GaDiBo
Member
My name is La Văn Tiến. I'm come from Việt Nam.
I bring to you all the complete version of ECDU method.
And other special thank to all who give me many beautiful encourages.
ECDU main step
Step 1: Equator.
Step 2: Corners. (This step has 3 way to do)
-Variation a (ECDU-a):
--2a: Phasing (and break corner parity if occur).
--2b: Solve all Corners.
-Variation b (ECDU-b):
--2a: Phasing and Orient Corners.
--2b: Swap and Permute Corners.
-Variation c (ECDU-c):
--2a: Solve each Down Down Corner at Up side (and Down side if exist - always solve at up side first) (before, set the Down Corner at Down side below Down Corner at Up side in first Corner - ADF - Adjust Down Face).
--2b: Solve all Up Corners.
Step 3: Down Edges.
Step 4: Up Edges.
Introduce, Informations and Tips of each step.
Step 1: Equator:
-Build the equator, this step can be done intuitively.
+Note: In this step, you don't need to worry about equator's line (EL) is opposited, because at below step you will resolve the E-layer. (The EL mean the line include FR-edge and BR-edge with the Right-center or FL-edge and BL-edge with the Left-center)
Step 2: Corners:
-See details later.
Step 3: Down Edges:
-Solve all Down Edges, this step can be done intuitively too by using 2-gen move <M,U>.
+Note1: If some Down Edge is fliped, just bring it to the U-layer and then put it back in the right place. But in near future, I will make a list of alg for these case.
+Note2: When doing this step, you totally have chace to orient all Up Edges (this is a quite expert step of my method and need a lot of experience), leave the final step just a PLL case to use. COOL!
Step 4: Up Edges:
-Solve all Up Edges, using ELL or 2LLL.
+Note: If you are a ECDU expert, in this step you just do a PLL.
Details about Step 2: Corners.
-In this step, 4-gen move <R2,L2,U,D> are allow.
-Please note that just R2 and L2 are allow in <R,L> movegroup, because with an odd move of these you will destroy the Equator.
ECDU-a:
-2a: Phasing (and fix corner parity if occur):
--Phasing all corners to the right side, mean Up Corners go to Up-layer, Down Corners go to Down-layer and fix corner parity if it occur.
++Note: this step can be done intuitively but it is a bit difficult, confusing and need algs to downgrade the movecount, so I'll found more algs for this sub-step.
-2b: Solve all Corners:
--Using COLL or CLL or 2LLL, this step is require a x2/z2 rotation.
ECDU-b:
-2a: Phasing and Orient Corners:
--Just phasing and when you meet a non-parity on Up-side you should immediately orient all corners.
--7 corners orientation algs is needed for this sub-step.
++Note: In this step, you don't need to worry about the EL is opposited, because all will be finish after the below step and with R2-L2 move all orientation of the corners will be safe.
-2b: Swap and Permute Corners:
--Swap all corners to the right side (Down-side and Up-side).
--After all corners are in the true side, permute them using Ja and Y from PLL algs (Why Ja not T? You can see that the Ja alg is fewer move than the T, it's main reason that I choose Ja, although the Ja alg is very fingertrick friendly, so... go on)
ECDU-c:
-2a: Solve each Down Down Corner at Up side (and Down side if exist - always solve at up side first) (before, set the Down Corner at Down side below Down Corner at Up side in first Corner - ADF - Adjust Down Face):
--Mean if your color scheme is Yellow on top, in this sub-step, you solve each White Corner at Up side, at the beginning, if the bottom side has a White Corner, then you move it to the position of the White Corner at Up side come, in my experience, you just solve at most 3 corners and the rest will be complete.
--Solve each Down Corner, in this sub-step you never need rotation and using 3-gen move <L,R,U>.
++Note: you can use "F2L-style" for this sub-step, the remain case are the oriented case so that's why you never need rotation for this.
-2b: Solve all Down Corners without rotation then solve all Up Corners:
--After finish all Down Corners, the rest Up Corners will be solve by COLL (or CLL or 2LLL).
An simplest example for my method: scramble: B2 F2 L2 R2 D2 U2
Solution:
S2 M2 // Equator
E2 // Corners, Down Edges, Up Edges.
Here is my COLL thread: here
Here is Renslay's Preorientation page, this page has a list to fix parity so it's very useful if you use ECDU-a: here
Or visit my full Vietnamese home thread: here
After all, I invent this method for speed cubing so hope you feel comfortable to use ECDU.
I bring to you all the complete version of ECDU method.
And other special thank to all who give me many beautiful encourages.
ECDU main step
Step 1: Equator.
Step 2: Corners. (This step has 3 way to do)
-Variation a (ECDU-a):
--2a: Phasing (and break corner parity if occur).
--2b: Solve all Corners.
-Variation b (ECDU-b):
--2a: Phasing and Orient Corners.
--2b: Swap and Permute Corners.
-Variation c (ECDU-c):
--2a: Solve each Down Down Corner at Up side (and Down side if exist - always solve at up side first) (before, set the Down Corner at Down side below Down Corner at Up side in first Corner - ADF - Adjust Down Face).
--2b: Solve all Up Corners.
Step 3: Down Edges.
Step 4: Up Edges.
Introduce, Informations and Tips of each step.
Step 1: Equator:
-Build the equator, this step can be done intuitively.
+Note: In this step, you don't need to worry about equator's line (EL) is opposited, because at below step you will resolve the E-layer. (The EL mean the line include FR-edge and BR-edge with the Right-center or FL-edge and BL-edge with the Left-center)
Step 2: Corners:
-See details later.
Step 3: Down Edges:
-Solve all Down Edges, this step can be done intuitively too by using 2-gen move <M,U>.
+Note1: If some Down Edge is fliped, just bring it to the U-layer and then put it back in the right place. But in near future, I will make a list of alg for these case.
+Note2: When doing this step, you totally have chace to orient all Up Edges (this is a quite expert step of my method and need a lot of experience), leave the final step just a PLL case to use. COOL!
Step 4: Up Edges:
-Solve all Up Edges, using ELL or 2LLL.
+Note: If you are a ECDU expert, in this step you just do a PLL.
Details about Step 2: Corners.
-In this step, 4-gen move <R2,L2,U,D> are allow.
-Please note that just R2 and L2 are allow in <R,L> movegroup, because with an odd move of these you will destroy the Equator.
ECDU-a:
-2a: Phasing (and fix corner parity if occur):
--Phasing all corners to the right side, mean Up Corners go to Up-layer, Down Corners go to Down-layer and fix corner parity if it occur.
++Note: this step can be done intuitively but it is a bit difficult, confusing and need algs to downgrade the movecount, so I'll found more algs for this sub-step.
-2b: Solve all Corners:
--Using COLL or CLL or 2LLL, this step is require a x2/z2 rotation.
ECDU-b:
-2a: Phasing and Orient Corners:
--Just phasing and when you meet a non-parity on Up-side you should immediately orient all corners.
--7 corners orientation algs is needed for this sub-step.
++Note: In this step, you don't need to worry about the EL is opposited, because all will be finish after the below step and with R2-L2 move all orientation of the corners will be safe.
-2b: Swap and Permute Corners:
--Swap all corners to the right side (Down-side and Up-side).
--After all corners are in the true side, permute them using Ja and Y from PLL algs (Why Ja not T? You can see that the Ja alg is fewer move than the T, it's main reason that I choose Ja, although the Ja alg is very fingertrick friendly, so... go on)
ECDU-c:
-2a: Solve each Down Down Corner at Up side (and Down side if exist - always solve at up side first) (before, set the Down Corner at Down side below Down Corner at Up side in first Corner - ADF - Adjust Down Face):
--Mean if your color scheme is Yellow on top, in this sub-step, you solve each White Corner at Up side, at the beginning, if the bottom side has a White Corner, then you move it to the position of the White Corner at Up side come, in my experience, you just solve at most 3 corners and the rest will be complete.
--Solve each Down Corner, in this sub-step you never need rotation and using 3-gen move <L,R,U>.
++Note: you can use "F2L-style" for this sub-step, the remain case are the oriented case so that's why you never need rotation for this.
-2b: Solve all Down Corners without rotation then solve all Up Corners:
--After finish all Down Corners, the rest Up Corners will be solve by COLL (or CLL or 2LLL).
An simplest example for my method: scramble: B2 F2 L2 R2 D2 U2
Solution:
S2 M2 // Equator
E2 // Corners, Down Edges, Up Edges.
Here is my COLL thread: here
Here is Renslay's Preorientation page, this page has a list to fix parity so it's very useful if you use ECDU-a: here
Or visit my full Vietnamese home thread: here
After all, I invent this method for speed cubing so hope you feel comfortable to use ECDU.
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