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The One Answer Question Thread

dx.com bahahahahahah

Also, if I were you i'd get a mini zhanchi and cut a hole for keyring carefully and do that. Im not even making a joke, I might do that to mine to stick with my memory stick...
 
Already have a 42mm Zhanchi, but I'll not cut a hole on it...

BTW, I have found that same witeden 3x3 in other websites, but DX always give me the best customer service of all the china wholesales...
 
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isnt the first part of roux basically Fredrich f2l minus 2 cross edges? cos when i try to solve using roux i just end up doing f2l then finishing off the 2 cross edge and then oll and pll. so my roux solve just turn to a cfop solve

nooooo it's totally different. You lose all freedom and the blockbuilding aspects of roux.
 
Playing a Reconstruction?

So I see one of the pro's reconstructions that I want to look at. I go to Alg.garron.us, put the scramble & complete solve in the bottom white section of the alg simulator subtracting all the wording(F2L1, Cross, PLL etc...) hit 'reload' and play it making sure I selected
Cube-3
Notation-SIGN
Animation Type-Solver
Color Scheme-Boy
Display Alg in Applet-Yes

Did I do all the right things?
 
Change Solver to generated.

You included the scramble in the simulator so what you want is to start on a solved cube.

Alternatively, you could take out the scramble and then it would work.
 
Technically all of them. Puzzles are scrambled with lightest colour on top, darkest adjacent colour in front. So if you use a light green and a dark blue on your 3x3, you should be scrambling WtBf

Er, no?

4d1) Cube puzzles and Megaminx are scrambled with the white face (if not possible, then the lightest face) on top and the green face (if not possible, then the darkest adjacent face) on the front.
 
Sorry if I'm asking too many questions, but which times are considered to be slow, average, fast and really fast for 2x2, 3x3, 4x4 and Pyraminx? I would like to know that so I know where I'd fit in.
Also, should I be worried that I am getting faster very slowly?
 
Sorry if I'm asking too many questions, but which times are considered to be slow, average, fast and really fast for 2x2, 3x3, 4x4 and Pyraminx? I would like to know that so I know where I'd fit in.
Also, should I be worried that I am getting faster very slowly?

You can get a pretty good idea by looking at the WCA rankings. Not at all, some cubers have been here forever and their times have been stuck at a certain point. Just try to have fun improving.
 
Do I have to lubricate my cube in order to be able to do finger tricks? I have the rubiks.com brand. Also, which lubricant would you recommend?
 
Do I have to lubricate my cube in order to be able to do finger tricks? I have the rubiks.com brand. Also, which lubricant would you recommend?

Depends on how bad your cube is but you should be able to do finger tricks. Get some type of differential oil (lubix, silicube, or traxxas or something as long as it's differential oil it should be fine). Doesn't really matter as long as the lube doesn't eat plastic
 
This is a kind of subjective question:
Is it worth it to learn all 57 OLL algs? (versus Winter Variation) I feel that WV is better, but is the overall move count lower? (because after all it's breaking OLL into two steps: EO then WV) and if the move count is relatively the same, which has better recognition and execution?

...

well here's my opinion
this is likely superior to 2 look OLL, but not to 1 look OLL. the reason is because EO + CE pair + WV + PLL is 4 looks, while LS + OLL + PLL is 3 looks.
if you assume you've already learned all the OLLs, you could do this for solves where the EO is done, like by influencing EO while inserting other pairs. however, this is much more advanced so as a learning thing, that wouldn't work. for ZZ or Petrus, WV is always a viable option.

CE pair + WV is 2 looks, since you can't do WV on any LS case, only when the pair is made. And if the pair is like the R U R' case, you need to learn more algs from summer variation. otherwise, you'd have to do something like R U' R' U2 to reduce to WV, increasing the average moves to be more than LS + OLL + PLL. recognizing corner orientation in WV could also be tougher than recognizing OLLs.

and once you've learned all the OLLs, it might seem a waste to have all the edges oriented during LS when you could be doing WV. worry not! there is COLL to take advantage of that.


If you compare WV to VH, they're quite similar. Easy to execute cases, easy to learn, etc. However, they add an extra look to the F2L LS, therefore reducing their potential. That's why the ZB method has ZBLS, which is 1 look VHLS. However, that is too hard to learn, and what would make your method theoretically much faster is if you used a "ZBLS" version of WV (1 look instead of 2). However, the alg count would be ridiculous.
 
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