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CMLL

Why would you avoid the 6flip case? It's one of the best cases!

Honestly? I don't know. :) A lot of people said that it is the worst case. But maybe that was before (R U' Rw' U' M' U Rw U Rw') was invented. Which I quite like. :) But you still modify your current CMLL algorithm depending on edges to force easy flips, right?
 
Is there a tutorial about it? You pre-learn different cases and different CMLLs, or able to modify that "on the fly"?

Know what each CMLL does to EO, first practise just predicting EO before it comes up.

When learning CMLL and changing algs you naturally end up with different algs for cases.

Along with this, you can throw in an M move before the CMLL or during to change the EO further.

Eventually you just get used to it.
 
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It's very hard for me to recog B case and C case from this angle.
Any good idea? Or AUF is best way?
 
Why would you need to look at UFR *and* RFU?

If you know UFR, you have enough information to know what RFU is without looking at it.

Therefore, you only need those three stickers for case detection.

Annoyingly, I use RFU, UBL and UBR. Too late to switch.
 
If you know UFR, you have enough information to know what RFU is without looking at it.

Therefore, you only need those three stickers for case detection.

Annoyingly, I use RFU, UBL and UBR. Too late to switch.
Thx.
It seems to be difficult to recognize by three U stickers, because an idea of "opposite color" or "adjacent color" becomes useless(B1 and B6 unrecognized).
I'll practice to read RFU color by grancing at UFR.
 
Here is a list of algs I use most often in solves (a complete list would take too long to put together)
Bolded cases are considered 'main' algs
Brackets denote flips

A2

T Perm (0)
J Perm (0)

rUR'U'r'FR2U'R'U'RUR'F' (2)
R2B'R'BR'F'U'FRUR' (2)
FR'FR2UR'U'F2U'rU'r'F (4)

A6

Y Perm (0)
E Perm (0)

R'UL'U2RU'x'UL'U2RU'l (2)

B1

Sune / AntiSune (0/2)

B2

R2DR'URD'R'UR'U'RU'R' (0)
RBFAS U' Niklas (2)

B3

B'RBR'U2R'U2R (2)
F'rUr'U2L'U2L (2)

M'B'RBr'U2R'U2R (0)

B4

RU2R'U2R'FRF' (2)
RU2R'U2r'FRF'M' (0)

B5

Niklas (0)

B6

R'U'RU'RB'R'BR'U2R (2)
R'U'RU'LU'R'UL'U2R (0)

C1

Sune / AntiSune (0/2)

C2

L'U2LU2LF'L'F (2)
L'U2LU2RU'L'UM' (0)

C3

FR'F'RU2RU2R' (2)
MFR'F'rU2RU2R' (0)

C4

RUR'U'R'FRF' Sune (0/2)
RUR'URU'RDR'U'RD'R2 (0)


C5

Niklas (0)
rU'r'U'rUr'F'UF (2)

C6

RUR'UR'FRF'RU2R' (2)
RUR'UL'URU'LU2R' (0)

D1

RUR'URU'R'URU'R'URU2R' (0)

D2

R'U2R'D'RU2R'DR2 (0)

D3

R'F'RUR'U'R'FR2U'R'U2R (0)
x' RUR'DRU2R'D'RUR' (0)


D4

RB'R'FRBR'F' (0)
lU'R'dRUR'B' (2)


D5

F'rUR'U'r'FR (0)
F'rUr'U'r'Fr (2)


D6

R'U'RUR'F'RUR'U'R'FR2 (0)
FRURUF Sune (2)

E1

2x Sune / AntiSune (0/2/4)

E2

FR2DR'URD'R2U'F' (2)
fR2DR'URD'R2U'f' (2)

[R', Y Perm] (0)

E3

x' RU'R'DRU2R'D'RU'R' (0)

E4

FRU'R'URUR'URU'R'F' (0)
R'DRU'RU'R'UR'D'R (0)


E5

R2D'RU2R'DRU2R (0)

E6

FRUR'U'F' (2)
FU'R'URUF'R'U2R (0)

F1

2x Sune / AntiSune (0/2/4)

F2

R'URU2R'r'FRF'r (0)
R'UrU2R2FRF'r (0)

rU'r'U'rUr'U2r'D'rU'r'Dr (2)

F3

FRU'R'URUR'F' (2)
r'U'RULU'R'U (0)


F4

FRUR'U'RU'R'U'RUR'F' (0)

F5

RUR'U'R'FRF' (2)
rUR'U'r'FRF' (0)


F6

R2'U'RFR'UR2U'R'F'R (2)
R'UR2Dr'U2rD'R2U'R (0)
RU2R'ULU'RUL2UR'U'L (0)

G1

FRUR'U'RUR'U'F' (2)
fRUR'U'RUR'U'f' (2)

RU2R2U'R2U'R2U2R (0)

G2

LNiklas FRURUF (2)
AntiSune RBNiklas (0)

G3

FURU'R'URU2R'U'RUR'F' (0)
R'y'R2UR2U'R2U'R2yR (0)


G4

RU2R'U2R'FR2UR'U'F' (2)
RBAntiSune Niklas (0)

G5

RU'L'UR'ULUL'UL (0)

G6

R'U'R'FRF'RU'R'U2R (2)
R'U'RU'R'UF'UFR (2)

[RU2R':[F,R']3] (0)

H1

Double Sune / AntiSune (0/2/4)

H2

FRU'R'URU2R'U'RUR'U'F' (0)
FRURUF SexyHammer (0/2)


H3

RUR'URUL'UR'U'L (0)

H4

FRUR'U'RUR'U'RUR'U'F' (0)
 
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Thanks for taking the time and putting the effort into making this list. Having the number of edges influenced by each algo is pretty nice.
 
What are those?

- RBFAS U' Niklas
- Niklas
- LNiklas
- [RU2R':[F,R']3]
- SexyHammer

Right Back Fat Anti Sune = r' U2 R U R' U r
Niklas = R U' L' U R' U L U'
Lniklas = L' U R U' L U R U'

[*[*]] is a comm. it expands to this: R U2 R' F R' F' R F R' F' R F R' F' R2 U2 R'

Sexy hammer = R U R' U' R' F R F' (sexy move + sledgehammer)
 
Since I am a CFOP user. To orient in CMLL I usually use FULL PLL and it gets me like 2 bad edges most of the time. Does anybody else do what I do or I am breaking Roux method rules? lol
 
Since I am a CFOP user. To orient in CMLL I usually use FULL PLL and it gets me like 2 bad edges most of the time. Does anybody else do what I do or I am breaking Roux method rules? lol

sure you didn't make a mistake there? orient would be OLL, unless you mean permute then it's PLL.

and if it's PLL then it wouldn't affect the number of bad edges.

you technically can't break a method's rules, since stuff like x-cross is used in CFOP which breaks the order of C,F,O,P.
but depending on how you do it, if you were to say "watch me solve with roux" people could object and say that's not roux.

i think you mean orient with OLL, and in that case it would be less efficient than just 2-look CMLL on average. the only times you should ever use full OLL for 2-look CMLL is when the D-layer edges are both oriented. if you have 1 or 2 bad edges on the D-layer, then OLL won't be doing you any good.
this essentially means approx 1/4 times you COULD use it, but then checking # of bad edges during that step for now wouldn't be worth it compared to regular 2-look CMLL.
 
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