Protip: don't use rotations or wide moves. Don't think of the letters used in the notation as being short for "up"/"front"/"right"/etc., but as being short for "white"/"green"/"red"/etc. (Assuming you use WCA orientation, you get U=white and F=green for free, along with R=red and B=blue having obvious mnemonics, which leaves L=orange and D=yellow you have to explicitly memorise.)R' U' F D B' U R D2 R B U' F2 B2 U' L2 F2 D R2 B2 D B2 F R' U' F
X2 Y2
RW' R' U RW' D' U2 R' U' B U B' (11 Moves f2l-1)
I don't get how to get a good sleketon after this.
Y'
R U' R' F' U F R U' R2 F R2 U' R' U' R U R' F' (18) (I somehow found this to 2 twisted corners)
Y2 F2 U' R F2 D' F2 D R2 U' R U F2 (11)
40 total. But I used Cube explore to get the twisted corner case.
So let's rewrite your solution first, and then work on that.
R' L' B R' D' U2 L' U' F U F' // F2L-1 (11)
B U' B' R' U R B U' B2 R B2 U' B' U' B U B' R' // ab2c (18/29)
L2 U' F L2 D' L2 D F2 U' F U L2 // corner twists (12/41)
>B U' B' R' U R B U' B2 R B2 U' B' U' B U B' R' // ab2c (18/29)
You can use B U' B' to form the pair, then insert with a sledgehammer for edge control as well. For this ZBLL case (J perm + two twisted corners), you can use either a Sune (L U L' U L U2 L') or an Antisune (B U2 B' U' B U' B') to get you to L3C. (Fun fact: this ZBLL case came up in Feliks's 38.52 555 WR, which he solved with Antisune + L3C.) This overall isn't very good, especially if you don't do insertions (7 for F2L + 8 to set up to L3C + 9 for L3C = 24 moves), but it's probably the first option I'd try.
Backing up a bit:
R' L' B R' D' // 223 - corner (5)
From here the obvious thing is to do what you did, but that led to a bad continuation so let's try something else.
L B L2 B' // F2L-2 (4/9)
It's tempting to just insert the last pair (since it's already formed!), so let's see where that leads us. We can do a normal insert (L U2 L'), AUF then normal insert (U' L U' L'), or AUF then sledgehammer (U2 L' B L B'). Let's evaluate all of them.
L U2 L' / B' U' R' U R B U' // leaves 2+2+1 corners (10/19)
U' L U' L' / F' L' U' L U' F U F' U F U // leaves 3+1 corners (15/24) (note: this ten-move alg is, I believe, a common OLL alg)
U2 L' B L B' / L U L' U L U2 L' U' // leaves 3+1 corners (13/22)
First one is shortest, but leaves five corners in a bad state (you need three 3-cycle insertions), whereas the second and third options leave the same "type" of corners left (needs two insertions), but the third is shorter and so is more likely to be useful. But what else can we try?
B' U2 B // EO (3-1/11)
L U' L' U L U' L' U2 // F2L-1, edges; leaves 2+2+1 corners (8/19)
That turned out to be useless. What about going to the inverse scramble? I don't see anything nice with standard F2L solving, so let's try EO then edges.
R' L' B R' D' // 223 - corner (5)
L B L2 B' // F2L-2 (4/9)
(L U2 L' U' B' U B U2 B' U' B) // leaves 2+2 corners (11-1/19)
If you don't feel like doing insertions, you can also solve these last four corners with a triple sexy setup ([B2: (B' L' B L)3]), and that cancels a few moves.
R' L' B R' D' // 223 - corner (5)
L B L2 B' // F2L-2 (4/9)
(L U2 L' U' B' U B U2 B' U' B) // leaves 2+2 corners (11/20)
(B L' B L B' L' B L B' L' B L B2) // L4C (13-2/31)
In no particular order, with a focus on last layer:What algs should a FMCer want to learn? If any?
- Optimal algs for all last layer corner 3-cycle cases. The 9- and 10-move cases (e.g. A perm) are very rarely useful for FMC since you can usually use an insertion and do a 3-cycle in 8 moves, but if you're very short on time and you're slow at insertions, this can save you from getting a DNF. The 8-move cases are all just commutators, so you don't really need to learn them as algs per se, although you should know which ones have multiple 8-move solutions (e.g. R B R' F R B' R' F' = F' L' B L F L' B' L).
- Sune for edge permutation. (Also keep in mind that Sune preserves a pair.)
- "Super Sune" (R2 U R2 U R2 U2 R2), also for edge permutation, when one of the F2L slots has its edge solved and corner not solved. Preserves two pairs and corner orientation.
- R' U2 R' D' r U2 r' D R2. This preserves a 2×2 square while swapping the other two edges. (This is just the standard headlights OLL alg but with some wide moves.)
- Bruno (R U2 R2 U' R2 U' R2 U2 R) and optimal U perm (F2 U M' U2 M U F2) can also be used for edge permutation, but are generally less likely to be useful than the above options. (In particular, U perm can sometimes be replaced with a shorter edge insertion.)
- L' R U R' U' L U2 R U2 R' (and inverses etc.) when there's an oriented corner and you want to swap the two edges around it while leaving the other two edges alone. There's also an RUF version of this alg, which has a different AUF: F U R' U' R F' U' R' U2 R. (Very rarely useful because of its length.)
- r U' r U2 R' F R U2 r2 F. This is optimal for swapping opposite edges with no AUF. (With AUF, optimal T perm is better. Also note that this is related to an optimal J perm alg: r2 F r U' r U2 R' F R U2. You can get a whole bunch of optimal 2c2e algs just by cycling this one.)
- F R U R' U' F' and mirrors/inverses for edge orientation and permutation. Avoid using these if you're only orienting the edges, because you can usually use edge control instead. Note that sexysledge orients and permutes the edges in the same way, so you can try both and see whether you can force AB3C instead of just AB4C.
- Likewise, but for fat Sune (r U R' U R U2 r') and longsexysledge (R U2 R' U2 R' F R F' / r U2 R' U2 r' F R F'), which also flip two edges but permute them differently from F R U R' U' F'. (Note that fat Sune, longsexysledge, and their mirrors and inverses all solve the same LLEF case.)
- Optimal J perms and T perm.
- The 5-move VHLS algs (F R U' R' F' and F R U R' F').
- F2 R U R' U' F2 for last slot. (Preserves 2-gen reduction; depending on AUF, this could either be the same move count as the usual intuitive F2L solution or be one move shorter.)
- The six-move edge 3-cycle: M' U2 M U2. Writing this as L R' F2 L' R U2, we can also shift one or both of the L and R' moves to the end, e.g. L F2 L' R U2 R', to get another alg for exactly the same 3-cycle. This sometimes allows for more move cancellations.
- [F' R D2 R' F, U2] for twisting two corners. (Can be used from multiple angles to increase the chances of cancelling moves.) If you have time to spare, doing two 3-cycle insertions is usually better than using this alg because you can force a ton of moves to cancel.
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