trying-to-speedcube...
Veteran
Hi guys
,
There has been a thread about solving big cubes blindfolded tutorial, but it never really came off the ground. So I just figured I'd make a tutorial myself.
Just explained the general concept. This tutorial is for the 4x4, but if you understand the concept, and you can use it, this method is possible for every big cube.
The 4x4 Blindfolded Tutorial
Contents:
1. Introduction
2. Memorization And Notation
3. Working Order
4. Memorization
5. Donning the Blindfold
6. Solving
7. Example Solves
---------------
1. Introduction
This tutorial will teach you how to solve the 4x4 cube blindfolded.
If you understand the concept of this tutorial, you will be able to use this method for every big cube blindfolded.
You will need a specific color scheme for solving the 4x4 cube blindfolded. If you do not know your color scheme,
learn it. The color scheme I use is Black on top, Green in front, Orange at the left, Red at the right, Blue in the back
and Yellow on the bottom.
-----------------------------
2. Memorization and Notation
The notation of pieces will be expressed in 3 letters, corresponding with the layers that the piece is in.
Outer layers will be expressed with capital letters, while inner layers will be expressed with small letters.
The notation of center pieces will always consist of one capital letter and two small letters.
Example: The U center piece that is in the b and r slice will be called "Ubr" or "Urb".
The notation of edge pieces will always consist of two capital letters and one small letter.
Example: The RU edge piece that is in the f slice will be called "URf" or RUf".
The notation of corner pieces will always consist of three capital letters.
Example: The corner that is in the RDF spot will be called "RDF" or any other combination of those three letters.
Later on, when we will work with stickers, instead of pieces, the first letter in the combination will be the sticker
that we are talking about.
Everyone should have their own method for memorization, what suits them best. Personally I use letterpairs.
I connect every piece to a letter, I pair 2 letters up in my memory and then I try to make up a with which
I can memorize those 2 letters. At the end of the memorization, I should have 25-30 words, with which I can make a story.
This story I remember, and upon recalling the story, I can find the letters in my memory.
-----------------
3. Working Order
Memorize corners
Memorize edges
Memorize centers
Don blindfold
Solve centers
Solve edges
Solve corners
---------------
4. Memorization
First we inspect and remember the cube. Note that, because the 4x4x4 has no fixed center pieces, before memorizing
you can do any cube rotation you'd like, to solve as many pieces as possible, so you will memorize as few as possible.
----------------------
4.1 Memorizing Corners
Your buffer is ULB. Look where the piece in ULB has to go to. Look where the piece in that position has to go to.
Keep memorizing this way, if you see that the buffer position is already solved, go to a random unsolved position on the
cube, that you haven't memorized yet, then keep memorizing. When you think you have memorized all unsolved corner pieces,
you can check by adding the number of unsolved corner pieces to the number of cycles, and then subtracting 2. If you
have memorized an odd number of corners you have parity, to which I'll come back later.
--------------------
4.2 Memorizing Edges
What I will be teaching you is called the r2 method. Our buffer is DFr and we will be shooting to UBr with the algorithm "r2".
Memorizing the edges is very simple. Look what piece is in DFr, then look what piece is in the place where the piece in DFr
has to go to. Then look where the next piece has to go to. Go on with that. When you find that the buffer position is solved,
choose a random position on the cube and go on with the cycle. When you think that you have memorized all unsolved edge
pieces, you can check by adding the number of unsolved edge pieces to the number of cycles, and then subtracting 2. If you
have memorized an odd number of edges you have parity, to which I'll come back later.
-----------------------
4.3 Memorizing Centers
The centers are the hardest part of solving the big cubes blindfolded. The memorization is also harder,
but not as hard as solving. I recommend that you already have an idea of commutators and their working.
Our buffer is Urb. Memorize in the same way as the edges and corners, but every face has 4 center pieces,
for now numbered as follows:
________________
| | |
| | |
| 1 | 2 |
| | |
|_______|_______|
| | |
| | |
| 3 | 4 |
| | |
|_______|_______|
The orientation of that quadrant is totally up to you, except for the U face. Number 2 is always the buffer position,
so Urb. We are always going to shoot to the lowest unsolved number in the quadrant of a face. Even if the buffer is
"solved" we always shoot to another position in the U-face (even if the number we're shooting to is 3 or 4).
Only if all centers on U are solved, we start a new cycle by shooting to another face.
If we obey these two rules, the center memorization should be easy after a few tries.
------------------------
5. Donning the Blindfold
Don the blindfold.
----------
6. Solving
-----------------------
6.1 Solving the Centers
This is the hardest part of the entire solve. That is because there are no algorithms. You have to make up commutators
yourself during the solve. This is done by using this step system:
1. Do a setup move, to get two center pieces in the same layer, preferably on U.(A) We are going to call these pieces
the dominant pieces. The layer in which those pieces are is the dominant layer. The third piece will be called
the loose piece. After the setup the loose piece may not be opposite to the dominant layer.
2. Solve the loose piece without changing the U-layer.(B)
3. Move the dominant layer to get the other dominant piece in the same spot as the first one.(C)
4. Reverse algorithm B.(B')
5. Reverse the move you did to the dominant layer.(C')
6. Undo the setup move 1.(A')
But this is just how I do it. If you have a good idea of commutators, and you can create them during the solve,
don't follow this, but do it your own way.
Now your algorithm should have the form A B C B' C' A' or A C B C' B' A'
----------------------------------------------------------------------------------------------------------------------
Another method is the U2 method. Here we do a setup that does nothing to the U-layer except for setting up the piece
you want to shoot to into Ulf, then U2, then reversing that setup move. This is a much easier method, but it is
also slower. This is a good method to start with.
Here, you should always keep track of how many times you have done U2. If you have done an odd number of U2s and you have
to shoot to a piece in the U-layer, you should shoot to the diagonally opposite.
This can be done by these algorithms:
Ulb: r' u r U r' u' r U r' u r U2 r' u' r U2
Urf: r' u r U' r' u' r U' r' u r U2 r' u' r U2
There is a parity possible, if you have an odd number of centers memorized, but this can be easily fixed by simply U2.
---------------------
6.2 Solving the Edges
You should be able to make up the setups yourself, the execution is pretty straightforward.
Only the pieces in the l and r slices might be a bit of a problem.
These are the algorithms for those pieces:
BDl l x' U' R' U R' F R F' r2 F R' F' R U' R U x l'
UFr F d R U R' d' R U'R' F' r2
DBr r2 F R U R' d R U' R' d' F'
FUl l' x' U' R' U R' F R F' r2 F R' F' R U' R U x l
UBl U' R' U R' F R F' r2 F R' F' R U' R U
BUr r2
DFl l2 x' U' R' U R' F R F' r2 F R' F' R U' R U x l2
If one of these in the r slice is the second one in a row, you have to shoot to the opposite piece. (Example: UBr becomes DFr)
Parity fix: If you have an odd number of edges memorized, you have parity, this is the case where the DFr and UBr edges are
solved, and the rest of the r slice is an r2 away from solving. The algorithm to solve this parity is:
r2 D' L' F l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 F' L D.
-----------------------
6.3 Solving the Corners
This is the easiest part. You should be ashamed of yourself, if you screw up on this part
(and did the other parts correctly).
These are the algorithms:
URB: R' U L' U2 R U' R' U2 R L U'
URF: F R U' R' U' R U R' F' R U R' U' R' F R F'
ULF: U2 R U R' F' R U R' U' R' F R2 U' R' U
RFD: R U' R' U' R U R' F' R U R' U' R' F R
Note that the algorithm for URF is actually the RFD algorithm, with setup F.
Parity Fix: If you have an odd number of corners memorized, you have parity, this is the case where the corners are solved
and there are 2 edges swapped (UB and UL). The algorithm to solve this parity is: B U' B' Uw2 Rw2 U2 r2 U2 Rw2 Uw2 B U B'.
-----------------
7. Example Solves
-----------------
7.1 Example solve 1
Using commutators for centers
Scramble: L2 Uw2 Rw F D B2 F Rw R B F' U R2 Fw' Uw L2 F2 L' D2 Uw2 U Fw Uw' B2 D Uw' R2 Fw' D2 L Fw' L' Rw2 R' Uw2
U F2 L2 B' F
Memorization
Corners: RUB-->DRF-->FRU-->ULF-->LDF-->(new cycle)BDR-->DRB-->(new cycle)LDB-->BLD (parity)
Edges: URf-->DRf-->DRb-->(new cycle)DBl-->RBd-->DBr-->LFu-->BUl-->LFd-->DLf-->FUl-->RUb-->FUr-->LUf-->FRd-->RBu-->LUb-->
-->FRu-->LBd-->DBl-->(new cycle)UBr-->FRu-->BLd-->BLu-->LDb-->DFl-->UBr-->(new cycle)FRd-->DBr-->UFr-->FRd (parity)
Centers: Ulf-->Flu-->Ruf-->Bld-->Fru-->Lbu-->Urf-->Dlf-->(new cycle)Fld-->Dlb-->Frd-->Drb-->Lfu-->Brd-->Fld-->(new cycle)Rub-->
-->Lbd-->Rub-->(new cycle)Rdf-->Blu-->Rub
Execution
Centers:
Ulf-Flu: U2(C) f u' f'(B) U2(C') f u f'(B')
Ruf-Bld: Lw(A) l u l'(B) U'(C) l u' l'(B') U(C') Lw'(A')
Fru-Lbu: F2 l' U'(A) l u' l'(B) U2(C) l u l'(B') U' l F2(C' + A')
Urf-Dlf: Lw'(A) b u b'(B) U'(C) b u' b'(B') U(C') Lw(A')
Fld-Dlb: Lw' U f d f' U2 f d' f' U Lw (you should be able to understand these commutators now.)
Frd-Drb: U' Rw F b d' b' U2 b d b' U2 F' Rw' U
Lfu-Brd: Fw U f d' f' U' f d f' Fw'
Fld-Rub: Lw' r' u r U2 r' u' r U2 Lw
Lbd-Rub: Dw Lw' U' l u l' U2 l u' l' U' Lw Dw'
Rdf-Blu: Fw' r' u2 r U' r' u2 r U Fw
Rub-Ruf: Fw' r' u r U2 r' u' r U2 Fw
Edges:
URf-DRf: R' U R U' r2 U R' U' R B' R' B r2 B' R B
DRb-DBl: U R2 U' r2 U R2 U' l x' U' R' U R' F R F' r2 F R' F' R U' R U x l'
RBd-DBr: R B' R' B r2 B' R B R' F d R U R' d' R U'R' F' r2
LFu-BUl: U' L' U r2 U' L U x' U' R' U R' F R F' r2 F R' F' R U' R U x
LFd-DLf: B L2 B' r2 B L2 B' U' L2 U r2 U' L2 U
FUl-RUb: l' x' U' R' U R' F R F' r2 F R' F' R U' R U x l B' R B r2 B' R' B
FUr-LUf: F d R U R' d' R U'R' F' r2 B L' B' r2 B L B'
FRd-RBu: U R U' r2 U R2 U' r2 U R U'
LUb-FRu: L' U' L U r2 U' L' U L B R2 B' r2 B R2 B'
LBd-DBl: U' L U r2 U' L' U l x' U' R' U R' F R F' r2 F R' F' R U' R U x l'
UBr-FRu: r2 B' R2 B r2 B' R2 B
BLd-BLu: U' L U r2 U' L' U L B L' B' r2 B L B' L'
LDb-DFl: B L B' r2 B L' B' l2 x' U' R' U R' F R F' r2 F R' F' R U' R U x l2
UBr-FRd: r2 U R U' r2 U R' U'
DBr-UFr: r2 F R U R' d R U' R' d' F' r2 F R U R' d R U' R' d' F'
FRd : U R U' r2 U R' U'
Parity fix: r2 D' L' F l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 F' L D
Corners:
RUB: R' U' R' U' R U R' F' R U R' U' R' F R'
DRF: R U L' U2 R U' R' U2 R L U' R2
FRU: U L' U2 R U' R' U2 R L U' R'
ULF: U2 R U R' F' R U R' U' R' F R2 U' R' U
LDF: F U2 R U R' F' R U R' U' R' F R2 U' R' U F'
BDR: R2 U L' U2 R U' R' U2 R L U' R
DRB: R2 F R U' R' U' R U R' F' R U R' U' R' F R F' R2
LDB: D2 R U' R' U' R U R' F' R U R' U' R' F R D2
BLD: D2 R F R U' R' U' R U R' F' R U R' U' R' F R F' R' D2
Parity fix: B U' B' Uw2 Rw2 U2 r2 U2 Rw2 Uw2 B U B'
--------------------
7.2 Example solve 2
Now using U2 for centers
Scramble: D' U' L2 Rw' R2 Uw B U L2 Uw' L B2 Uw U' R Uw' L R' Uw Fw F2 R' Fw Uw2 L2 Fw F R2 Fw' L D B' R' D2 Uw2 L
D2 L2 R2 Uw'
We directly see the 3-block of the U-color on Front. We also see the 2-blocks on L and R of (respectively) Front and Right.
I would do x here.
So the first move is (x)
Memorization
Corners: RUF-->FRD-->BRD-->RBU-->FLD-->FLU-->DLB (parity)
Edges: LBu-->BUl-->FUr-->DRb-->BUr-->LFd-->BDr-->BLd-->BDl-->RDf-->RUf-->LUf-->FUl-->FRd-->BRu-->FRu-->FLu-->
-->(new cycle)RUb-->DLb-->FDl-->DLf-->RUb-->(new cycle)LUb-->BRd-->LUb (parity)
Centers: Lbu-->Flu-->Dlf-->Brd-->Drf-->Rub-->Blu-->Rdb-->Dlb-->Luf-->Drb-->Ldb-->Fru-->Bru-->Frd-->Ldf
Execution
Centers:
Lbu: {U l u' l' U'} U2 {U l u l' U'}
Flu: {U2 b u b' U2} U2 {U2 b u' b' U2}
Dlf: {l B d2 B' l'} U2 {l B d2 B' l'}
Brd: {U b d b' U'} U2 {U b d' b' U'}
Drf: {D' l B d2 B' l'} U2 {l B d2 B' l' D}
Rub: {U2 r' u r U2} U2 {U2 r' u' r U2}
Blu: {U' f' u' f U} U2 {U' f' u f U}
Rdb: {U' r' d' r U} U2 {U' r' d r U}
Dlb: {D l B d2 B' l'} U2 {l B d2 B' l' D'}
Luf: {U2 r' u' r U2} U2 {U2 r' u r U2}
Drb: {D2 l B d2 B' l'} U2 {l B d2 B' l' D2}
Ldb: {l d l'} U2 {l d' l'}
Fru: {l' u2 l} U2 {l' u2 l}
Bru: {U l u2 l' U'} U2 {U l u2 l' U'}
Frd: {f' d' f} U2 {f' d f}
Ldf: {U' r' d r U} U2 {U' r' d' r U}
Edges:
LBu-BUl: L2 B L2 B' r2 B L2 B' L2 x' U' R' U R' F R F' r2 F R' F' R U' R U x
FUr-DRb: F d R U R' d' R U' R' F' r2 U R2 U' r2 U R2 U'
BUr-LFd: r2 B L2 B' r2 B L2 B'
BDr-BLd: r2 F R U R' d R U' R' d' F' U' L U r2 U' L' U
BDl-RDf: l x' U' R' U R' F R F' r2 F R' F' R U' R U x l' B' R' B r2 B' R B
RUf-LUf: R2 U R2 U' r2 U R2 U' R2 B L' B' r2 B L B'
FUl-FRd: l' x' U' R' U R' F R F' r2 F R' F' R U' R U x l U R U' r2 U R' U'
BRu-FRu: U R' U' r2 U R U' B' R2 B r2 B' R2 B
FLu-RUb: U' L' U r2 U' L U B' R B r2 B' R' B
DLb-FDl: B L B' r2 B L' B' l2 x' U' R' U R' F R F' r2 F R' F' R U' R U x l2
DLf-RUb: U' L2 U r2 U' L2 U B' R B r2 B' R' B
LUb-BRd: L2 U' L2 U r2 U' L2 U L2 R2 B' R2 B r2 B' R2 B R2
LUb: L2 U' L2 U r2 U' L2 U L2
Parity fix: r2 D' L' F l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 F' L D
Corners:
RUF: U' R' U' R U R' F' R U R' U' R' F R2
FRD: R F R U' R' U' R U R' F' R U R' U' R' F R F' R'
BRD: D' R U' R' U' R U R' F' R U R' U' R' F R D
RUB: R' U' R' U' R U R' F' R U R' U' R' F R'
FDR: D R U' R' U' R U R' F' R U R' U' R' F R D'
FUL: F2 R F R U' R' U' R U R' F' R U R' U' R' F R F' R' F2
DLB: D F' R U' R' U' R U R' F' R U R' U' R' F R F D'
Parity fix: B U' B' Uw2 Rw2 U2 r2 U2 Rw2 Uw2 B U B'
There has been a thread about solving big cubes blindfolded tutorial, but it never really came off the ground. So I just figured I'd make a tutorial myself.
Just explained the general concept. This tutorial is for the 4x4, but if you understand the concept, and you can use it, this method is possible for every big cube.
The 4x4 Blindfolded Tutorial
Contents:
1. Introduction
2. Memorization And Notation
3. Working Order
4. Memorization
5. Donning the Blindfold
6. Solving
7. Example Solves
---------------
1. Introduction
This tutorial will teach you how to solve the 4x4 cube blindfolded.
If you understand the concept of this tutorial, you will be able to use this method for every big cube blindfolded.
You will need a specific color scheme for solving the 4x4 cube blindfolded. If you do not know your color scheme,
learn it. The color scheme I use is Black on top, Green in front, Orange at the left, Red at the right, Blue in the back
and Yellow on the bottom.
-----------------------------
2. Memorization and Notation
The notation of pieces will be expressed in 3 letters, corresponding with the layers that the piece is in.
Outer layers will be expressed with capital letters, while inner layers will be expressed with small letters.
The notation of center pieces will always consist of one capital letter and two small letters.
Example: The U center piece that is in the b and r slice will be called "Ubr" or "Urb".
The notation of edge pieces will always consist of two capital letters and one small letter.
Example: The RU edge piece that is in the f slice will be called "URf" or RUf".
The notation of corner pieces will always consist of three capital letters.
Example: The corner that is in the RDF spot will be called "RDF" or any other combination of those three letters.
Later on, when we will work with stickers, instead of pieces, the first letter in the combination will be the sticker
that we are talking about.
Everyone should have their own method for memorization, what suits them best. Personally I use letterpairs.
I connect every piece to a letter, I pair 2 letters up in my memory and then I try to make up a with which
I can memorize those 2 letters. At the end of the memorization, I should have 25-30 words, with which I can make a story.
This story I remember, and upon recalling the story, I can find the letters in my memory.
-----------------
3. Working Order
Memorize corners
Memorize edges
Memorize centers
Don blindfold
Solve centers
Solve edges
Solve corners
---------------
4. Memorization
First we inspect and remember the cube. Note that, because the 4x4x4 has no fixed center pieces, before memorizing
you can do any cube rotation you'd like, to solve as many pieces as possible, so you will memorize as few as possible.
----------------------
4.1 Memorizing Corners
Your buffer is ULB. Look where the piece in ULB has to go to. Look where the piece in that position has to go to.
Keep memorizing this way, if you see that the buffer position is already solved, go to a random unsolved position on the
cube, that you haven't memorized yet, then keep memorizing. When you think you have memorized all unsolved corner pieces,
you can check by adding the number of unsolved corner pieces to the number of cycles, and then subtracting 2. If you
have memorized an odd number of corners you have parity, to which I'll come back later.
--------------------
4.2 Memorizing Edges
What I will be teaching you is called the r2 method. Our buffer is DFr and we will be shooting to UBr with the algorithm "r2".
Memorizing the edges is very simple. Look what piece is in DFr, then look what piece is in the place where the piece in DFr
has to go to. Then look where the next piece has to go to. Go on with that. When you find that the buffer position is solved,
choose a random position on the cube and go on with the cycle. When you think that you have memorized all unsolved edge
pieces, you can check by adding the number of unsolved edge pieces to the number of cycles, and then subtracting 2. If you
have memorized an odd number of edges you have parity, to which I'll come back later.
-----------------------
4.3 Memorizing Centers
The centers are the hardest part of solving the big cubes blindfolded. The memorization is also harder,
but not as hard as solving. I recommend that you already have an idea of commutators and their working.
Our buffer is Urb. Memorize in the same way as the edges and corners, but every face has 4 center pieces,
for now numbered as follows:
________________
| | |
| | |
| 1 | 2 |
| | |
|_______|_______|
| | |
| | |
| 3 | 4 |
| | |
|_______|_______|
The orientation of that quadrant is totally up to you, except for the U face. Number 2 is always the buffer position,
so Urb. We are always going to shoot to the lowest unsolved number in the quadrant of a face. Even if the buffer is
"solved" we always shoot to another position in the U-face (even if the number we're shooting to is 3 or 4).
Only if all centers on U are solved, we start a new cycle by shooting to another face.
If we obey these two rules, the center memorization should be easy after a few tries.
------------------------
5. Donning the Blindfold
Don the blindfold.
----------
6. Solving
-----------------------
6.1 Solving the Centers
This is the hardest part of the entire solve. That is because there are no algorithms. You have to make up commutators
yourself during the solve. This is done by using this step system:
1. Do a setup move, to get two center pieces in the same layer, preferably on U.(A) We are going to call these pieces
the dominant pieces. The layer in which those pieces are is the dominant layer. The third piece will be called
the loose piece. After the setup the loose piece may not be opposite to the dominant layer.
2. Solve the loose piece without changing the U-layer.(B)
3. Move the dominant layer to get the other dominant piece in the same spot as the first one.(C)
4. Reverse algorithm B.(B')
5. Reverse the move you did to the dominant layer.(C')
6. Undo the setup move 1.(A')
But this is just how I do it. If you have a good idea of commutators, and you can create them during the solve,
don't follow this, but do it your own way.
Now your algorithm should have the form A B C B' C' A' or A C B C' B' A'
----------------------------------------------------------------------------------------------------------------------
Another method is the U2 method. Here we do a setup that does nothing to the U-layer except for setting up the piece
you want to shoot to into Ulf, then U2, then reversing that setup move. This is a much easier method, but it is
also slower. This is a good method to start with.
Here, you should always keep track of how many times you have done U2. If you have done an odd number of U2s and you have
to shoot to a piece in the U-layer, you should shoot to the diagonally opposite.
This can be done by these algorithms:
Ulb: r' u r U r' u' r U r' u r U2 r' u' r U2
Urf: r' u r U' r' u' r U' r' u r U2 r' u' r U2
There is a parity possible, if you have an odd number of centers memorized, but this can be easily fixed by simply U2.
---------------------
6.2 Solving the Edges
You should be able to make up the setups yourself, the execution is pretty straightforward.
Only the pieces in the l and r slices might be a bit of a problem.
These are the algorithms for those pieces:
BDl l x' U' R' U R' F R F' r2 F R' F' R U' R U x l'
UFr F d R U R' d' R U'R' F' r2
DBr r2 F R U R' d R U' R' d' F'
FUl l' x' U' R' U R' F R F' r2 F R' F' R U' R U x l
UBl U' R' U R' F R F' r2 F R' F' R U' R U
BUr r2
DFl l2 x' U' R' U R' F R F' r2 F R' F' R U' R U x l2
If one of these in the r slice is the second one in a row, you have to shoot to the opposite piece. (Example: UBr becomes DFr)
Parity fix: If you have an odd number of edges memorized, you have parity, this is the case where the DFr and UBr edges are
solved, and the rest of the r slice is an r2 away from solving. The algorithm to solve this parity is:
r2 D' L' F l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 F' L D.
-----------------------
6.3 Solving the Corners
This is the easiest part. You should be ashamed of yourself, if you screw up on this part
(and did the other parts correctly).
These are the algorithms:
URB: R' U L' U2 R U' R' U2 R L U'
URF: F R U' R' U' R U R' F' R U R' U' R' F R F'
ULF: U2 R U R' F' R U R' U' R' F R2 U' R' U
RFD: R U' R' U' R U R' F' R U R' U' R' F R
Note that the algorithm for URF is actually the RFD algorithm, with setup F.
Parity Fix: If you have an odd number of corners memorized, you have parity, this is the case where the corners are solved
and there are 2 edges swapped (UB and UL). The algorithm to solve this parity is: B U' B' Uw2 Rw2 U2 r2 U2 Rw2 Uw2 B U B'.
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7. Example Solves
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7.1 Example solve 1
Using commutators for centers
Scramble: L2 Uw2 Rw F D B2 F Rw R B F' U R2 Fw' Uw L2 F2 L' D2 Uw2 U Fw Uw' B2 D Uw' R2 Fw' D2 L Fw' L' Rw2 R' Uw2
U F2 L2 B' F
Memorization
Corners: RUB-->DRF-->FRU-->ULF-->LDF-->(new cycle)BDR-->DRB-->(new cycle)LDB-->BLD (parity)
Edges: URf-->DRf-->DRb-->(new cycle)DBl-->RBd-->DBr-->LFu-->BUl-->LFd-->DLf-->FUl-->RUb-->FUr-->LUf-->FRd-->RBu-->LUb-->
-->FRu-->LBd-->DBl-->(new cycle)UBr-->FRu-->BLd-->BLu-->LDb-->DFl-->UBr-->(new cycle)FRd-->DBr-->UFr-->FRd (parity)
Centers: Ulf-->Flu-->Ruf-->Bld-->Fru-->Lbu-->Urf-->Dlf-->(new cycle)Fld-->Dlb-->Frd-->Drb-->Lfu-->Brd-->Fld-->(new cycle)Rub-->
-->Lbd-->Rub-->(new cycle)Rdf-->Blu-->Rub
Execution
Centers:
Ulf-Flu: U2(C) f u' f'(B) U2(C') f u f'(B')
Ruf-Bld: Lw(A) l u l'(B) U'(C) l u' l'(B') U(C') Lw'(A')
Fru-Lbu: F2 l' U'(A) l u' l'(B) U2(C) l u l'(B') U' l F2(C' + A')
Urf-Dlf: Lw'(A) b u b'(B) U'(C) b u' b'(B') U(C') Lw(A')
Fld-Dlb: Lw' U f d f' U2 f d' f' U Lw (you should be able to understand these commutators now.)
Frd-Drb: U' Rw F b d' b' U2 b d b' U2 F' Rw' U
Lfu-Brd: Fw U f d' f' U' f d f' Fw'
Fld-Rub: Lw' r' u r U2 r' u' r U2 Lw
Lbd-Rub: Dw Lw' U' l u l' U2 l u' l' U' Lw Dw'
Rdf-Blu: Fw' r' u2 r U' r' u2 r U Fw
Rub-Ruf: Fw' r' u r U2 r' u' r U2 Fw
Edges:
URf-DRf: R' U R U' r2 U R' U' R B' R' B r2 B' R B
DRb-DBl: U R2 U' r2 U R2 U' l x' U' R' U R' F R F' r2 F R' F' R U' R U x l'
RBd-DBr: R B' R' B r2 B' R B R' F d R U R' d' R U'R' F' r2
LFu-BUl: U' L' U r2 U' L U x' U' R' U R' F R F' r2 F R' F' R U' R U x
LFd-DLf: B L2 B' r2 B L2 B' U' L2 U r2 U' L2 U
FUl-RUb: l' x' U' R' U R' F R F' r2 F R' F' R U' R U x l B' R B r2 B' R' B
FUr-LUf: F d R U R' d' R U'R' F' r2 B L' B' r2 B L B'
FRd-RBu: U R U' r2 U R2 U' r2 U R U'
LUb-FRu: L' U' L U r2 U' L' U L B R2 B' r2 B R2 B'
LBd-DBl: U' L U r2 U' L' U l x' U' R' U R' F R F' r2 F R' F' R U' R U x l'
UBr-FRu: r2 B' R2 B r2 B' R2 B
BLd-BLu: U' L U r2 U' L' U L B L' B' r2 B L B' L'
LDb-DFl: B L B' r2 B L' B' l2 x' U' R' U R' F R F' r2 F R' F' R U' R U x l2
UBr-FRd: r2 U R U' r2 U R' U'
DBr-UFr: r2 F R U R' d R U' R' d' F' r2 F R U R' d R U' R' d' F'
FRd : U R U' r2 U R' U'
Parity fix: r2 D' L' F l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 F' L D
Corners:
RUB: R' U' R' U' R U R' F' R U R' U' R' F R'
DRF: R U L' U2 R U' R' U2 R L U' R2
FRU: U L' U2 R U' R' U2 R L U' R'
ULF: U2 R U R' F' R U R' U' R' F R2 U' R' U
LDF: F U2 R U R' F' R U R' U' R' F R2 U' R' U F'
BDR: R2 U L' U2 R U' R' U2 R L U' R
DRB: R2 F R U' R' U' R U R' F' R U R' U' R' F R F' R2
LDB: D2 R U' R' U' R U R' F' R U R' U' R' F R D2
BLD: D2 R F R U' R' U' R U R' F' R U R' U' R' F R F' R' D2
Parity fix: B U' B' Uw2 Rw2 U2 r2 U2 Rw2 Uw2 B U B'
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7.2 Example solve 2
Now using U2 for centers
Scramble: D' U' L2 Rw' R2 Uw B U L2 Uw' L B2 Uw U' R Uw' L R' Uw Fw F2 R' Fw Uw2 L2 Fw F R2 Fw' L D B' R' D2 Uw2 L
D2 L2 R2 Uw'
We directly see the 3-block of the U-color on Front. We also see the 2-blocks on L and R of (respectively) Front and Right.
I would do x here.
So the first move is (x)
Memorization
Corners: RUF-->FRD-->BRD-->RBU-->FLD-->FLU-->DLB (parity)
Edges: LBu-->BUl-->FUr-->DRb-->BUr-->LFd-->BDr-->BLd-->BDl-->RDf-->RUf-->LUf-->FUl-->FRd-->BRu-->FRu-->FLu-->
-->(new cycle)RUb-->DLb-->FDl-->DLf-->RUb-->(new cycle)LUb-->BRd-->LUb (parity)
Centers: Lbu-->Flu-->Dlf-->Brd-->Drf-->Rub-->Blu-->Rdb-->Dlb-->Luf-->Drb-->Ldb-->Fru-->Bru-->Frd-->Ldf
Execution
Centers:
Lbu: {U l u' l' U'} U2 {U l u l' U'}
Flu: {U2 b u b' U2} U2 {U2 b u' b' U2}
Dlf: {l B d2 B' l'} U2 {l B d2 B' l'}
Brd: {U b d b' U'} U2 {U b d' b' U'}
Drf: {D' l B d2 B' l'} U2 {l B d2 B' l' D}
Rub: {U2 r' u r U2} U2 {U2 r' u' r U2}
Blu: {U' f' u' f U} U2 {U' f' u f U}
Rdb: {U' r' d' r U} U2 {U' r' d r U}
Dlb: {D l B d2 B' l'} U2 {l B d2 B' l' D'}
Luf: {U2 r' u' r U2} U2 {U2 r' u r U2}
Drb: {D2 l B d2 B' l'} U2 {l B d2 B' l' D2}
Ldb: {l d l'} U2 {l d' l'}
Fru: {l' u2 l} U2 {l' u2 l}
Bru: {U l u2 l' U'} U2 {U l u2 l' U'}
Frd: {f' d' f} U2 {f' d f}
Ldf: {U' r' d r U} U2 {U' r' d' r U}
Edges:
LBu-BUl: L2 B L2 B' r2 B L2 B' L2 x' U' R' U R' F R F' r2 F R' F' R U' R U x
FUr-DRb: F d R U R' d' R U' R' F' r2 U R2 U' r2 U R2 U'
BUr-LFd: r2 B L2 B' r2 B L2 B'
BDr-BLd: r2 F R U R' d R U' R' d' F' U' L U r2 U' L' U
BDl-RDf: l x' U' R' U R' F R F' r2 F R' F' R U' R U x l' B' R' B r2 B' R B
RUf-LUf: R2 U R2 U' r2 U R2 U' R2 B L' B' r2 B L B'
FUl-FRd: l' x' U' R' U R' F R F' r2 F R' F' R U' R U x l U R U' r2 U R' U'
BRu-FRu: U R' U' r2 U R U' B' R2 B r2 B' R2 B
FLu-RUb: U' L' U r2 U' L U B' R B r2 B' R' B
DLb-FDl: B L B' r2 B L' B' l2 x' U' R' U R' F R F' r2 F R' F' R U' R U x l2
DLf-RUb: U' L2 U r2 U' L2 U B' R B r2 B' R' B
LUb-BRd: L2 U' L2 U r2 U' L2 U L2 R2 B' R2 B r2 B' R2 B R2
LUb: L2 U' L2 U r2 U' L2 U L2
Parity fix: r2 D' L' F l' U2 l' U2 F2 l' F2 r U2 r' U2 l2 F' L D
Corners:
RUF: U' R' U' R U R' F' R U R' U' R' F R2
FRD: R F R U' R' U' R U R' F' R U R' U' R' F R F' R'
BRD: D' R U' R' U' R U R' F' R U R' U' R' F R D
RUB: R' U' R' U' R U R' F' R U R' U' R' F R'
FDR: D R U' R' U' R U R' F' R U R' U' R' F R D'
FUL: F2 R F R U' R' U' R U R' F' R U R' U' R' F R F' R' F2
DLB: D F' R U' R' U' R U R' F' R U R' U' R' F R F D'
Parity fix: B U' B' Uw2 Rw2 U2 r2 U2 Rw2 Uw2 B U B'
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