My first completed FMC solve

precompsubwr

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I started getting into FMC and I decided to do a full solve, I got a 33
I didn't have paper around so I had to do it on miro

16 moves to 5 corners is great but 2c2c with 1 twisted corner is bad
But still I'm fine with a 33 especially for my first completed solve
 
View attachment 31124
I started getting into FMC and I decided to do a full solve, I got a 33
I didn't have paper around so I had to do it on miro

16 moves to 5 corners is great but 2c2c with 1 twisted corner is bad
But still I'm fine with a 33 especially for my first completed solve
L2 D' B F' U D L' D' L (R F' R') // (12)
(D L2 D B D' B' L2) // F2L, ab2c2c (7-1/18)

Then you can do triple Sune (cancels 1 move) to get 32 moves final, or proper 3c insertions which very likely will give you something even better.

I didn't have paper around so I had to do it on miro
Also, how can one not have paper around???
 
Wait do rotations count in FMC? I noticed your solve is rotationless.
A look in the regulation could help:
12a5
and E2d
So: rotations don't count in your final result, but your solution must have less than 81 moves with rotations counting.
 
While rotations don't count as moves, you shouldn't ever do them in FMC.
Why not? I'm unlikely to hit 80 moves anyway, and it's much quicker not to spend time trying to remove rotations. My first FMC attempt(I use CFOP, so I'm really bad) was 56 where I was trying to remove rotations. My second one where I didn't do that was a 47. I'm not sure if it's related, but it probably helped as I can struggle removing rotations from algs where I know the muscle memory.

@Arcanist you responded with eyes up but I still don't get what's bad about rotations.
 
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Why not? I'm unlikely to hit 80 moves anyway, and it's much quicker not to spend time trying to remove rotations. My first FMC attempt(I use CFOP, so I'm really bad) was 56 where I was trying to remove rotations. My second one where I didn't do that was a 47. I'm not sure if it's related, but it probably helped as I can struggle removing rotations from algs where I know the muscle memory.

@Arcanist you responded with eyes up but I still don't get what's bad about rotations.
It's easy to miss cancellations that way. Like you could have U x B' in your solution and not notice that you can skip them both.
 
Why not? I'm unlikely to hit 80 moves anyway, and it's much quicker not to spend time trying to remove rotations. My first FMC attempt(I use CFOP, so I'm really bad) was 56 where I was trying to remove rotations. My second one where I didn't do that was a 47. I'm not sure if it's related, but it probably helped as I can struggle removing rotations from algs where I know the muscle memory.

@Arcanist you responded with eyes up but I still don't get what's bad about rotations.
At your skill level in FMC rotations don't really matter, the only downside is you might be more likely to write a rotation incorrectly resulting in a DNF. Generally speaking though avoiding rotations is better. Using rotations you could lose track of the orientation of the cube which could result in wasting time trying to figure it out, it also slows you down because it adds more "moves" to perform when following what you have written down, and the most important reason is it makes NISS and insertions a nightmare. If you use DR at a high level though rotations can be useful for easily inserting slice moves and doing center insertions, but that is usually only inserting a rotation in the final stages of finding the solution, which avoids most of the downsides I mentioned before.
 
L2 D' B F' U D L' D' L (R F' R') // (12)
(D L2 D B D' B' L2) // F2L, ab2c2c (7-1/18)

Then you can do triple Sune (cancels 1 move) to get 32 moves final, or proper 3c insertions which very likely will give you something even better.


Also, how can one not have paper around???
congrats on saving one move lol
 
It's easy to miss cancellations that way. Like you could have U x B' in your solution and not notice that you can skip them both.
At your skill level in FMC rotations don't really matter, the only downside is you might be more likely to write a rotation incorrectly resulting in a DNF. Generally speaking though avoiding rotations is better. Using rotations you could lose track of the orientation of the cube which could result in wasting time trying to figure it out, it also slows you down because it adds more "moves" to perform when following what you have written down, and the most important reason is it makes NISS and insertions a nightmare. If you use DR at a high level though rotations can be useful for easily inserting slice moves and doing center insertions, but that is usually only inserting a rotation in the final stages of finding the solution, which avoids most of the downsides I mentioned before.
Good to know, but since I'm not serious about FMC I think I'll keep rotating.
 
congrats on saving one move lol
I didn't bother checking it because why would I, but 2c2c usually can be solved in +10 or better, which would make that a 28 (estimated). Sounds like a lot more than 1 move to me.

(Then again OP's insertions are almost certainly not optimal to begin with; there are multiple ways to cancel 4 for the first insertion.)
 
Also, how can one not have paper around???
I have paper but it's in my closet and actually pretty hard to get
(Then again OP's insertions are almost certainly not optimal to begin with; there are multiple ways to cancel 4 for the first insertion.)
I had like 20 minutes left to find THREE insertions so I kinda had to rush to finish it
 
Second attempt was a 37
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R' U' F U2 B F2 L2 R2 U B2 R2 F2 R2 D B2 D' R' U' L' R' B' U' R2 D R' U' F
D' U' R2 // 2x2 square (3)
F2 D2 F2 // 2x2x2 block (3/6)
B' L2 U' L // pseudo 2x2x3 (4/10)
(L') // fix pseudo (1/11)
(U B' R B' R') // F2L-1 (5/16)
(R' U2 R2 B' R' B U') 2e2c (7-1/22)

Skeleton
D' U' R2 F2 D2 F2 B' L2 U' L U B' R B R2 U2 R2 B R' B U' L
Reverse the skeleton​
L' U B' R B' R2 U2 R2 B' R' B * U' L' U L2 B F2 D2 F2 R2 U D

* = F' U F2 R2 D R D' R F2 L' U L U' F (14)

L' U B' R B' R2 U2 R2 B' R' B F' U F2 R2 D R D' R F2 L' U L U' F U' L' U L2 B F2 D2 F2 R2 U D
Reverse it back​
D' U' R2 F2 D2 F2 B' L2 U' L U F' U L' U' L F2 R' D R' D' R2 F2 U' F B' R B R2 U2 R2 B R' B U' L

37 moves solution
 
Also, how can one not have paper around???
I remember I had the brilliant idea to make paper airplanes at my friends house once, and they didn't have paper of any kind. They weren't allowed to rip any out of their notebooks and they had a recycling bin for paper that you could only use "if it was important". That was quite interesting to me who probably destroyed about 10 trees a day with how much paper I used.
 
I had like 20 minutes left to find THREE insertions so I kinda had to rush to finish it
One trick when you have two insertions to do (okay, hold on, I know you said THREE) is to just pick whatever for your first insertion in order to make it 3c. 3c is much easier to insert optimally, so do that for your second insertion. Then go back and undo your first insertion, then do that optimally.

For three (or more) insertions, same idea. Keep inserting the first thing you see that cancels 2+ until you're down to 3c, do that optimally, then go back and redo the earlier insertions optimally too.

Caveats: This method will miss overall-optimal insertions pretty frequently. It also won't work with nested insertions. It's more of a time-saving trick if you're okay with being 1-2 moves off optimal; once you get good at insertions (or get better at finding skeletons that don't need many insertions), you won't really need this trick anymore. I still use it when I need to do corner insertions under time pressure.
 
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