Christmas present, it's just a coincidence I've finished on Christmas.
I've attempted to make this tutorial as thorough and understandable as possible.
Hopefully this will motivate more people to learn how to solve the Rubik's Cube blindfolded.
Sorry for the boring voice.
Zane.
-----------------------------------------------------------
Key parts:
Conjugates and setup moves: 6:20
The buffer and targets/cycles: 8:22
Intro recap: 10:10
Edges: 10:39
Corners: 16:07
Flipped/twisted pieces: 19:10
Parity: 21:38
Example solve: 23:07
Memorising: 32:47
Useful Links:
Joël's tutorial
Memory methods
List of letter pairs
Algorithms:
T-perm: R U R' U' R' F R2 U' R' U' R U R' F'
J-perm: R U2 R' U' R U2 L' U R' U' L
L-perm: R' U2 R U R' U2' L U' R U L'
Y-perm: R U' R' U' R U R' F' R U R' U' R' F R
R-perm: L U2 L' U2 L F' L' U' L U L F L2 U
Solution for edge and corners targets:
Example solve #1 (with parity and flipped edge):
Example solve #2 (with parity and twisted corner):
Image suggestions for edge targets:
Formula to reassure yourself that all pieces have been cycled: t = u + c
If t = u + c, you have cycled all the pieces.
Where:
t = No. of targets (excluding targets associated with flipping edges or twisting corners)
u = No. of unsolved pieces (excluding buffer and flipped/twisted pieces)
c = No. of cycle breaks (ie. how many times you break into a new cycle)
Don't feel compelled to use this formula, it's just something you can use. Another way to make sure you've cycled all the pieces, is to simply study your memorisation, and check that no unsolved pieces are left out.
-----------------------------------------------------------------------
Algorithms used:
T-perm flip: x' R2 U' R' U x R' F' U' F R U R' U'
Adj-edge flip: R' U2 R2 U R' U' R' U2 r U R U' r'
Mono flip: [R' D R D' R' D R] U' [R' D' R D R' D' R] U
Y-perm: R U' R' U' R U R' F' R U R' U' R' F R
Useful Links:
Memory methods
Edge flipping algorithms
Corner twisting algorithms
M2 method
TuRBo
Commutators
BH method
I've spent the last few weeks working on this tutorial.
I didn't intend on this to be a Christmas present, it's just a coincidence I've finished on Christmas.
I've attempted to make this tutorial as thorough and understandable as possible.
Hopefully this will motivate more people to learn how to solve the Rubik's Cube blindfolded.
Sorry for the boring voice.
Zane.
-----------------------------------------------------------
A complete tutorial for solving the Rubik's Cube blindfolded using the 'Classic Pochmann' method.
Key parts:
Conjugates and setup moves: 6:20
The buffer and targets/cycles: 8:22
Intro recap: 10:10
Edges: 10:39
Corners: 16:07
Flipped/twisted pieces: 19:10
Parity: 21:38
Example solve: 23:07
Memorising: 32:47
Useful Links:
Joël's tutorial
Memory methods
List of letter pairs
Algorithms:
T-perm: R U R' U' R' F R2 U' R' U' R U R' F'
J-perm: R U2 R' U' R U2 L' U R' U' L
L-perm: R' U2 R U R' U2' L U' R U L'
Y-perm: R U' R' U' R U R' F' R U R' U' R' F R
R-perm: L U2 L' U2 L F' L' U' L U L F L2 U
Solution for edge and corners targets:
Solution for edge targets:
UF = J-perm
UL = T-perm
UB = L-perm
FU = Lw' (L-perm) Lw
FR = Dw2 L (T-perm) L' Dw2
FD = Lw' (J-perm) Lw
FL = L' (T-perm) L
LU = L' Dw L' (T-perm) L Dw' L
LF = Dw' L (T-perm) L' Dw
LD = D Lw' (J-perm) Lw D'
LB = Dw L' (T-perm) L Dw'
BU = Lw (J-perm) Lw'
BL = L (T-perm) L'
BD = Lw (L-perm) Lw'
BR = Dw2 L' (T-perm) L Dw2
RB = Dw L (T-perm) L' Dw'
RD = D' Lw' (J-perm) Lw D
RF = Dw' L' (T-perm) L Dw
DF = D' L2 (T-perm) L2 D
DL = L2 (T-perm) L2
DB = D L2 (T-perm) L2 D'
DR = D2 L2 (T-perm) L2 D2
Solution for corner targets:
UBR = L-perm or R D' (Y-perm) D R'
UFR = F (Y-perm) F'
UFL = F R' (Y-perm) R F'
FLU = F' D (Y-perm) D' F
FRU = R2 D' (Y-perm) D R2
FRD = R F (Y-perm) F' R'
FLD = D (Y-perm) D'
LFU = F2 (Y-perm) F2
LFD = D2 R (Y-perm) R' D2
LBD = D2 (Y-perm) D2
BUR = R' F (Y-perm) F' R
BDL = D' R (Y-perm) R' D
BDR = D' (Y-perm) D
RUF = R' (Y-perm) R
RUB = R2 (Y-perm) R2
RDB = R (Y-perm) R2
RDF = Y-perm
DFL = F' (Y-perm) F
DFR = F' R' (Y-perm) R F
DBR = R2 F (Y-perm) F' R2
DBL = D F' (Y-perm) F D'
UF = J-perm
UL = T-perm
UB = L-perm
FU = Lw' (L-perm) Lw
FR = Dw2 L (T-perm) L' Dw2
FD = Lw' (J-perm) Lw
FL = L' (T-perm) L
LU = L' Dw L' (T-perm) L Dw' L
LF = Dw' L (T-perm) L' Dw
LD = D Lw' (J-perm) Lw D'
LB = Dw L' (T-perm) L Dw'
BU = Lw (J-perm) Lw'
BL = L (T-perm) L'
BD = Lw (L-perm) Lw'
BR = Dw2 L' (T-perm) L Dw2
RB = Dw L (T-perm) L' Dw'
RD = D' Lw' (J-perm) Lw D
RF = Dw' L' (T-perm) L Dw
DF = D' L2 (T-perm) L2 D
DL = L2 (T-perm) L2
DB = D L2 (T-perm) L2 D'
DR = D2 L2 (T-perm) L2 D2
Solution for corner targets:
UBR = L-perm or R D' (Y-perm) D R'
UFR = F (Y-perm) F'
UFL = F R' (Y-perm) R F'
FLU = F' D (Y-perm) D' F
FRU = R2 D' (Y-perm) D R2
FRD = R F (Y-perm) F' R'
FLD = D (Y-perm) D'
LFU = F2 (Y-perm) F2
LFD = D2 R (Y-perm) R' D2
LBD = D2 (Y-perm) D2
BUR = R' F (Y-perm) F' R
BDL = D' R (Y-perm) R' D
BDR = D' (Y-perm) D
RUF = R' (Y-perm) R
RUB = R2 (Y-perm) R2
RDB = R (Y-perm) R2
RDF = Y-perm
DFL = F' (Y-perm) F
DFR = F' R' (Y-perm) R F
DBR = R2 F (Y-perm) F' R2
DBL = D F' (Y-perm) F D'
Example solve #1 (with parity and flipped edge):
Scramble cube in the orientation you wish to solve it in.
Scramble: R L U2 D2 L2 B2 R' B2 U2 F2 L2 B D' B' D' L' U' L2 B' D2 R
Corners:
UBR = R D' (Y-perm) D R'
DBL = D F' (Y-perm) F D'
FLU = F' D (Y-perm) D' F
FRU = R2 D' (Y-perm) D R2
DFL = F' (Y-perm) F
DFR = F' R' (Y-perm) R F
RBD = R (Y-perm) R'
Fix parity: y' (R-perm) y
Edges:
DL = L2 (T-perm) L2
DF = D' L2 (T-perm) L2 D
UB = L-perm
RD =D' Lw' (J-perm) Lw D
BR = Dw2 L' (T-perm) L Dw2
DB = Lw2 (J-perm) Lw2 or D L2 (T-perm) L2 D'
LB = Dw L' (T-perm) L Dw'
UF = J-perm
FL = L' (T-perm) L
FR =Dw2 L (T-perm) L' Dw2
UB = L-perm
Flip UL:
shoot to UL: T-perm
shoot to LU: L' Dw L' (T-perm) L Dw' L
Scramble: R L U2 D2 L2 B2 R' B2 U2 F2 L2 B D' B' D' L' U' L2 B' D2 R
Corners:
UBR = R D' (Y-perm) D R'
DBL = D F' (Y-perm) F D'
FLU = F' D (Y-perm) D' F
FRU = R2 D' (Y-perm) D R2
DFL = F' (Y-perm) F
DFR = F' R' (Y-perm) R F
RBD = R (Y-perm) R'
Fix parity: y' (R-perm) y
Edges:
DL = L2 (T-perm) L2
DF = D' L2 (T-perm) L2 D
UB = L-perm
RD =D' Lw' (J-perm) Lw D
BR = Dw2 L' (T-perm) L Dw2
DB = Lw2 (J-perm) Lw2 or D L2 (T-perm) L2 D'
LB = Dw L' (T-perm) L Dw'
UF = J-perm
FL = L' (T-perm) L
FR =Dw2 L (T-perm) L' Dw2
UB = L-perm
Flip UL:
shoot to UL: T-perm
shoot to LU: L' Dw L' (T-perm) L Dw' L
Example solve #2 (with parity and twisted corner):
Example solve #2:
Scramble cube in the orientation you wish to solve it in.
Scramble: U' L2 U' L U R' F L' U2 B U R2 U R2 U B2 U2 B2 D' F2 D
Corners:
UFR = F (Y-perm) F'
BDR = D' (Y-perm) D
LDB = D2 (Y-perm) D2
FDR = R F (Y-perm) F' R'
Since the buffer piece is now permuted (in place), you need to break into a new cycle. I have arbitrarily chosen to shoot to UBR...
UBR = R D' (Y-perm) D R'
DFL= F' (Y-perm) F
UBR = R D' (Y-perm) D R'
Twist FLU corner: first shoot to FLU, since that's the sticker that belongs facing up, then shoot to UFL...
FLU = F' D (Y-perm) D' F
UFL = F R' (y-perm) R F'
Since there was an odd number of targets, parity exists.
Fix parity: y' (R-perm) y
Edges:
FR = Dw2 L (T-perm) L' Dw2
BL = L (T-perm) L'
Break into new cycle with UL...
UL = T-perm
FL = L' (T-perm) L
LU = L' Dw L' (T-perm) L Dw' L
Break into new cycle with UB...
UB = L-perm
FD = Lw' (J-perm) Lw
UF = J-perm
BR = Dw2 L' (T-perm) L Dw2
BD = Lw (L-perm) Lw'
DR = D2 L2 (T-perm) L2 D2
LD = D Lw' (J-perm) Lw D'
BU = Lw (J-perm) Lw'
Scramble cube in the orientation you wish to solve it in.
Scramble: U' L2 U' L U R' F L' U2 B U R2 U R2 U B2 U2 B2 D' F2 D
Corners:
UFR = F (Y-perm) F'
BDR = D' (Y-perm) D
LDB = D2 (Y-perm) D2
FDR = R F (Y-perm) F' R'
Since the buffer piece is now permuted (in place), you need to break into a new cycle. I have arbitrarily chosen to shoot to UBR...
UBR = R D' (Y-perm) D R'
DFL= F' (Y-perm) F
UBR = R D' (Y-perm) D R'
Twist FLU corner: first shoot to FLU, since that's the sticker that belongs facing up, then shoot to UFL...
FLU = F' D (Y-perm) D' F
UFL = F R' (y-perm) R F'
Since there was an odd number of targets, parity exists.
Fix parity: y' (R-perm) y
Edges:
FR = Dw2 L (T-perm) L' Dw2
BL = L (T-perm) L'
Break into new cycle with UL...
UL = T-perm
FL = L' (T-perm) L
LU = L' Dw L' (T-perm) L Dw' L
Break into new cycle with UB...
UB = L-perm
FD = Lw' (J-perm) Lw
UF = J-perm
BR = Dw2 L' (T-perm) L Dw2
BD = Lw (L-perm) Lw'
DR = D2 L2 (T-perm) L2 D2
LD = D Lw' (J-perm) Lw D'
BU = Lw (J-perm) Lw'
Image suggestions for edge targets:
UF = UFO
UL = Ultra-quick (the Flash)
UB = sUBmarine
FU = Fugitive
FR = Fridge/fruit
FD = Food
FL = Flower/flour/flood
LU = Lute
LF = Leaf
LD = Lead
LB = Lobster
BU = Bull
BL = Blood
BD = Bed
BR = Bear
RB = Robber
RD = Rubber Duckie/road
RF = Roof/rifle
DF = Dolphin
DL = Doll
DB = Disco Ball
DR = Dragon
Memo can be easier to recall if you interact 2 images per location.
For example: BR+LB could be imagined as a bear eating a lobster.
UL = Ultra-quick (the Flash)
UB = sUBmarine
FU = Fugitive
FR = Fridge/fruit
FD = Food
FL = Flower/flour/flood
LU = Lute
LF = Leaf
LD = Lead
LB = Lobster
BU = Bull
BL = Blood
BD = Bed
BR = Bear
RB = Robber
RD = Rubber Duckie/road
RF = Roof/rifle
DF = Dolphin
DL = Doll
DB = Disco Ball
DR = Dragon
Memo can be easier to recall if you interact 2 images per location.
For example: BR+LB could be imagined as a bear eating a lobster.
Formula to reassure yourself that all pieces have been cycled: t = u + c
If t = u + c, you have cycled all the pieces.
Where:
t = No. of targets (excluding targets associated with flipping edges or twisting corners)
u = No. of unsolved pieces (excluding buffer and flipped/twisted pieces)
c = No. of cycle breaks (ie. how many times you break into a new cycle)
Don't feel compelled to use this formula, it's just something you can use. Another way to make sure you've cycled all the pieces, is to simply study your memorisation, and check that no unsolved pieces are left out.
-----------------------------------------------------------------------
This video is for people who can already solve a cube blindfolded (BLD). This is mainly directed at users of the Classic Pochmann method.
Algorithms used:
T-perm flip: x' R2 U' R' U x R' F' U' F R U R' U'
Adj-edge flip: R' U2 R2 U R' U' R' U2 r U R U' r'
Mono flip: [R' D R D' R' D R] U' [R' D' R D R' D' R] U
Y-perm: R U' R' U' R U R' F' R U R' U' R' F R
Useful Links:
Memory methods
Edge flipping algorithms
Corner twisting algorithms
M2 method
TuRBo
Commutators
BH method
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