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Memory Methods

Good point. Could you outline the methods for us? Even better, just update the wiki page.

ok, after saw the list of BH algorithms i know it's absolutely impossible :D

No, it's really not - it's surprisingly easy*! Learn them like you learn intuitive F2L - follow the pieces, and understand how they work. Then memorization becomes easy, because it's just a small number of classes of algorithms, mirrored, inverted, and rotated around the cube. Corners are much easier than edges, though.

*Note: I should point out the emphasis here is on "surprisingly". It's not actually easy - it's probably a little harder than learning intuitive F2L, but my point is that it seems like it should be impossible, but when you try it, you realize it's not much harder than learning intuitive F2L - just a little bit harder.

I totally agree with Mike. I have recently been trying to learn full OLL and I am close (though slow also according ty my measure). Still I found/find that a very very much harder task than all BH-algs together. There are a few BH-cases that takes a little while, but most of them are easy to understand.

OLL on the other hand, phew. A twist here and another there, totally haphazard algs.
 
Good point. Could you outline the methods for us? Even better, just update the wiki page.

ok, after saw the list of BH algorithms i know it's absolutely impossible :D

No, it's really not - it's surprisingly easy*! Learn them like you learn intuitive F2L - follow the pieces, and understand how they work. Then memorization becomes easy, because it's just a small number of classes of algorithms, mirrored, inverted, and rotated around the cube. Corners are much easier than edges, though.
I don't agree. I found BH edges much easier to understand than BH corners. It's just that M2 already is a great method so you won't win as much time with mastering BH edges as with BH corners.

The reason I think this is because with edges you have lots more freedom for what kind of move you're doing. The interchange move can for example be either a face turn or a slice move, while on corners it can only be a face turn. The insertion can even be 3 different things:
- For a slice move interchange it's 3 face turns;
- For a face turn interchange it's slice-face-slice or face-slice-face.
That gives you a lot more freedom during edges, and it also makes it a lot easier to find an interchange between 2 edges.
 
I guess the thing I found hard about BH edges is that when you're figuring them out on your own, it's hard to be sure you're optimal. It's easy to find a fairly quick algorithm (even 8 moves!) and still not be optimal.

With BH corners, that rarely happens. If you think you have an optimal algorithm, you probably do.
 
where can I find a bld fold pdf. or something. I want to start but have NO idea what anyone is talking about. and my pc can't play vids... so any ideas for now until I can get to a friends and at least watch some vids on the subject.?
 
Is it common to BLD solve in this order?
memo corners > memo edges > solve edges > solve corners

It's probably more common to do:
memo edges -> memo corners -> solve corners -> solve edges
since that way you don't need to memorize the corners for long, and it's so short to memorize them. (They can go in your short-term memory.) But there's certainly nothing wrong with doing it your way.
 
I have a question. I made another memory method for myself. It's like PAO just I want to use it for Multi BLD for the edges. So I made a Person Action (No object) system for myself so I could keep track of the M slice (I use M2). If I use this with the journey method or Roman rooms, does this have any potential for Multi?
 
I have a question. I made another memory method for myself. It's like PAO just I want to use it for Multi BLD for the edges. So I made a Person Action (No object) system for myself so I could keep track of the M slice (I use M2). If I use this with the journey method or Roman rooms, does this have any potential for Multi?

i use the exact same thing for edges. works great for me. my best multi was 6/6.
its very accurate and stays in the memory for a long time if you pick action that are easy to visualize.
i have a lot more problems with corners using letters
 
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I have a question. I made another memory method for myself. It's like PAO just I want to use it for Multi BLD for the edges. So I made a Person Action (No object) system for myself so I could keep track of the M slice (I use M2). If I use this with the journey method or Roman rooms, does this have any potential for Multi?

i use the exact same thing for edges. works great for me. my best multi was 6/6.
its very accurate and stays in the memory for a long time if you pick action that are easy to visualize.
i have a lot more problems with corners using letters

i use the exact same thing for everything. works great for me. my best multi was 50/54.
its very accurate and stays in the memory for a long time if you pick action that are easy to visualize.
 
Yes I've read this thread but the first post isn't clear at all IMO
You can thank cmhardw for feeling the need to close my thread because he believes BLD doesn't need threads..anyway. So you guys get the headaches now!

Ah ok..the parenthesis are for my use

Letter Pairs-Using alphabet to assign to each peice (POSSIBLE)

Imagery-?

Journey (Standard)-Learning where they are supposed to go? Like, BO RG etc etc?? (POSSIBLE)

Roman Rooms Journey-?

Visual -?

Also, when i start doing blinded solves, how will I know whether to flip an orientation of an edge (or corner for that matter)

For example, say for a setup move it's a simple L' and then do the T perm to get that peice into buffer (then undo setup)

But say that peice you are bringing back from the setup move happens to have the wrong orientation? So you have to bring it back up with L' and do Tperm again, then flip the edge orientation with the setup move.

But my question is, how would you remember that in memo?

Also, I sorta understand breaking itno a cycle-when the buffer position=solved, just get a non solved edge in there? (same concept for corners)

Thanks
 
:fp: ..I'm not a regular

and forever it will be RyanReese09, the guy who started his own redundant thread on the BLD board...:p

Anyway... as far as the flipped edge thing goes, The edge being flipped when you undo [L'] as a setup move implies that you should use different setup moves, such as [d' L] instead of memorizing that it will being flipped and flipping it. If this doesn't answer your question could you possibly rephrase?
 
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I know that a flipped edge means a new setup move, but my question is (sorry for poor phrasing, it's hard to put this into words :p), how will I memo this? Aka, I'll memorize that I need to put that peice in the Tperm slot (on the left edge peice, if you know what I mean) but ..

Ok, say I do an L' to setup move, Tperm, undo with L . The peice that is in the FL edge spot is incorrectly flipped..so I gotta L', tperm, and L and now I'm back where I am. I do diff setup move, tperm, and undo setup move.

All is good now, but my question is, I could easily (as in that example) mistake the setup moves and get an incorrect flip, how could I ensure that I don't do something stupid like the incorrect flip? Is there a secret?

Sorry if the answer is blatantly obvious, I've thought about it and unless I actually visually go through the moves in my head, I won't know about the incorrect flip (though that could mess up my memo for the rest of the solve that I'm trying to remember :p)
 
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