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Last slot + last layer example solve

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L2 U2 F2 D F2 D R2 U' L2 D2 U2 R' U R' F U' F' U F'
U' R2 D R' U2 R D' R' U2 R' //CP
U F' M' F U F' M F R U' R' S' R U R' S //3 style edges


When you have a corner solved in LS, you can solve the corners and then do either a 5 style alg or 2 3-style comms or BLD parity. It isn't inefficient, but recognition can be tough in a speedsolve

speaking of 5-style, @abunickabhi how would you continue after the corner permutation?

next: R' F' R2 F U2 R2 F R2 F2 R2 F2 D' F' D R2 U R' U'
 

abunickabhi

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U' R2 D R' U2 R D' R' U2 R' //CP
U F' M' F U F' M F R U' R' S' R U R' S //3 style edges


When you have a corner solved in LS, you can solve the corners and then do either a 5 style alg or 2 3-style comms or BLD parity. It isn't inefficient, but recognition can be tough in a speedsolve.

speaking of 5-style, @abunickabhi how would you continue after the corner permutation?

next: R' F' R2 F U2 R2 F R2 F2 R2 F2 D' F' D R2 U R' U'
The case we are left with after CP is not a 5-cycle, but a 2e2e case, and the 2 3-style algs you used were good enough.
5-style cannot be used for 2e2e cases though.

LSLL scramble: R' F' R2 F U2 R2 F R2 F2 R2 F2 D' F' D R2 U R' U'

R U' R' U2 R U R' F U R U' R' F' // random face turns
R2 F R U R U' R' F' R U' R' U' R U R' U R // ZBLL
could not use 5-style in this LSLL, as corners were annoying to deal with.

next: U2 R U' R2 D R2 U2 B2 U' B2 L' B' L U' R2 D' R
 

tsmosher

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NEXT : U' R2 U F2 U2 F2 U F2 U F2 U R' B U B' U2 R' F' U' F

Going to try corners first vs. edges first to see which is faster / more efficient.

(Got a little carried away here, but hopefully, someone will enjoy.)

Only case I didn't do was "No LS. OCLL -> OLLCP/A -> EPLL". This would've been identical to #3a. (If the user knows full PLL.)

#1a [32 STM]
No LS. EOLL -> OCLL -> PLL.--
R U R' // form CE pair
U2 // position CE pair
R U' R' // insert CE pair
F R U R' U' F' // EOLL
U R U2 R' U' R U R' U' R U' R' // OCLL (lucky since this is also a COLL)
M2 U M U2 M' U M2 // EPLL (U)


#1b [32 STM]
Edges first using VHLS (COLL -> EPLL)--
R U R' // form CE pair
U // position CE pair
R' F R F' // sledgehammer
U' F U R U' R' U R U' R2' F' R U R U' R' // COLL (Pi2)
M2 U M U2 M' U M2 // EPLL (U)
U' // AUF


#1c [32 STM]
Corners first using WVLS--
R U R' // form CE pair
U // position CE pair
R' F' R U2 R U2 R' F // WV #17
S R U2 R' U' R U2 L' U R' U' L S' // S J-PLL S' (OLLCP/A)
M2 U' M U2 M' U' M2 // EPLL (U)


#2 [33 STM]
Edges first using VHLS (OCLL -> PLL)--
R U R' // form CE pair
U // position CE pair
R' F R F' // sledgehammer
U R U2 R2 U' R2 U' R2 U2 R // bruno
U R U R' U' R' F R2 U' R' U' R U R' F' // PLL (T)


#3a [34 STM]
No LS. Just OLL -> PLL--
R U R' // form CE pair
U2 // position CE pair
R U' R' // insert CE pair
U2 R U R' U' R' F R F' // OLL #33 (sexy sledgehammer)
U2 // PLL recognition (ugh, a G perm)
R' U' R U D' R' R' U R' U R U' R U' R2 D // PLL (Gb)
U2 // AUF


#3b [34 STM]
No LS. EOLL -> OCLL -> PLL.--
R U R' // form CE pair
U2 // position CE pair
R U' R' // insert CE pair
U2 F R U R' U' F' // EOLL (did a U2 first to avoid the lucky COLL case from #1a)
Lw' U' L U Lw F' L' F // OLL #24 (wide sexy sledgehammer)
U2 R' U2 R U R' U2 L U' R U L' // PLL (Ja, aka "L")


#4 [37 STM]
No LS. EOLL without disturbing corners. Then COLL -> EPLL.--
R U R' // form CE pair
U2 // position CE pair
R U' R' // insert CE pair
R U R' U' M' U R U' Rw' // EOLL
U R U' R2' D' Rw U2 Rw' D R2 U R' // COLL (T6)
U M2 U M U2 M' U M2 // EPLL (U)
U // AUF


#5a [40 STM]
Corners first using "sexy" WVLS--
R U R' // form CE pair
U2 // position CE pair
R U R' U' R U R' U' R U R' U' // 3 sexy moves to get to "good" WV case
U' R' F2 R2 U' R' U' R U R' F2 // WV #19
R U' R' F' U F R U R2' F R F' // OLLCP/A
U // AUF


(Bonus: This is more realistically how I would execute the OCLL case in #3b, which leads to a different PLL case.)

#5b [40 STM]
No LS. EOLL -> OCLL -> PLL.--
R U R' // form CE pair
U2 // position CE pair
R U' R' // insert CE pair
U2 F R U R' U' F' // EOLL (did a U2 first to avoid the lucky COLL case from #1a)
U2 Rw U R' U' Rw' F R F' // OCLL (righty is how I would normally execute this alg, not lefty like I did in #3b)
R' U' R U D' R' R' U R' U R U' R U' R2 D // PLL (Gb)
U2 // AUF


My personal conclusions from this limited example: It really helps to know good cases for VHLS, although 3-look OLL/PLL seems just as fast. In fact, in this example, it seems pointless to learn full OLL since 3-look OLL/PLL is the same number of moves. (Albeit with one extra look to recognize OCLL, which is pretty negligible.) Forget about WVLS unless you're already super fast. Forget about OLLCP/A until you already know full PLL. Full PLL is a must. My two cents.

NEXT: F R2 F' U R' U F U2 F2 L2 B' D2 R2 B L2 U2 F2
 
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branson_lau

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Last edited:

branson_lau

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U' R U' R' d R' U' R//ls
F R U' R' U' R U2 R' U' F' R' U' R U' R' U2 R U2'//zbll
next: R U2 R' F' U2 F U R U' R' U2 F' U F R U R' U' R U' R' F' U F R U2 R' F' U2 F R U R' U F' U F
 

tsmosher

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