Stick with floating buffers for now. But for advanced big cube BLD/in the very long term, go for fixed buffer. It's a lot to learn, but worth it. :)

I'm wondering - do I not understand this? What's a lot to learn about fixed buffer? Isn't it less to learn than floating buffer?

I've used floating buffers for over 5 years now, and have now gotten to where most of the buffer locations are almost as fast for me as my main buffer. Of course, admittedly, that's not very fast, but I'm not bad at execution, especially considering my turn speed - it's my memo time that's too slow. I've recently had good 5x5x5 BLD executions under 4 minutes. Problem is it took 6:30 to memorize. :/
 
I'm wondering - do I not understand this? What's a lot to learn about fixed buffer? Isn't it less to learn than floating buffer?

I've used floating buffers for over 5 years now, and have now gotten to where most of the buffer locations are almost as fast for me as my main buffer. Of course, admittedly, that's not very fast, but I'm not bad at execution, especially considering my turn speed - it's my memo time that's too slow. I've recently had good 5x5x5 BLD executions under 4 minutes. Problem is it took 6:30 to memorize. :/

Ah, my bad. I just meant that learning an alg for every center comm case for a fixed buffer is a lot :)

And I know what you mean about knowing your buffer positions. I've also started doing a U/U'/U2 move to solve a different center cycle from my 'fixed' position (where I know a lot more cooler algs) and that seems to help too :)
 
For 4bld centers:

A. What buffer should I use?
B. Should I use a floating buffer or what should I do when buffer is filled?

Use a buffer adjacent to your corners buffer. If you use UBL for corners, use Ubl for centers. Also make sure your letter scheme for x-centers is consistent with your letter scheme for corners. Advantages: some pure commutators will be the same for corners and x-centers, and you learn one and the same word for them.

Yes, I use UBL for corners and Ubr for x-centers, and with the different letter scheme, that is inconsistent to what I said above. The only reason is that I started with U2 (ender9994 tutorial) and it uses Ubr. Of course, you can mirror all algs in U2 and use Ubl as a buffer. Simply no one told me about the advantage of the same letter scheme and adjacent buffers, and I was dumb to figure it out by myself. And now I already got used to, so it is too late to change anything.

As for a floating buffer, Oliver told everything. I would like to add that using floating buffers saves you shooting to 3 targets (that is 1.5 algs; or 3 algs in 5x5), and that is only if all cycles have even amount of targets and there is no top centers on a top layer. Also I just don't know how to quickly memorize when using floating buffer. So I think it is not worth it.
 
Also I just don't know how to quickly memorize when using floating buffer. So I think it is not worth it.

This. I can execute comms as quickly with other buffers than my fixed one, but it really sucks to do the memo with floating... At least I can't do it... So that's why I use fixed.
 
This. I can execute comms as quickly with other buffers than my fixed one, but it really sucks to do the memo with floating... At least I can't do it... So that's why I use fixed.

This makes perfect sense. Unfortunately, I built my memo system from the start with the ability to float buffers, and I've tried switching to fixed, and find it difficult. For me, I tie my various images together in a location with a person. That person represents the buffer I'm shooting from. So it's very easy and natural for me to use floating buffers. A couple of weeks ago I tried doing a bunch of 5x5x5 BLD solves with fixed buffers leaving out the tying person; you'd think it would make memo quicker, but I'm so used to it that I really had trouble switching. I can go ahead and use the person even with fixed buffers, but then I don't really get the benefit. So for me, it doesn't seem to help the memo to switch to fixed buffer. Maybe if I practiced it lots, but 12 5x5x5 BLD solves wasn't enough to get me started, so it looks like it would take lots of practice to get over it.
 
I need hep with memoing 4bld wings. How do you know which wing to shoot to? For example, BLu vs. LBd. Should I just kind of trace it?

Try to imagine they are just like 3BLD edges. You just have more targets. But yes, tracing should help. Also remember than some targets are physically impossible to shoot to from a DFr buffer, for example, UFr and URb
 
Try to imagine they are just like 3BLD edges. You just have more targets. But yes, tracing should help. Also remember than some targets are physically impossible to shoot to from a DFr buffer, for example, UFr and URb

Um, I'm not sure I get you...aren't all wings "shootable" from DFr? For example, isn't this a shoot to URb: B' R B r2 B' R' B?
 
Um, I'm not sure I get you...aren't all wings "shootable" from DFr? For example, isn't this a shoot to URb: B' R B r2 B' R' B?

I just meant that:

1. Since you should be thinking in terms of shooting to sticker positions, there will be certain stickers that you will never need to shoot to. Say from DFr buffer, there is no way to shoot to UFr. It has to be FUr.
2. Once you understand the first point, you will realize that memoing wings is just like 3BLD edges, only there are more targets to keep track of.

It probably didn't need mentioning, to be honest. My fault :( But distinguishing targets like UFr and FUr just takes a small deal of tracing and a greater deal of practice before it's automatic.
 
I just meant that:

1. Since you should be thinking in terms of shooting to sticker positions, there will be certain stickers that you will never need to shoot to. Say from DFr buffer, there is no way to shoot to UFr. It has to be FUr.

I'm sorry...my bad. I automatically consider pieces instead of stickers on big cubes. So I assumed UFr to be the same as FUr (which its not, i know)
 
Any good, fingertrick-friendly suggestion for flipping two adjacent edges? UF and UR, for example.
Currently I'm using OLL + Uperm, but I know that there are better algorithms.
 
This makes perfect sense. Unfortunately, I built my memo system from the start with the ability to float buffers, and I've tried switching to fixed, and find it difficult. For me, I tie my various images together in a location with a person. That person represents the buffer I'm shooting from. So it's very easy and natural for me to use floating buffers. A couple of weeks ago I tried doing a bunch of 5x5x5 BLD solves with fixed buffers leaving out the tying person; you'd think it would make memo quicker, but I'm so used to it that I really had trouble switching. I can go ahead and use the person even with fixed buffers, but then I don't really get the benefit. So for me, it doesn't seem to help the memo to switch to fixed buffer. Maybe if I practiced it lots, but 12 5x5x5 BLD solves wasn't enough to get me started, so it looks like it would take lots of practice to get over it.

Does your buffer float on the top layer or over the whole cube? I mean, if all top centers are solved, do you use front or right center as your buffer?
Do you construct your cycles forcing to have even number of targets, or you don't care about it?
Do you use same persons as buffers in all your solves, or they are changed in two different attempts? If the former, how long do you need to rest after an attempt before starting the new one? Or probably you can do it immidiately? If you use same persons in two attempts, don't you confuse images attached to them, even if they were in different locations?
 
M2 Method DF Buffer - DB + UF Can't Solve - Help !

Hi guys.I am new at forum.I am searching for this thing for a long time.This is some kind a parity in my opinion.Or i am doing something wrong.There is the DB + UF solve for my DF buffer:
M U2 M U2 and for UF ==> U2 M U2 M I can't found the solution. Please help me :confused: ( PS: Sorry for bad English )
 
First of all , normal UF target is solved by U2 M' U2 M' :)

E: if your solve had DF then UF then it's (M U2 M U2)*2 which is actually shooting to DF twice
 
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Does your buffer float on the top layer or over the whole cube? I mean, if all top centers are solved, do you use front or right center as your buffer?
Do you construct your cycles forcing to have even number of targets, or you don't care about it?
Do you use same persons as buffers in all your solves, or they are changed in two different attempts? If the former, how long do you need to rest after an attempt before starting the new one? Or probably you can do it immidiately? If you use same persons in two attempts, don't you confuse images attached to them, even if they were in different locations?

Wow, lots of questions.

I float my buffer over the whole cube. But only for centers - I don't use floating buffer for wings. No particular reason - just habit. It is true that if I get past the first 3 faces, I tend to get a good bit slower. But I do top first, then front, then right, and all of those aren't bad; solves rarely ever get to the fourth face (and I usually hate them when they do, if it's more than a single cycle - a single cycle on one of those faces usually isn't that bad).

If a cycle ends on the color of my current buffer piece, I end the cycle and start with a new buffer. If I have an odd number of targets and get to the color of my current buffer piece, I'll just shoot to the next target on that face if there is one, but end the cycle with an odd number of targets if not. (I hope that explanation makes sense.)

I have 4 sets of persons that I use: cartoon characters, people I know, musicians, and actors. I cycle them among the types of pieces. I don't seem to have a problem with confusing images from solve to solve as long as they're in different locations.

Note that a lot of this may not even make a lot of sense; it's just how I learned to do it years ago, and it's always worked fairly well, so I've never changed. I've experimented with other things several times, but keep coming back to this.
 
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