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[Help Thread] FMC Discussion

What's up guys, I posted here a few weeks ago about getting my first sub 40 solve, and I'm proud to announce that I just got my first sub 30 solve today (albeit very lucky)! Thought I'd share it with you so, here it is:

Scramble: R' U' F U D' F' L U' R2 F U' D2 F2 L2 D2 L F2 B2 L' B2 U2 L U2 R' U' F
Inverse: F’ U R U2 L’ U2 B2 L B2 F2 L’ D2 L2 F2 D2 U F’ R2 U L’ F D U’ F’ U R

F’ B2 U F R’ B2 //222 (6/6)
B L’ B’ pre-move L //Pseudo 223 (4/9)
(F’ U2 F U’ F2 U2) //F2L-1 (6/15)
(L’ U L U2 F’ U F2) //EO + Edge Permutation + Last Slot (7/22)

^I got really lucky here. I was really stoked when I realized that this left me with just a 3c insertion.

Skeleton (22):
F’ B2 * U F R’ B’ L’ B’ F2 U’ F U2 L’ U’ L U2 F2 U F’ U2 F L

* = R’ D’ R U R’ D R U’ //3c (8-2)

Solution (28 Moves):

F’ B2 R’ D’ R U R’ D R F R’ B’ L’ B’ F2 U’ F U2 L’ U’ L U2 F2 U F’ U2 F L

Thanks for reading everyone! As before, any tips for improvement are much appreciated!
 
scramble.png

I got an interesting scramble during a 3x3 practice session. During my solve, I got to a point where all the edges were solved quite quickly which was very distracting. It made me wonder if there was any cool solution that could be applied using FMC. I've been quite rusty with this event, so I thought I would post it so others could take a look.

Scramble: D2 U2 R B2 D2 L2 U2 F2 L R2 F2 D U2 L F' L' D' F2 D U2

My start to a solution:

Cross: F' D' R' F'

First pair: U L' U' L2 U L' U

This left me with all my edges solved, and 5 corners left. I have not checked the inverse, but it feels like there should be something better that you can do with this. Not sure where else to take it from here, but thought I'd post it for anyone who wants to tinker around with it.
 
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I got an interesting scramble during a 3x3 practice session. During my solve, I got to a point where all the edges were solved quite quickly which was very distracting. It made me wonder if there was any cool solution that could be applied using FMC. I've been quite rusty with this event, so I thought I would post it so others could take a look.

Scramble: D2 U2 R B2 D2 L2 U2 F2 L R2 F2 D U2 L F' L' D' F2 D U2

My start to a solution:

Cross: F' D' R' F'

First pair: U L' U' L2 U L' U

This left me with all my edges solved, and 5 corners left. I have not checked the inverse, but it feels like there should be something better that you can do with this. Not sure where else to take it from here, but thought I'd post it for anyone who wants to tinker around with it.

Just using insertion finder on that skeleton leads to a 22 solution: https://fewestmov.es/if/e1712605908da82fdf257f43c66b6f23

The two insertions are nested, but given that the first one cancels 2 it seems like it would be not be too hard to find.
 
Some useless 7-cycle insertion idea:

When you have a 7-cycle (A B C D E F G) left to solve, you could start by inserting any one of (A B C), (B C D), … (E F G), (F G A) or (G A B) to reduce it to a 5-cycle, and thereby finish it with two more insertions. But that's not the only way to do a 7-cycle with three insertions; you could also insert any of (A B E), (B C F), …, (F G C), (G A D) to reduce it to two disjoint 3-cycles, and continue from there.

(This is probably useless because any time you can do this "split" insertion, unless the optimal insertions are nested, the final result will be the same thing as just doing three normal insertions anyway. Also who even does 7c skeletons?)
 
Hey guys, I'm averaging low 30s and really want to improve. I feel like my biggest weakness is always going for 5c finishes. I just got a 30 today and was wondering how to find 5e5c, 3e5c, and 2e2c insertions as I think learning those would be the most helpful to me. Most of the time if I get parity, I struggle and try to force an insertion for a 10 move Jperm into 3c. The only other 2e2c alg I know is [D2: [D F D', r2]] F' but I still don't know how to come up with these intuitively like I know for 3c and 3e. Could someone who is averaging low 20's critique my solve?:

Code:
Scramble: R F2 R F2 L' D2 R' F2 R2 F2 U2 B F L' F' D' R2 B U' L2 D

L' B // square (2/2)
U' R F' L premove F // pseudo 223 (5/7)
D B' D2 B premove D2 // psuedo F2L-1 (5/12)
(B R2 B' R' B R B') // LS (7/19)
(D R D' R D R' D' R D R2 D') // ZBLL (11/30)

Using the insertion finder tool I can see that 24 moves on my F2L-1 skeleton is achievable, but it just blows my mind as to how to come up with something like this.

edit: I found a 28 move solution by doing B R B' D2 F' R' F R D2 on the regular scramble for LS and U R U' R U R2 U' R as ZBLL
 
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4th 18 pb single

R' U' F B2 L2 U2 L2 R2 B2 U' R2 D U R' U' F2 L2 F2 R2 F' R' B' D2 R' U' F

(R2 U2 B') // EO
F2 U2 B2 R' D2 R' // DR (9)
D' L2 U2 D2 F2 U L2 @ U' // 17 to 3c

@ = [L2, U' B U B'] // 10 - 9 sledge comm lol

Solution: F2 U2 B2 R' D2 R' D' L2 U2 D2 F2 B U B' L2 B U R2 (18)

optimal solution
 
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Finally broke the sub20 barrier on home :D
Tied with my PR

Scr: R' U' F U L2 B2 R2 D' R2 F2 R2 B2 D2 U B' L' U' L B F' R' U2 B2 R' U' F

B U D2 L//EO (4/4)
D U//DR-4e4c (2/6)
(R2 B2 U2 F' U')//DR solved corners (5/11)
F//HTR LOL(1/12)
D2 R2 B2 D2 L2//AB2E2E (5/17)

Skeleton: B U D2 L D U F D2 R2 B2 D2 L2 U F U2 B2 * R2 17 to 2e2e

*B2 U2 B2 U2 B2 U2//2e2e (6-4/19)

Solution: B U D2 L D U F D2 R2 B2 D2 L2 U F B2 U2 B2 U2 R2

19 moves
 
I am just learning DR, and I did EO and CO for this solve, But I could only get one E layer edge in during CO. What is the best way to place the E layer edges without disturbing piece orientation?
Here is the scramble and my partial DR
R' U' F U F L' U2 D F R' F' R2 U' L2 B2 U B2 D F2 D L2 U L2 B R' U' F
U'D'B'R//EO
B'D2F'D'BDFB'//CO
How do I put the E edges in now?
 
I am just learning DR, and I did EO and CO for this solve, But I could only get one E layer edge in during CO. What is the best way to place the E layer edges without disturbing piece orientation?
Here is the scramble and my partial DR
R' U' F U F L' U2 D F R' F' R2 U' L2 B2 U B2 D F2 D L2 U L2 B R' U' F
U'D'B'R//EO
B'D2F'D'BDFB'//CO
How do I put the E edges in now?
First of all I recommend this: https://drive.google.com/drive/folders/1mppifILqu9Bu2phr8zhXGcXasBsSkv_S

The most common way to solve DR is 1. eo on 1 axis 2. co+eo on a 2nd axis.
After eo you setup to triggers like R U2 R', R U R' or R and similar ones.
R U2 R' orients 2e4c, R U R' orients 2e3c and R orients 4e4c.
The case you have is very bad so just look for something else here.

This is something I found:
B D' F // eo on f/b
After eo on f/b there are 4 unoriented corners looking at white/yellow and 4 unoriented edges on the r/l. This means that you can setup to 1 move
(U' R2) // 2 corner-edge pairs
(D' U2 R2) // 2 lines
(U D' R) // dr
(B2 D' B2) // 2e2e in 14

B D' F B2 D B2 R' [D U' R2 U2 D R2 U]
replace [D U' R2 U2 D R2 U] with [F2 U2 D F2 D] // -2
(ok that's from slicey finder but who cares)

B D' F B2 D B2 R' * F2 U2 D F2 D

* R2 F2 B2 L2 F2 B2 // 6-3

B D' F B2 D B2 R F2 B2 L2 B2 U2 D F2 D // 15
hmm yes I like that random 15

wtf that solve was actually relatively easy (I'm too bad/unexpierienced to see those replacements but that 15 should've been pretty obvious for good solvers lol).
This is literally sub-wr and 15 moves is soooooo rare.
 
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First success with DR! A 54 mover :(
R' U' F D2 R D F' R' U' F U L' U' D2 B L2 F' R2 L2 D2 R2 F' D2 B2 R' U' F
F'BU'D2R//EO 5/5
F'DFUD'BD'B'UB2R2U2D2BF'UFU'B'//CO+E layer 19/24
DB2DUB2U'RU2R2U2R2U2RU'DB2DB'U'BLB'U'BUBL'B2UB//Finish 30/54

That Jperm at the end was regrettable, I don't really know how to finish well, but I just wanted a successful Domino Reduction.
EDIT: and then I got a 44 in like 10 minutes
R' U' F L U F D' R2 D' R2 U' F2 R2 B2 U2 F' D B2 R' F' D' F2 R' U' F
U'D'L'D'F// EO 5/5
LR'D'R'URL2U2DRUL'U'LR'// DR 15/20 4 moves less than last time, happy with that.
U'DR2DL2DL2D'L2B2DB2DB2U'L2UD'F2D2F2D2F2D'//Finish 24/44 Very pleased, that was more true DR than last time
 
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What are the shortest PLL algs?
A, U, H are 9 moves.
J, T are 10 moves. (These are the important ones: 10 moves is optimal for 2c2e, whereas the others can usually take fewer moves by doing insertions instead.)
G, Z are 12 moves.
The rest are irrelevant for FMC.
 
A, U, H are 9 moves.
J, T are 10 moves. (These are the important ones: 10 moves is optimal for 2c2e, whereas the others can usually take fewer moves by doing insertions instead.)
G, Z are 12 moves.
The rest are irrelevant for FMC.

Well, H is 9+AUF and T is 10+AUF, so I prefer consider that they are 10 and 11 moves respectively ;P
And a fun fact of the Hperm is that it can always be inserted in 8 moves or less because with two 10 movers you can always get at least 10-2:
R L U2 R' L' F' B' U2 F B
F2 R2 L2 B2 D B2 R2 L2 F2 U'
(and mirrors or inverse of both algs)
 
A, U, H are 9 moves.
J, T are 10 moves. (These are the important ones: 10 moves is optimal for 2c2e, whereas the others can usually take fewer moves by doing insertions instead.)
G, Z are 12 moves.
The rest are irrelevant for FMC.
Can you list the algs for G perms and Z Perms for me, please???
 
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