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List of Old Pochmann Setups

acrystal

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2025VEER03
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I am making a list of Old Pochmann setups to hep me understand it easily. Some I filed out nd some have not been filled I need help in filling the blanks



EDGES
A: (R2 U' R2) T (R2 U R2)
B: N/A
C: Jb
D: T
E:
F: (Dw' L) T (L' Dw)
G:
H: (Dw L') T (L Dw')
I:
J: (Dw2 L) T (L' Dw2)
K:
L: (L') T (L)
M:
N: (Dw L) T (L' Dw')
O:
P: (Dw' L') T (L Dw)
Q:
R: (L) T (L')
S:
T: (Dw2 L') T (L Dw2)
U: (D' L2) T (L2 D)
V: (D2 L2) T (L2 D2)
W: (D L2) T (L2 D')
X: (L2) T (L2)

CORNERS
A: N/A
B: (R2) Y (R2)
C:
D: (F2) Y (F2)
E:
F: (R') Y (R)
G: (F') Y (F)
H:
I:
J:
K:
L:
M: (F) Y (F')
N:
O:
P:
Q:
R:
S:
T: (R) Y (R')
U: (D) Y (D')
V: Y
W: (D') Y (D)
X: (D2) Y (D2)
 
It depends on what edge tiles your letters mean; but if you show me a picture I can help you fill the rest.
Although I do recommend trying to figure it out yourself:
You always switch with UR (the slot) and either UB, UL or UF (the targets).
Where can you put your actual target the easiest way?
For example, if the target is FD, then you'll need a single Lw' move, and with that you moved it to UD, so the full alg is:
FD: Lw' (UF <-> UR swap) Lw
 
It depends on what edge tiles your letters mean; but if you show me a picture I can help you fill the rest.
Although I do recommend trying to figure it out yourself:
You always switch with UR (the slot) and either UB, UL or UF (the targets).
Where can you put your actual target the easiest way?
For example, if the target is FD, then you'll need a single Lw' move, and with that you moved it to UD, so the full alg is:
FD: Lw' (UF <-> UR swap) Lw
I am planning to learn 3BLD actually, i took reference to Cheggins tutorial:
 
I'm gonna be honest, I don't understand your table.
For example, corners. You say:
B: (R2) Y (R2)

But the letter "B" is the U sticker Ubr, right? And in Old Pochmann corners, the buffer is Ubl (U sticker), and the target is Rfd (R sticker), which is a pseudo-Y-PLL like this:
R U' R' U' R U R' F' R U R' U' R' F R

That means, the letter "B" should be this:
B: (R D') Y (D R')

And why is
F: (R') Y (R) ?
As I understand from the video, you're using Speffz lettering:
Which means the letter "F" is the L sticker of Luf, therefore, with Old Pochmann, this is a recommended solution:
F: (F2) Y F2

Or am I misunderstanding something.

I can give you a full table, with the following premises:

corners:
buffer = Ulb (letter "A"), side effect = UL-UB edge swap
ALG-1 (pseudo Y perm): target = Rfd (letter "P"), algorithm: R U' R' U' R U R' F' R U R' U' R' F R

edges:
buffer = UR (letter "B"), side effect = Ubr-Ufr corner swap
ALG-2 (T-perm): target = UL (letter "D"): R U R' U' R' F R2 U' R' U' R U R' F'
ALG-3 (Ja-perm): target = UB (letter "A"): x R2 F R F' R U2 r' U r U2 x', or alternatively: U' R' U L' U2 R U' R' U2 R L
ALG-4 (Jb-perm): target = UF (letter "C"): R U R' F' R U R' U' R' F R2 U' R' U'

parity:
ALG-5 (Ra-perm): R U' R' U' R U R D R' U' R D' R' U2 R' U'
 
I'm gonna be honest, I don't understand your table.
For example, corners. You say:
B: (R2) Y (R2)

But the letter "B" is the U sticker Ubr, right? And in Old Pochmann corners, the buffer is Ubl (U sticker), and the target is Rfd (R sticker), which is a pseudo-Y-PLL like this:
R U' R' U' R U R' F' R U R' U' R' F R

That means, the letter "B" should be this:
B: (R D') Y (D R')

And why is
F: (R') Y (R) ?
As I understand from the video, you're using Speffz lettering:
Which means the letter "F" is the L sticker of Luf, therefore, with Old Pochmann, this is a recommended solution:
F: (F2) Y F2

Or am I misunderstanding something.

I can give you a full table, with the following premises:

corners:
buffer = Ulb (letter "A"), side effect = UL-UB edge swap
ALG-1 (pseudo Y perm): target = Rfd (letter "P"), algorithm: R U' R' U' R U R' F' R U R' U' R' F R

edges:
buffer = UR (letter "B"), side effect = Ubr-Ufr corner swap
ALG-2 (T-perm): target = UL (letter "D"): R U R' U' R' F R2 U' R' U' R U R' F'
ALG-3 (Ja-perm): target = UB (letter "A"): x R2 F R F' R U2 r' U r U2 x', or alternatively: U' R' U L' U2 R U' R' U2 R L
ALG-4 (Jb-perm): target = UF (letter "C"): R U R' F' R U R' U' R' F R2 U' R' U'

parity:
ALG-5 (Ra-perm): R U' R' U' R U R D R' U' R D' R' U2 R' U'
Yes please, It will help me alot
And I think I did some mistakes that need correcting so yeah you are right
 
Yes please, It will help me alot

Okay, here is the complete list. I do recommend NOT to memorize them as some sort of algorithm, but rather try to figure out each case how you can bring a specific target sticker to a place where you can do the swap with Y (in case of a corner) or one of the 3 edge algorithms (Ja, Jb, T). Only use this table as a sort of "cheat sheet" to check if you are correct, or if you really struggle to come up with a solution on your own.

(Also, although I double checked it, let me know if something is wrong in the table.)

Every case can be solved with 2 moves at most (except edge case "E", that requires 3 moves).

============================================

Old Pochmann method, with pseudo-Y, Ja, Jb, T, Ra perms.
Speffz lettering:
============================================
corners
============================================
buffer = Ulb (letter "A"), side effect = UL-UB edge swap
ALG-1 (pseudo Y perm): target = Rfd (letter "P"), algorithm: R U' R' U' R U R' F' R U R' U' R' F R

A: n/a
B: (R D') Y (D R')
C: (F) Y (F')
D: (F R') Y (R F')

E: n/a
F: (F2) Y (F2)
G: (D2 R) Y (R' D2), or (F2 R') Y (R F2)
H: (D2) Y (D2)

I: (F' D) Y (D' F)
J: (R2 D') Y (D R2), or (F2 D) Y (D' F2)
K: (D R) Y (R' D'), or (F D) Y (D' F')
L: (D) Y (D')

M: (R') Y (R)
N: (R2) Y (R2)
O: (R) Y (R')
P: Y

Q: (R' F) Y (F' R)
R: n/a
S: (D' R) Y (R' D)
T: (D') Y (D)

U: (F') Y (F)
V: (R' D') Y (D R), or (F' R') Y (R F)
W: (R2 F) Y (F' R2)
X: (D F') Y (F D')

============================================
edges
============================================
buffer = UR (letter "B"), side effect = Ubr-Ufr corner swap
ALG-2 (T-perm): target = UL (letter "D"): R U R' U' R' F R2 U' R' U' R U R' F'
ALG-3 (Ja-perm): target = UB (letter "A"): x R2 F R F' R U2 r' U r U2 x', or alternatively: U' R' U L' U2 R U' R' U2 R L
ALG-4 (Jb-perm): target = UF (letter "C"): R U R' F' R U R' U' R' F R2 U' R' U'

A: Ja
B: n/a
C: Jb
D: T

E: (l d' l) T (l' d l')
F: (d' L) T (L' d)
G: (d l') Jb (l d'), or (d' l) Ja (l' d)
H: (d L') T (L d')

I: (l') Ja (l)
J: (d2 L) T (L' d2)
K: (l') Jb (l)
L: (L') T (L)

M: n/a
N: (d L) T (L' d')
O: (d' l') Jb (l d), or (d l) Ja (l' d')
P: (d' L') T (L d)

Q: (l) Jb (l')
R: (L) T (L')
S: (l) Ja (l')
T: (d2 L') T (L d2)

U: (l2) Ja (l2)
V: (D2 L2) T (L2 D2), or (D' l2) Ja (l2 D), or (D l2) Jb (l2 D')
W: (l2) Jb (l2)
X: (L2) T (L2)

============================================
parity
============================================
Do this between edges and corners executions of you have odd number of edges and corners. This swaps both side effects.
ALG-5 (Ra-perm): R U' R' U' R U R D R' U' R D' R' U2 R' U'
 
Last edited:
Okay, here is the complete list. I do recommend NOT to memorize them as some sort of algorithm, but rather try to figure out each case how you can bring a specific target sticker to a place where you can do the swap with Y (in case of a corner) or one of the 3 edge algorithms (Ja, Jb, T). Only use this table as a sort of "cheat sheet" to check if you are correct, or if you really struggle to come up with a solution on your own.

(Also, although I double checked it, let me know if something is wrong in the table.)

Every case can be solved with 2 moves at most (except edge case "E", that requires 3 moves).

============================================

Old Pochmann method, with pseudo-Y, Ja, Jb, T, Ra perms.
Speffz lettering:
============================================
corners
============================================
buffer = Ulb (letter "A"), side effect = UL-UB edge swap
ALG-1 (pseudo Y perm): target = Rfd (letter "P"), algorithm: R U' R' U' R U R' F' R U R' U' R' F R

A: n/a
B: (R D') Y (D R')
C: (F) Y (F')
D: (F R') Y (R F')

E: n/a
F: (F2) Y (F2)
G: (D2 R) Y (R' D2), or (F2 R') Y (R F2)
H: (D2) Y (D2)

I: (F' D) Y (D' F)
J: (R2 D') Y (D R2), or (F2 D) Y (D' F2)
K: (D R) Y (R' D'), or (F D) Y (D' F')
L: (D) Y (D')

M: (R') Y (R)
N: (R2) Y (R2)
O: (R) Y (R')
P: Y

Q: (R' F) Y (F' R)
R: n/a
S: (D' R) Y (R' D)
T: (D') Y (D)

U: (F') Y (F)
V: (R' D') Y (D R), or (F' R') Y (R F)
W: (R2 F) Y (F' R2)
X: (D F') Y (F D')

============================================
edges
============================================
buffer = UR (letter "B"), side effect = Ubr-Ufr corner swap
ALG-2 (T-perm): target = UL (letter "D"): R U R' U' R' F R2 U' R' U' R U R' F'
ALG-3 (Ja-perm): target = UB (letter "A"): x R2 F R F' R U2 r' U r U2 x', or alternatively: U' R' U L' U2 R U' R' U2 R L
ALG-4 (Jb-perm): target = UF (letter "C"): R U R' F' R U R' U' R' F R2 U' R' U'

A: Ja
B: n/a
C: Jb
D: T

E: (l d' l) T (l' d l')
F: (d' L) T (L' d)
G: (d l') Jb (l d'), or (d' l) Ja (l' d)
H: (d L') T (L d')

I: (l') Ja (l)
J: (d2 L) T (L' d2)
K: (l') Jb (l)
L: (L') T (L)

M: n/a
N: (d L) T (L' d')
O: (d' l') Jb (l d), or (d l) Ja (l' d')
P: (d' L') T (L d)

Q: (l) Jb (l')
R: (L) T (L')
S: (l) Ja (l')
T: (d2 L') R (L d2)

U: (l2) Jb (l2)
V: (D2 L2) T (L2 D2), or (D' l2) Ja (l2 D), or (D l2) Jb (l2 D')
W: (l2) Ja (l2)
X: (L2) T (L2)

============================================
parity
============================================
Do this between edges and corners executions of you have odd number of edges and corners. This swaps both side effects.
ALG-5 (Ra-perm): R U' R' U' R U R D R' U' R D' R' U2 R' U'
thanks, will be starting to learn 3BLD with the help of it (i am not memorising it, just seeing whats the most efficient)
 
I am making a list of Old Pochmann setups to hep me understand it easily. Some I filed out nd some have not been filled I need help in filling the blanks



EDGES
A: (R2 U' R2) T (R2 U R2)
B: N/A
C: Jb
D: T
E:
F: (Dw' L) T (L' Dw)
G:
H: (Dw L') T (L Dw')
I:
J: (Dw2 L) T (L' Dw2)
K:
L: (L') T (L)
M:
N: (Dw L) T (L' Dw')
O:
P: (Dw' L') T (L Dw)
Q:
R: (L) T (L')
S:
T: (Dw2 L') T (L Dw2)
U: (D' L2) T (L2 D)
V: (D2 L2) T (L2 D2)
W: (D L2) T (L2 D')
X: (L2) T (L2)

CORNERS
A: N/A
B: (R2) Y (R2)
C:
D: (F2) Y (F2)
E:
F: (R') Y (R)
G: (F') Y (F)
H:
I:
J:
K:
L:
M: (F) Y (F')
N:
O:
P:
Q:
R:
S:
T: (R) Y (R')
U: (D) Y (D')
V: Y
W: (D') Y (D)
X: (D2) Y (D2)
You can also try the BOP method which is a variant of OP/OP with UF/UFR buffers.
 
here's one for speffz that I found in @Gael Lapeyre 's book, the Cubing Bible (I love it btw!!):
for edges, there's only H and N (u R' u' M2 u R' u'), (u R' u' M2 u R u') respectively that there were very easy setups for
for corners, there's way more but I couldn't really bother writing down all of them (sorry but it's quite a lot)

Edit: whoops I didn't realise that you use OP sorry about that
 
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