Which ways are there to solve corner parity for BH when there are 2 corners are interchanged? I usually do Y-Perms, but I don't have an optimal way to deal with that edge interchange...
What do pros usually do?
 
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Which ways are there to solve corner parity for BH when there are 2 corners are interchanged? I usually do Y-Perms, but I don't have an optimal way to deal with that edge interchange...
What do pros usually do?

When you decide to solve parity (usually between corners and edges, but I do it when it's the only thing left to do, or when I see easy setup moves for that case) setup the last corner of the memo and the edges you have to solve on the same face of the buffers (If you use FD as edge buffer -M2 style- you have tu setup it too) and use a PLL. I also use some ZBLL and some algs I learnt for that; for example: lefty T-perm which also flips two edges (x' L2 U L U' r F U F' L' U' L U) or something else, like y R' F R' F' R2 U' R' F' U' F R U y'
 
When you decide to solve parity (usually between corners and edges, but I do it when it's the only thing left to do, or when I see easy setup moves for that case) setup the last corner of the memo and the edges you have to solve on the same face of the buffers (If you use FD as edge buffer -M2 style- you have tu setup it too) and use a PLL. I also use some ZBLL and some algs I learnt for that; for example: lefty T-perm which also flips two edges (x' L2 U L U' r F U F' L' U' L U) or something else, like y R' F R' F' R2 U' R' F' U' F R U y'

I'll try that thanks. I was using an edge cycle and then Y-Perm, but it felt too long.
 
Sorry - I missed that you had already covered that. :fp


For the same reason pi needs to be memorized to thousands of digits. (In other words, it makes no sense at all.) But that's what the Everest test is about.

I never really replied to this so I figured I should say...

O.O That is insane.... I cant even imagine that... I figured that It would only need to be memoed in order; I didn't realize that you would have to do that, that is absolutely insanely awesome and insane.
[/Off Topic]
 
Does anyone have a short, easy to remember pure 2-twist? I'm going to attempt BLD soon (with what I consider the beginner's BLD method, Old Pochmann) and twisted corners might be a problem. :P Also, how do you deal with flipped edges?
 
Does anyone have a short, easy to remember pure 2-twist? I'm going to attempt BLD soon (with what I consider the beginner's BLD method, Old Pochmann) and twisted corners might be a problem. :P Also, how do you deal with flipped edges?

I'm no BLD pro, but 2 opposite edges are M' U M' U M' U2 M U M U M U2
and for the UFL and UBL corners, (R U R' U') (R U R' U') L' (U R U' R') (U R U' R') L twists the UFL clockwise and UBL counter-clockwise
and to twist UFL counter-clockwise and UBL clockwise, do (U R U' R') (U R U' R') L' (R U R' U') (R U R' U') L

I hope this is what you're looking for
 
2 twisted on UL - Sune Antisune (for chameleon case)
2 twisted on UR - Antisune Sune (for chameleon case)

2 twisted on UR - Antisune Sune (for headlights case) - Antisune is R U2 R' U' R U' R', and same with sune
2 twisted on UL - Antisune Sune (for headlights case) - Antisune is L' U2 L U L' U L, and same with sune

Hence why the sune is so important :p
 
I'm no BLD pro, but 2 opposite edges are M' U M' U M' U2 M U M U M U2
and for the UFL and UBL corners, (R U R' U') (R U R' U') L' (U R U' R') (U R U' R') L twists the UFL clockwise and UBL counter-clockwise
and to twist UFL counter-clockwise and UBL clockwise, do (U R U' R') (U R U' R') L' (R U R' U') (R U R' U') L

I hope this is what you're looking for

Thank you VERY much.
 
Does anyone have a short, easy to remember pure 2-twist? I'm going to attempt BLD soon (with what I consider the beginner's BLD method, Old Pochmann) and twisted corners might be a problem. :P Also, how do you deal with flipped edges?
A very easy way is to shoot to the sticker which needs to go to the U or D face, then shoot to the U or D face:

Example: If FRU needs to be twisted clockwise; shoot to FRU then UFR.

Or you could use the mono flip commutator: [R' D' R D R' D' R, U]
For example; if FRU needed to be twisted clockwise, you would do [R' D R D' R' D R] U2 [R' D' R D R' D' R] U2


For edges; you can simply shoot to the 2 stickers of the edge piece which needs to be flipped.

Example: If FL needed to be flipped:
- shoot to FL by doing L' (T-perm) L
- then shoot to LF by doing Dw' L (T-perm) L' Dw
 
Just a few questions I posted on the BH tutorial thread. I'm hoping for some more answers.

Thanks for these helpful tutorials. I have almost entirely learned the basic concepts behind BH corners through them. But here are a few questions for the experts.

1. I've found that certain A9 commutators cannot simply be identified with two interchangeable pieces and a third piece which is either in the same layer or not capable of being inserted with a three-move insertion. Would I be correct in assuming that the miscellaneous cycles which do not satisfy the criteria for other types of commutators belong to the A9 category?

2. I have been successful is finding the cancellation in all the A9s I have tried so far. But the time this takes is not very consistent and I am wondering if there is some general tips that the more experienced BH users can provide in finding the insertion.

3. As for BH edges, which I have decided to explore despite the lack of tutorials on the subject, would it be faster than TuRBo edges? The ELL algorithms seem to be a lot more fingertrick-friendly than some of the commutators containing S and E move.

4. On BH edges again, how do I recognise the A9 and B9 commutators and distinguish them from the 10 movers? It doesn't seem to be as simple as the corners.

Please answer these questions. Thank you.
 
There are not many A9 cases so people just learn them as algorithms.
I know nothing about B9s though

According to the BH corners page on speedcubing.com, there are 126 cases which can be solved optimally with a 9-mover. Of course, there would be inverses and reflections in these cases. But I still don't think it's worth learning this many algorithms when I could intuitively deduce the appropriate commutators. It's also less satisfying to just memorise the cases.
 
According to the BH corners page on speedcubing.com, there are 126 cases which can be solved optimally with a 9-mover. Of course, there would be inverses and reflections in these cases. But I still don't think it's worth learning this many algorithms when I could intuitively deduce the appropriate commutators. It's also less satisfying to just memorise the cases.

I've already told you when you first posted, there are only 4 A9s. Learn how they work.
 
Just a few questions I posted on the BH tutorial thread. I'm hoping for some more answers.
I don't have any good tips on A9s.
It felt like I was never going to get the hang of A9s, but after a lot of practice with BH corners the insertions and cancellations became very easy and fast.

BH edges can be really fast if you speed optimise the comms by making them fingertrick friendly.
TuRBo uses quite a lot of moves, so the awkward turns that may be involved with BH could overthrow the TuRBo TPS.
Rather than sticking with one edge method, you could be better off using a mixture of both BH and TuRBo.

There are not many A9 cases so people just learn them as algorithms.
That's completely false.
 
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