I think you should try multi-BLD with 2 or 3 cubes. It would be fun. Then for more cubes you should learn some more advanced memorization techniques to make the memorization easier and quicker (such as Method of Loci / Roman Rooms / etc.)

So after 3 cubes I should learn an advanced method, or do you just mean more cubes in general?
Also thanks for the quick response. It'll definitely be fun, just doing one cube BLD gives me that sense
of accomplishment that beginners get at their first 3x3 solves.
 
So after 3 cubes I should learn an advanced method, or do you just mean more cubes in general?

You should always experiment with ways to memo. The more information you need to memo, the more things you can try (like how many targets you store per location, how many times you revise everything, when revise what, and so on)
 
should I learn M2 for edges? I'm a beginner using OP (corners and edges)
And am very interested in bld.

EDIT: the main reason i was think of switching is because of 4bld.
 
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question: why do most people use DF as an M2 buffer? is there something about it that makes it better than FD, DB, and BD?
 
question: why do most people use DF as an M2 buffer? is there something about it that makes it better than FD, DB, and BD?

I think DB and BD are weird because you have to look at the back of the cube when you begin memorizing.

There is nothing wrong with FD. I think more people use DF because they were taught that way. I guess more tutorials use DF.

I'd probably recommend using DF as your buffer though since it might make tutorials easier to understand. I haven't encountered many tutorials that use FD.
 
question: why do most people use DF as an M2 buffer? is there something about it that makes it better than FD, DB, and BD?

FD is same as DF, sets of algs are the same. Btw, there is an expansion of M2 called DIADEM, it uses FD as a buffer.

So why DF and not DB? Probably just because M2's inventor, Stefan Pochmann, started to use DF.
 
How do the really fast people (like under 30-35 seconds) deal with cases where you have two corners (not including the buffer) twisted the same way?
For example, how would you solve stuff like this blindfolded?
visualcube.php


Do most people just set up these cases up to
 Twizzle link 
R U R' U R U2 R' U' R U' R U R U R U' R' U' R2 U'
? Because I find using this alg confusing when setting it up on non yellow/white faces.

Right now I usually solve the corners one by one.
 
How do the really fast people (like under 30-35 seconds) deal with cases where you have two corners (not including the buffer) twisted the same way?
For example, how would you solve stuff like this blindfolded?
visualcube.php


Do most people just set up these cases up to
 Twizzle link 
R U R' U R U2 R' U' R U' R U R U R U' R' U' R2 U'
? Because I find using this alg confusing when setting it up on non yellow/white faces.

Right now I usually solve the corners one by one.

Some ideas:

1. [R U' R', D'] followed by [x': [U' R' U R, D2]] // basically, do two fast 3-cycles
2. R2 to sune + U-perm
3. R2 setup to ([R' D R D']*2 U)*3 U
 
Some ideas:

1. [R U' R', D'] followed by [x': [U' R' U R, D2]] // basically, do two fast 3-cycles

Does anyone use this though? Is there a specific way to think up of stuff like this on the fly (and for different corners as well)?

I've been looking for reconstructions of fast solves with stuff like this in them, but I haven't been able to find one.

I get confused with the sune ones, but I haven't really played around with them yet.
 
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Does anyone use this though? Is there a specific way to think up of stuff like this on the fly (and for different corners as well)?

I've been looking for reconstructions of fast solves with stuff like this in them, but I haven't been able to find one.

I get confused with the sune ones, but I haven't really played around with them yet.

I use that because the case you requested uses my buffer in ULF, and I found that alg was about 1000x better to fingertrick on big cube BLD (so I just carried it over into 3BLD.)

And yeah, sunes are a bit harder, but anti-sune cases are quite nice. :)
 
How do the really fast people (like under 30-35 seconds) deal with cases where you have two corners (not including the buffer) twisted the same way?
For example, how would you solve stuff like this blindfolded?
visualcube.php


Do most people just set up these cases up to
 Twizzle link 
R U R' U R U2 R' U' R U' R U R U R U' R' U' R2 U'
? Because I find using this alg confusing when setting it up on non yellow/white faces.

Right now I usually solve the corners one by one.

Warning *I am not a sub 35 BLD solver*

I deal with different 3 twists differently. I really like the alg RU2RU2RUR'UR2UR'UR2UR'U and use it for it's cases. I now do the rest of the 3 corner twists with setups to the sexy move for 3BLD. I know that it is extra moves but I don't have to think about it and I like that. For Multi, I do 2 comms which I will describe below

Does anyone use this though? Is there a specific way to think up of stuff like this on the fly (and for different corners as well)?

I've been looking for reconstructions of fast solves with stuff like this in them, but I haven't been able to find one.

I get confused with the sune ones, but I haven't really played around with them yet.

I do the first cycle to orient the pieces like 3OP and the second cycle will be the 3op cycle of the pieces in the other direction. so in your picture I fix the co with UBL-FLD-FDR and the second 30P cycle is UBL-DFR-DLF so [x': D',R'U2R][L2,UR2U'].

I may be wrong, but I think Tim Wong and Riley Woo solve with 2 cycles.
 
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That's a really nice alg. I think I will use it from now on. Thanks for all of the information!

I only specified sub 35 because I didn't want answers like "do 4 y perms". Saying sub 35 was probably a bit overkill though lol.
 
stupid question I know, but for whatever reason I can't wrap my head around it today... If I am using CSTimer edge/corners only scrambles to practice and I have a parity case, when/how do I execute to ensure that I have done everything correctly in the solve (finished cube at the end)? I am just using OP for both corners and edges so normally in a full solve I would y' R-perm y inbetween edges and corners if I had parity (correct?). Thanks
 
huh, I guess that may be correct. I thought that I had a case like this but can't replicate. I guess I was just thinking it would be possible for CSTimer to give you a scramble that would be like something you would get if you were to scramble completely, solve corners and have parity but not execute. I guess this isn't the case? Will CST edge/corner only scrambles always be without parity?
 
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How do you get used to a lettering scheme? I understand how speffz works and which letters are supposed to belong where on a solved cube, but I'm not sure how to get it automatic in my memory so I can scramble a cube and be able to pick out the letters. It's hard to explain what I'm trying to say.
 
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