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I go as far as saying that regardless of the price I consider it the best 4x4 on the market currently.
Of course that's only me though.

There is a problem of internal pieces popping out frequently but they're easy to put back in and as far as I know missing internal pieces are no cause of +2 or DNF.
 
I go as far as saying that regardless of the price I consider it the best 4x4 on the market currently.
Of course that's only me though.

There is a problem of internal pieces popping out frequently but they're easy to put back in and as far as I know missing internal pieces are no cause of +2 or DNF.

It's possible the one I tried was too tight. It turned ok, but the cube had very little if any flex, and as I recall corner cutting was sub par.

One thing I've noticed is that I think a lot of what you pay for in more expensive cubes is quality control. I've never handled a Gans, but I'm guessing that aside from setup the puzzles themselves are very consistent, whereas if you look at a cheaper cube like a thunderclap or a guanlong one might be fantastic and the next one terrible, with most at some point in between.
 
Hi,
which 4x4 cubes are now good? I didnt think about it since 2014 and im not on time with 4x4 news...
I think the Moyu Aosu is considered the gold standard, but I personally prefer the smaller size, lower price point, and better inner layer speed of my cyclone boys g4.

yes, the Aosu is considered the industry standard for 4x4, but most people are changing their main to the YuXin Blue. The Aosu will have internal pops, locks, and the center caps fall of during a solve. I have both cubes and I get really frustrated with the Aosu.

I recommend the YuXin Blue. It's also much less expensive. However, be careful when you are assembling/disassembling it. it's very delicate.
 
Hi,

In the attached image, there is a corner that is "flipped", but in a way I can't figure out. It is as if the stickers were swapped.

The cube is solved except for the corners. The ones to the right and left are swapped and the opossite is also "flipped". At the bottom a similar situation with two adjacent corners "flipped" and two swapped.

How to solve this? Note that I noticed this when I created the first layer and in that case all 4 corners were "flipped". I couldn't figure out how to solve this so I solved the rest of the cube, hoping things will sort themselves out. (Could it be that someone swapped the stickers?)

Thank you for your help
 

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yeah the centers are wrong. Going clockwise, it should be red white blue, not red white green
 
yes. turns out my youngest played with it and it fell and some caps came off and she put them back...
 
do fast 4x4 yau users do half centers every single solve? or do they do it sometimes depending on the case?
 
I hear so, but I'm not sure many use it productively.

Was it Sebastian Weyer who posted a ludicrous average a couple of weeks ago with OLL parity in every solve?!


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my guess would be that its avoidance if PLL parity, because there are 2 main OLL parities (1 that switches opposite edges and 1 that doesn't). I guess if you can tell from a parity'd OLL whether or not you'll have a PLL parity you can use one of the OLL parities to also prevent PLL parity. Sounds like some serious ZBLL recognition is required though lol
 
my guess would be that its avoidance if PLL parity, because there are 2 main OLL parities (1 that switches opposite edges and 1 that doesn't). I guess if you can tell from a parity'd OLL whether or not you'll have a PLL parity you can use one of the OLL parities to also prevent PLL parity. Sounds like some serious ZBLL recognition is required though lol

That makes sense, but pretty sure it's OLL parity that can be avoided and it's something to do with counting edges. When you insert edges using F or B during edge pairing I assume this affects the count, abit like counting cards in blackjack. I've heard about it, but never paid any attention!!!

Theres only one OLL parity, which flips one edge, isn't there?




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That makes sense, but pretty sure it's OLL parity that can be avoided and it's something to do with counting edges. When you insert edges using F or B during edge pairing I assume this affects the count, abit like counting cards in blackjack. I've heard about it, but never paid any attention!!!

Theres only one OLL parity, which flips one edge, isn't there?




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I can't type out the algorithm i use (cuz i don't have a cube on me) but i use the OLL parity in which the position of the two edges (LU and RU) on the left and right are maintained. The primary OLL parity alg is the one that switches these two edges. But yes all OLL parity algs "flip" the FU edge.

and i guess the counting edges thing makes sense, but it sounds like so tedious lol
 
parity avoidance is a thing?
Yeah, OLL parity happens when the wings have odd permutation parity, which happens when the total number of inner layer quarter turns to get to that state from a solved cube is odd.

If you trace out the wing cycles like you would in 4BLD during inspection, you can tell if the scramble did an even or odd number of inner layer quarter turns, and you can use that to ensure that when you finish solving centers the number is even, thus avoiding OLL parity - after centers are solved you can stop caring because then there's no reason to use an alg which has an odd number of inner layer quarter turns unless you're solving OLL parity.

It's been known for years, but it's really difficult and very few people are inclined (or able) to do it.
 
Yeah, OLL parity happens when the wings have odd permutation parity, which happens when the total number of inner layer quarter turns to get to that state from a solved cube is odd.

If you trace out the wing cycles like you would in 4BLD during inspection, you can tell if the scramble did an even or odd number of inner layer quarter turns, and you can use that to ensure that when you finish solving centers the number is even, thus avoiding OLL parity - after centers are solved you can stop caring because then there's no reason to use an alg which has an odd number of inner layer quarter turns unless you're solving OLL parity.

It's been known for years, but it's really difficult and very few people are inclined (or able) to do it.

Thanks Bob, very informative and clear. So very much like counting cards in blackjack, especially the "really difficult and few people are inclined to do it" bit!!!!


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