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Help with creating an effecient Redi Cube method?

chr201939

Member
Joined
Jan 15, 2023
Messages
6
Location
Greece
I have a redi cube and i really want to be able to solve it fast. Does anyone know of any methods that are used or wants to help me create a method?
 
Isn't the principle of a forum to be able to discuss with other members? Does a post always have to be “effective” to be valid?
I think that by reading the other topics we can clearly see that this is not the case, and besides your message also adds nothing (just like mine) to the original discussion.

So a little more love guys hehe
 
Isn't the principle of a forum to be able to discuss with other members? Does a post always have to be “effective” to be valid?
I think that by reading the other topics we can clearly see that this is not the case, and besides your message also adds nothing (just like mine) to the original discussion.

So a little more love guys hehe
Lets' say someone's asking for help with OLL, then everyone says "Sorry I use CFCE.", would that be helpful? (they're not asking "Do you use OLL/PLL.", instead they're asking for help.)
 
Sure, but "then everyone says (...)" is exaggerated in the present case don't you think?
Sometimes having an answer, even not useful, may make the original poster happy to at least have some feedback IMHO.
 
Sure, but "then everyone says (...)" is exaggerated in the present case don't you think?
Sometimes having an answer, even not useful, may make the original poster happy to at least have some feedback IMHO.
That's a fair point, I tend to exaggerate by accident, and I agree with making the poster happy point.
 
I have a redi cube and i really want to be able to solve it fast. Does anyone know of any methods that are used or wants to help me create a method?
I would recommend learning notation, if you don't already know it.

1. Solve the bottom layer corners. Do this by orienting all corners with white to face the same way.
2. Insert the four edges. look for an edge with white, and bring it to its slot. Insert it with: If the edge is on right, r' l r l'. If on left, l r' l' r. Repeat this with the other edges.
3. Orient one ofthe top layer corners. This is the same as step 1, but with a top layer corner.
4. Solve the middle layer. Find the edge that goes between the oriented corner and the solved layer. Move it over so that it is next to the corner. Execute with:
L' R L R'. If edge is on left, R L' R' L. Repeat steps 3-4 with the other edges.
5. Solve the cube. If a yellow edge is oriented, rotate the cube so that it is in the back. Then execute: R' L R L'. If there are no oriented edges, use that alg and that makes the case. The only PLL you can get is an H Perm. Alg: R' L R L' y' R' L R L'.
This is not the most efficient method, but once you get this, start focusing on solving the first layer like one step.
 
For a much simpler way:

1. Solve bottom corners
2. Solve bottom edges
3. Solve top corners
4. Solve middle edges
5. Solve top edges

I recommend combining 3 and 4 (solve top corners while inserting the middle edges) and 1 and 2 (blockbuild first layer as much as you can). To get more advanced, I'll sometimes influence 3 and 4 while doing 1 and 2 (if I see a middle edge will end up in the right place while blockbuilding the first layer, I'll also twist its top layer corner in the right orientation). Finally, I'll usually try to influence step 5 while doing steps 3 and 4 by solving any obvious top layer edges. This makes last layer skips pretty likely. Writing out my method is kinda hard because it depends a lot on the individual scramble, but I'd simplify it to something like this:

1. Blockbuild a layer while trying to solve easy middle-edge/top-corner pairs. (Often it's not easy to blockbuild a whole layer so I might blockbuild a layer minus one edge, and sledge the last edge in.)
2. Solve remaining middle-edge/top-corner pairs while trying to solve some last layer edges.
3. Solve last layer if necessary. (Oftentimes you can cancel into last layer while solving the last pair.)

I average around 10 with this method, but it can definitely get faster!
 
Due to the simplicity of Redi Cube (each move only affects 3 edges and a corner), you don't really need algorithms for an effective speed method. Simple blockbuilding will get you through almost the entire solve and then it's trivial to finish up with commutators. You want to identify pieces that are close to their final position in inspection, then use them as a base to blockbuild. I find it helps to get at least a layer out of the way to progressively reduce the puzzle into a state that can be solved 4-gen, then 3-gen, then 2-gen. Personally I don't find Redi Cube turns very ergonomic, solving a layer first lets me place it on the table and then it's much easier to turn lol. But I imagine others wouldn't have that problem.

There's been a lot of non-productive bickering in this thread so far so I'm a bit reluctant to contribute but let me say this: the Redi Cube is a very simple puzzle at its core, far simpler than a 3x3 or even 2x2. The moves are effectively identical to Pyraminx moves, ignoring the tips. If you can solve a Redi Cube with any beginner's method, then you can understand the simple outline of a more advanced/speed-oriented method... explanation of each step is hardly necessary. You blockbuild until you can't any more and then you use the simple R L R' L' commutator, that's about it, lol. Optimised 2-gen solving is really just blockbuilding in such a way that you get a solved case for the final 3 edges, I guess you could learn each case algorithmically, but it is fairly intuitive already so I'm worried about diminishing returns

Reading my message back I'm really just repeating "blockbuild -> finish up" over and over again lol, sorry for the ramble. It's 2 AM over here and I should probably sleep :)
 
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