To the 4BLD solvers:
In 4BLD do you always go about the center targets in the same order or do you pick for easier memo or comms?
I find myself doing the latter occasionally...

I go almost always in the same order. In some cases I make exceptions, normally if I would get a lot of cycles, so I avoid them and make one or two long ones.
Don't really care about memo, cause I use Letter-Pairs, so every pair is nearly as easy to remember as others. And I also don't think about comms. I just memorize it, I only start thinking of comms during execution.
 
To the 4BLD solvers:
In 4BLD do you always go about the center targets in the same order or do you pick for easier memo or comms?
I find myself doing the latter occasionally...
I pick a different centre target to extend the cycle if the first one I'd normally pick makes the cycle end with an even number of pieces (i.e. 2 swap will be left). On the other hand, if the cycle is getting too long (and hence I'd like to begin a new cycle soon with another U centre), then I might force the cycle to end at a convenient point.
 
I go almost always in the same order. In some cases I make exceptions, normally if I would get a lot of cycles, so I avoid them and make one or two long ones.
Don't really care about memo, cause I use Letter-Pairs, so every pair is nearly as easy to remember as others. And I also don't think about comms. I just memorize it, I only start thinking of comms during execution.


I pick a different centre target to extend the cycle if the first one I'd normally pick makes the cycle end with an even number of pieces (i.e. 2 swap will be left). On the other hand, if the cycle is getting too long (and hence I'd like to begin a new cycle soon with another U centre), then I might force the cycle to end at a convenient point.

THX for your feedback.
My typical reason for picking not the "next-in-line" target is when I see that the piece next to it gives a straightforward 8 mover like [r U2 r', d] instead of first having to apply a set up move to one face. (I try not pick targets zig-zag all over the face though)
The other case is when all U centers are solved, I will then store my buffer piece a the "end" of a face.
 
I'm looking for commutators to 3OP, is there any site with list of algs?

I asume you want a list of commutators for every case of 3OP permutation. I have not seen a website with a complete list specificly for 3OP users. You should look at the BH and 3style lists because they have all of the 3OP comms.

For corners, I use these.They are non-optimal but still intuitive and good.The list only has half of the comms because the others are the inverse of the listed algs.note that this is 1/9 of the BH cases. Don't learn these as cases because they can be simplified into a few basic ideas.
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For edges,If you use 3OP for edges the best advice I can give is to switch to a better method.
 
I'm looking for commutators to 3OP, is there any site with list of algs?

I made them all myself a while ago before BH was 'released' but I think they may be lost to the ether :/

Searching BH pages is easy, there are a bunch of different lists on here - Riffz' is my favourite so far.
 
I'm struggling comms for oblique centers. I've read this post, but still I have a question. In T-centers, for Ub>Uf>Df I use [U2, m d2 m'], a "half-slice" trick. But this doesn't work for obliques, because there is no m-move. So how can I solve Ubbr>Uffl>Dffr or Ubbr>Ullb>any center on D?
 
For corners, I use these.They are non-optimal but still intuitive and good.The list only has half of the comms because the others are the inverse of the listed algs.note that this is 1/9 of the BH cases. Don't learn these as cases because they can be simplified into a few basic ideas.
View attachment 2096
Thanks.
Searching BH pages is easy, there are a bunch of different lists on here - Riffz' is my favourite so far.
I'm trying something more simple than BH.
 
I'm struggling comms for oblique centers. I've read this post, but still I have a question. In T-centers, for Ub>Uf>Df I use [U2, m d2 m'], a "half-slice" trick. But this doesn't work for obliques, because there is no m-move. So how can I solve Ubbr>Uffl>Dffr or Ubbr>Ullb>any center on D?

That's a nice trick - I should start doing that. I don't do very many of those tricks, which is why obliques are not much harder than the more normal center pieces for me. For that one I setup with (SiGN notation) 2f R2, then the obvious 8-move commutator, then undo the setup. If you're talking about two obliques that are not on opposite sides (front-back or left-right) of the same face, though, then you can do those the same way you would do them with X or + centers.

Sorry, I would give actual algs, but I don't have a big cube in front of me and I rarely use SiGN notation, so I easily get confused by it. :) If you don't get it from this description, say so and I'll work it out and give actual algs.

If someone has a good, easily understandable shorter answer for that case, I'd love to hear it. But 12 moves isn't all that bad, and that's as bad as it ever gets.
 
For that one I setup with (SiGN notation) 2f R2, then the obvious 8-move commutator, then undo the setup. If you're talking about two obliques that are not on opposite sides (front-back or left-right) of the same face, though, then you can do those the same way you would do them with X or + centers.

If you don't get it from this description, say so and I'll work it out and give actual algs.
Aaa, no, I got it. Thank you very much!
 
How does everyone do M2 (in BLD, not normal solving)? For me, I always do r2 R2, which although faster compared to doing M2 with ring/middle finger, result in a lot of turn fails (making my dnfs look really ugly) :p.

I notice everyone can do it with their ring/middle finger with ease, I on the other hand find it slow and hard with all the regripping.
 
I do right ring, right middle. Same as I do it in normal solving.

You may also want to try R' M' r - which is usually performed like R' -> use right middle or ring to pull the M' on UB then do r simultaneously.
 
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