Ollie
Member
I'm aiming to average 40-50s in 3BLD before Edinburgh Open 2013 (ambitious, maybe...) but what times should I be aiming for corners (memo + execution?)
Depends how fast your edges are, but I suppose 15-20 (memo+execution) should safely land you around 40-50s.I'm aiming to average 40-50s in 3BLD before Edinburgh Open 2013 (ambitious, maybe...) but what times should I be aiming for corners (memo + execution?)
Depends how fast your edges are...
This isn't a tutorial like you asked for, but here are the setups for Old Pochmann (with UBL buffer, always setting up corners to RFD). For this, the first and last F moves have been taken off the y-perm, so it looks like this: R U' R' U' R U R' F' R U R' U' R' F RI am just starting to learn how to BLD, and I can solve the edges. But the thing I have the problem with is the corners. I barely know any corner setups. Does anyone know a good corner tutorial?
Cancellations in U perms? I totally understand how it works but get completely baffled when trying to work them into a blindsolve.
With cycles like UF->UR->BL and UF->UR->DL I can see I can solve them with a U Perm but I don't want to waste any moves. Any suggestions on how to get a better grasp on this?
I knew how to do 4BLD a long time ago, but can't remember my exact method for dealing with parity.
What's the best (or any) way to deal with parity if you solve corners -> centers -> edges, using old pochmann for corners and commutators for centers/edges?
Edge parity: Use l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 (or the mirror) to swap the last two edges.
Corner parity: Use a PLL + a PLL parity to solve the last corner.
Don't forget that you can't do either of these until after you have solved the centers.
To deal with corner parity, would something like this work?
1) If there is parity, then after solving corners, shoot to URB.
2) Go on to solve centers and edges, and once edges are fully solved. Swap front and back edge pairs using r2 U2 r2 u2 r2 U2 u2, then do y, T-Perm.
Yes that would work, but Y-perms rotate centers as well. If you are bent on doing corners before centers AND using Y-perms, then when you get a multiple of 4 Y-perms you're fine, but if you end up doing a non-multiple of 4 number of Y-perms do two extra ones to bring the centers back to the right positions.
Ah, right. I remember that now. Well, the reason I do corners first is because I memorize them last with audio memorization, but it wouldn't be so bad to throw on an extra 3-5 images for big cubes.
So...
Solve centers -> solve corners -> If parity, shoot to URB -> PLL parity -> y T-Perm y' -> Solve wings?
Yeah.
UF->UR->BL = x' R U' M' U2 M U' R' x
That won't do. It does UF > RU > LB.
For that case I use z' [L', U' M2 U] z.
In fact, I don't like RU-generated threecycles, because there is no logic in them, you need to learn them, as opposed to commutators. Also you cannot expand these algs for wings' threecycles.
I said RU-generated algs have no logic. I meant something like "U2 R' U' R' U' R U R U R U". It is U2 R' + U-perm + R U2 with cancelations, but you still need learn this alg.Just looks like a setup into a standard M' U2 M U2 commutator with some cancellations. It certainly has logic in that sense -- but you're still right that it won't transfer to wings.
Why are pillowed cubes not allowed? (Except maybe the 7x7)