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BH Tutorial

TheMachanga

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^Thanks. I figured that'd be the case, but I was secretly hoping there was a way outside of practicing, as there is for all the other cases (sort of). Hmmm.. back to practicing random cases with my cube again..

That's what I've been doing. I guess it's like learning f2l for the first time (as mike said). At first, it actually is intuitive, but then after you do it a lot, you just use muscle memory for a case that comes up. So it's not really intuitive anymore.
 

Erdos

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After about 1.5 weeks of learning BH, I can recognize and solve everything easily now, except for A9 and Per Specials optimally. I figure that A9s are just going to take some more practice to find the cancellation easily. And I don't really mind not solving Per Specials optimally; I'm eventually going to switch to speed-optimal algs to solve for every Per Special anyway.
 
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lucarubik

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ooh byu's tutorial! really bad in my opinion but there's nothing else...
 

Cube Equation

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Thanks for these helpful tutorials. I have almost entirely learned the basic concepts behind BH corners through them. But here are a few questions for the experts.

1. I've found that certain A9 commutators cannot simply be identified with two interchangeable pieces and a third piece which is either in the same layer or not capable of being inserted with a three-move insertion. Would I be correct in assuming that the miscellaneous cycles which do not satisfy the criteria for other types of commutators belong to the A9 category?

2. I have been successful is finding the cancellation in all the A9s I have tried so far. But the time this takes is not very consistent and I am wondering if there is some general tips that the more experienced BH users can provide in finding the insertion.

3. As for BH edges, which I have decided to explore despite the lack of tutorials on the subject, would it be faster than TuRBo edges? The ELL algorithms seem to be a lot more fingertrick-friendly than some of the commutators containing S and E move.

4. On BH edges again, how do I recognise the A9 and B9 commutators and distinguish them from the 10 movers? It doesn't seem to be as simple as the corners.

Please answer these questions. Thank you.
 

aronpm

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Thanks for these helpful tutorials. I have almost entirely learned the basic concepts behind BH corners through them. But here are a few questions for the experts.

1. I've found that certain A9 commutators cannot simply be identified with two interchangeable pieces and a third piece which is either in the same layer or not capable of being inserted with a three-move insertion. Would I be correct in assuming that the miscellaneous cycles which do not satisfy the criteria for other types of commutators belong to the A9 category?
3 of the 4 general types have an "adjacent non-interchangeable pair" (explanation of this term is in byu's tutorial). The fourth is an A perm (x R' U R' D2 R U' R' D2 R2).

One case has an interchange between two pieces that messes up the third piece (R' U2 R' D' R U2 R' D R2), and another case has an interchange that doesn't mess up the third piece (x R' U2 R' D2 R U2 R' D2 R2). The other case has no interchange (R' U2 R' D R U2 R' D' R2).

2. I have been successful is finding the cancellation in all the A9s I have tried so far. But the time this takes is not very consistent and I am wondering if there is some general tips that the more experienced BH users can provide in finding the insertion.
For all A9s (except A perm), you need to break the "adjacent non-interchangeable pair". You can only do this by turning two sides. When you turn that side with a quarter turn, it creates a possible interchange, and when you turn that side with a half-turn, it creates a possible interchange. You sound smart so I'll let you try to work from that :)

3. As for BH edges, which I have decided to explore despite the lack of tutorials on the subject, would it be faster than TuRBo edges? The ELL algorithms seem to be a lot more fingertrick-friendly than some of the commutators containing S and E move.
You're supposed to rotate for the cases. Generally you want to either do the commutator so that slice moves are on the M slice, or come up with a new commutator (doesn't need to be optimal in my opinion) that is better.

4. On BH edges again, how do I recognise the A9 and B9 commutators and distinguish them from the 10 movers? It doesn't seem to be as simple as the corners.
I can't really help with this sorry, I don't know "BH" edge commutators. I can make fast edge commutators but I might not always be able to find the optimal one, because I don't know the 'categories'.
 

Cube Equation

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For all A9s (except A perm), you need to break the "adjacent non-interchangeable pair". You can only do this by turning two sides. When you turn that side with a quarter turn, it creates a possible interchange, and when you turn that side with a half-turn, it creates a possible interchange.

This seems to work for all the A9s I have attempted. And it also makes sense intuitively. I will continue to see if it holds for the other cases.

Edit: What would be the best way to deal with parity? Currently, I set the pieces up for a PLL algorithm.
 
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aronpm

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This seems to work for all the A9s I have attempted. And it also makes sense intuitively. I will continue to see if it holds for the other cases.

Edit: What would be the best way to deal with parity? Currently, I set the pieces up for a PLL algorithm.

All of the A9 cases can be reduced, by rotating, inverting, or mirroring, to those 4 cases.

For parity I do 2 extra cycles. DF-x-UB and UBR-y-ULB, where x is my last edge and y is my last corner. Then parity is just y L2 T perm L2. This is inefficient though.
 

Cube Equation

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All of the A9 cases can be reduced, by rotating, inverting, or mirroring, to those 4 cases.

For parity I do 2 extra cycles. DF-x-UB and UBR-y-ULB, where x is my last edge and y is my last corner. Then parity is just y L2 T perm L2. This is inefficient though.

Then A9s should be very easy. Thanks.

Is this the general approach for parity with a direct-solving 3-cycle method? Could you propose a more efficient method?
 

aronpm

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Then A9s should be very easy. Thanks.

Is this the general approach for parity with a direct-solving 3-cycle method? Could you propose a more efficient method?

A more efficient method would be setting up to a PLL, and even more efficient would be setting up to a ZBLL or LL alg. Setups are difficult for me because of the locations of my buffers.
 

Cube Equation

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A more efficient method would be setting up to a PLL, and even more efficient would be setting up to a ZBLL or LL alg. Setups are difficult for me because of the locations of my buffers.

Is this approach commonly used? I often have difficulties undoing the setup moves into a PLL and I don't plan to learn ZBLL anytime soon.
 

aronpm

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PLL is common, and so is some ZBLL. You don't need to know anywhere close to full ZBLL or LL, just some algorithms like RU'R' F'UF RUR2 FRF', rU'r U2 R'FR U2 r2F , F UR'U' RD'R2 UR'U' R2 D F', RU2R'U'R'FR2U'R'U'RUR'F'RU'R', U' R U R D R' U' R D' R' U2 R' U' R U' R', R U2 R' U2 R' F R U R U2 R' U' R U R' F'.

I wish I knew all of those (and more) but I don't yet.
 

Nickmaovich

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Very, very, very nice tutorial.
Thanks you a lot!
I can just suggest to you writing setups for each of case. I mean, seeing only "URB FRU LFU" doesn't gives me a lot of info, and as i dunno BH yet, i want to see what i'm, doing. So while reading i was expecting smth like
Lets give a look at URB FRU LFU (setup F' L' F R' F' L F R), and then explaining theory. btw, thanks you a lot!
My mark is 9.9 out of 10 (i see minor misclears for me in this tutorial). Theory is very nice!
 
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RTh

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I'm bumping this thread because it has fallen into oblivion and I, for instance, found it incredibly useful in the past. May it be useful to many others.

Also, combined with this BH edges thread: http://www.speedsolving.com/forum/s...lanation-of-BH-Edge-Commutator-Types&p=310411 It's the perfect combo for BH. Someone should bump that one as well, if Chris is OK with it.
Maybe there's a new BH thread I haven't seen yet, but still these two should be active.

@Nickmaovich Since this is advanced stuff you are expected to have a good grasp of all these concepts, the BLD nomenclature for targets, buffer and so on is used from the beginning, and to learn BH you should at least know OP.
 
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i have some question wanna ask you guy?
what if we have a cycle has more than 3 corners. should we separate the cycle?
what if we have a 2-cycle( i mean it has only 2 corners). if we set up with 2 edges, and then we must orient the wrong pieces(what we do in oll).
and what should we do if our buffer URB already correct.
tks in advance.
p/s: i haven't studied ClassicPochman so please don't tell me to learn it. i'm using m2/3op,please answer my question. tks



Sent from my SGH-I897 using Xparent Purple Tapatalk 2
 
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JianhanC

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i have some question wanna ask you guy?
what if we have a cycle has more than 3 corners. should we separate the cycle?
what if we have a 2-cycle( i mean it has only 2 corners). if we set up with 2 edges, and then we must orient the wrong pieces(what we do in oll).
and what should we do if our buffer URB already correct.
tks in advance.
p/s: i haven't studied ClassicPochman so please don't tell me to learn it. i'm using m2/3op,please answer my question. tks



Sent from my SGH-I897 using Xparent Purple Tapatalk 2

3OP corners is actually a subset of BH corners, except that it has a buffer piece. If you have a cycle that has more than 3 corners, you memorise the corners in pairs. For example, you have a cycle F > E > B > Q > T > J. You memorise FE, because the piece in the buffer position has to go to F, and the piece in F has to go to E. And the piece in E will go back to the buffer piece. Then the next cycle. The piece in the buffer now has to go to B, and the one in B has to go to Q, so after FE comes BQ, and so on.

If you have a 2 cycle left, you should probably set it up into a PLL. Just remember to orient the corners and make sure they are in the same layer. If your buffer is already solved, 'store' it in another spot, lets say R. Then when you come across the piece that belongs in R you know you're done. I hope this made sense.
 

Zane_C

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what if we have a cycle has more than 3 corners. should we separate the cycle?
If you like, you can think of all the corners as being just the one big cycle. However, once you begin execution you need to treat the corners as separate 3-cycles.

For example, your corner memorisation might look like this: UBR>RBD>FLD>DFR>UFR
However, a more accurate way of presenting the above cycle is to separate it into: UBR>RBD>FLD and UBR>DFR>UFR
what if we have a 2-cycle( i mean it has only 2 corners).
There are 2 situations where this can occur:
Parity: If there is only a 2-cycle left to solve the corners, you have parity. Parity with BH isn't that hard to fix, but I still wouldn't bother thinking about it until you understand the main concepts behind BH 3-cycles

No parity: If you don't have parity, you'll be able to break into a new cycle by shooting to an unsolved piece and thus turning the '2-cycle' into a '3-cycle'.
if we set up with 2 edges, and then we must orient the wrong pieces(what we do in oll).
Sorry, I'm not sure what you're asking here.

and what should we do if our buffer URB already correct.
Break into a new cycle. :)

This is simply done by shooting UBR to any unsolved piece, then continuing like normal. An alternative to breaking into a new cycle is to use 'floating buffers', in that case you would switch to a different buffer (eg. UBL instead of UBR).
 
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