(I have never understood why you wouldnt solve centers first...)

Why should it be mandatory ? I solve centers last, and I'm definitely saving much more time by solving in the ordre I feel the most confident with than I'm losing by using slightly longer algs for the parity fxies.
 
BLD Old Pochmann memorization problem

Hey guys, I just finished learning how to solve cube blindfolded using the Old Pochmann method. But I have encountered a problem during the memorisation phase, and that is what do I do when come to a piece that belongs to the buffer position? Pls help. Thanks!
 
Hey guys, I just finished learning how to solve cube blindfolded using the Old Pochmann method. But I have encountered a problem during the memorisation phase, and that is what do I do when come to a piece that belongs to the buffer position? Pls help. Thanks!

When this happens, you must break into a new cycle by shooting the buffer to an unsolved piece. You then solve the rest like normal, did that make sense?
 
Solving edges with M2

Hi, I see on Stefan's site that he doesn't care about orientation in the M layer until he has finished with all the edges. For example, he solves UB and BU targets doing M2. Do you recommend me doing it like this, or shooting directly to the correct position (UB -> M2; BU -> U B' R U' B M2 B' U R' B U')?

Thanks.
 
Originally Posted by CuberJun
Hi , for BLD (M2) , if the buffer has to go to UB I do M2. Then if the next piece needs to go there again as well because the number Ms are not even , that means I have to do M2 again. So how can I solve this?
Insert the edge in a unsolved place.
or if there are no unsolved places insert the "UB" to "UL".
Algorithm: (L U' L' U) M2 (U' L U L') M2
oh and use this thread next time:
One answer BLD question thread

I want to continue the question from the right thread :
But what if those two edges are the final two and I can't break into a new cycle?
 
Hi, I see on Stefan's site that he doesn't care about orientation in the M layer until he has finished with all the edges. For example, he solves UB and BU targets doing M2. Do you recommend me doing it like this, or shooting directly to the correct position (UB -> M2; BU -> U B' R U' B M2 B' U R' B U')?

Thanks.

Most people would recommend that you solve orientation and permutation at the same time, shoot to BU and UB differently.
 
Why should it be mandatory ? I solve centers last, and I'm definitely saving much more time by solving in the ordre I feel the most confident with than I'm losing by using slightly longer algs for the parity fxies.

Hmm, I was actually hoping someone would say why they solve centers last. I feel that it is a sort of waste because you need to keep track of center orientation. Ok, I agree it is good to do what is natural to you, however (Sorry for the comparison that you might hate) didnt you wish that you could just keep the cross on top the whole time when you were starting fridrich f2l? If everyone stuck with what felt natural, f2ls would be a lot slower. I dont at all mean to hate in this post, I am more curious than trying to argue. Plus, I havent even tried a solve yet :P. I am not going to try a single solve until I learn all my letter pairs. I am hoping that I might be able to get my first solve correct (as, from what Ive heard, Very very few people do)
 
I want to continue the question from the right thread :
But what if those two edges are the final two and I can't break into a new cycle?

I believe this is parity (not sure, as I went from Classic Pochmann directly to BH)
If so, this is just from memory, but I think the alg is U' F2 U M2 U' F2 U
If this is the correct algorithm, it will also switch UB and UL.
 
what method does nakajima use here http://www.youtube.com/watch?v=Gr6aozqZ4nA? Is this the fastest bld method?

It's hard to tell - it all goes by so fast! That's an old video. These days the best people are getting much better times, and generally they don't turn that fast either. So based on that, I'm guessing it's probably safe to say it's definitely not the fastest BLD method - it requires way too many turns.
 
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