CFOP Cube Rotations and Wide D Turns

jdh3000

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In F2L, when is it better to do a cube rotation and when a wide d is better?

It would seem like the one with the least moves would be the choice, but sometimes an insert may require more moves but be more fluid and thus faster. Example; rotating and then doing a sexy move is fast, though it may technically be more moves than something else.
If I am wrong about that please correct me

I know it's a matter of preference at times, but that's what I'm asking; what some of you prefer and when?

I've heard it said that d turns are slower than a rotation and should be avoided, but I would think that would vary from case to case; if doing a d turns I can save a move vs a rotation, it seems like that would be the choice in most cases.

I can actually do all of F2L Rotationless, however some of the algorithms are more complicated than just spinning the cube.
Even doing an F turn seems awkward at times in comparison to a d turn or rotation.

Thank you and I appreciate all of the comments!
 
In F2L, when is it better to do a cube rotation and when a wide d is better?

It would seem like the one with the least moves would be the choice, but sometimes an insert may require more moves but be more fluid and thus faster. Example; rotating and then doing a sexy move is fast, though it may technically be more moves than something else.
If I am wrong about that please correct me

I know it's a matter of preference at times, but that's what I'm asking; what some of you prefer and when?

I've heard it said that d turns are slower than a rotation and should be avoided, but I would think that would vary from case to case; if doing a d turns I can save a move vs a rotation, it seems like that would be the choice in most cases.

I can actually do all of F2L Rotationless, however some of the algorithms are more complicated than just spinning the cube.
Even doing an F turn seems awkward at times in comparison to a d turn or rotation.

Thank you and I appreciate all of the comments!
d moves are worth it cause rotating requires gripping you hands and that takes time rather than just moving two layers at once.
However you are right that it can vary. Rotations might be better than doing a d move in some cases.
 
well, it depends.
Like what? Outside of using a sledgehammer or hedgeslammer to get you out of a dot, L, or line case for OLL I don't see how not rotating would save you time. Also, one thing to remember, THIS IS A SPEED SOLVE. Moves don't matter (in this case) as long as you can turn fast enough to negate time lost from being inefficient. If doing a rotation is faster than a wide D, then it's better. If a wide D is faster than a rotation, then it's better.
 
Like what? Outside of using a sledgehammer or hedgeslammer to get you out of a dot, L, or line case for OLL I don't see how not rotating would save you time. Also, one thing to remember, THIS IS A SPEED SOLVE. Moves don't matter (in this case) as long as you can turn fast enough to negate time lost from being inefficient. If doing a rotation is faster than a wide D, then it's better. If a wide D is faster than a rotation, then it's better.
i dont see any difference in rotating or using d moves, im saying it depends on whether people like it the other way or not.
people have many different opinions on which algs suit them for last layer, i dont see why it cant be the case for f2l.
 
i dont see any difference in rotating or using d moves, im saying it depends on whether people like it the other way or not.
people have many different opinions on which algs suit them for last layer, i dont see why it cant be the case for f2l.

The only difference I have found in d turns vs a rotation is that in some instances on one you make a pair but still have to perform one last move to insert it. This is true sometimes of either one, in which case there has to be a split second decision to use d turn, rotation, or whatever rotationless alg that will work.
This is probably where sticking to one way of doung it works well for a while, at least you know in a flash what you will do

In my original post I guess I should have made it clear that as far as rotation is concerned, I am speaking only of half turns, the same gies for d turns.

Someone said something about it being ok for beginners. If they were speaking about rotations, jperm and others suxh as he use them all the the time.
As far as the d turns, if they aren't much different, I can't see that they wouldn't be just as effective in certain cases.
I became reluctant to use d turns or rotations in my f2l for a long time. I did learm more algs as a result, but now I'm trying to put put them back in my f2l along with all the algorithms.
 
The only difference I have found in d turns vs a rotation is that in some instances on one you make a pair but still have to perform one last move to insert it. This is true sometimes of either one, in which case there has to be a split second decision to use d turn, rotation, or whatever rotationless alg that will work.
This is probably where sticking to one way of doung it works well for a while, at least you know in a flash what you will do

In my original post I guess I should have made it clear that as far as rotation is concerned, I am speaking only of half turns, the same gies for d turns.

Someone said something about it being ok for beginners. If they were speaking about rotations, jperm and others suxh as he use them all the the time.
As far as the d turns, if they aren't much different, I can't see that they wouldn't be just as effective in certain cases.
I became reluctant to use d turns or rotations in my f2l for a long time. I did learm more algs as a result, but now I'm trying to put put them back in my f2l along with all the algorithms.
i meant its ok for beginners as it doesnt really spend that much time on rotations
however if your willing to shave off a few seconds then some cases, d moves would be better
however it doesnt really matter if you can do the rotation as fast a d move, so thats why i said that it depends.
You can do either way.
 
i meant its ok for beginners as it doesnt really spend that much time on rotations
however if your willing to shave off a few seconds then some cases, d moves would be better
however it doesnt really matter if you can do the rotation as fast a d move, so thats why i said that it depends.
You can do either way.

Yes, and it varies from person to person, finger and hand size, dexterity, and mentally what feels faster and less awkward.
If it seems faster, it can make one develop that turning style better.

I was pretty quick with d turns but then put it aside in favor of rotationless, which I'm gald I did because I learned some really good algs and finger tricks that I would've overlooked hanging on to my turning style. Now I'm trying to find the most efficient way to utilize d turns to combine with what I know. Sometimes it seems like I can so it much quicker than the alternative.
 
Yes, and it varies from person to person, finger and hand size, dexterity, and mentally what feels faster and less awkward.
If it seems faster, it can make one develop that turning style better.

I was pretty quick with d turns but then put it aside in favor of rotationless, which I'm gald I did because I learned some really good algs and finger tricks that I would've overlooked hanging on to my turning style. Now I'm trying to find the most efficient way to utilize d turns to combine with what I know. Sometimes it seems like I can so it much quicker than the alternative.
make sure that the way you are using is the fastest way for you.
anyway thats good!
 
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