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Official Blindfold Algorithm List

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(R U' R' U' R U'2 R' U')2 : LUB - RUB, RUF - RDF

Don't know if it's useful for you freestyle cuber..

And after add a z turn as setup : z (R U' R' U' R U'2 R' U')2 z'


Btw, is it possible to find 2-gen algorithms by cube explorer or any other programs?
 
Btw, is it possible to find 2-gen algorithms by cube explorer or any other programs?

Yup. Cube Explorer and ACube are capable of finding n-gen algorithms. And it's quicker to find a 2-gen alg than a 6-gen one with either program in case you didn't know. I can't find slicing algs using Cube Explorer though.
 
Yup. Cube Explorer and ACube are capable of finding n-gen algorithms. And it's quicker to find a 2-gen alg than a 6-gen one with either program in case you didn't know. I can't find slicing algs using Cube Explorer though.

Thanks, but...how? XD
I'm using cube explorer 4.30, and I can't figure out how to do it :(
 
Yup. Cube Explorer and ACube are capable of finding n-gen algorithms. And it's quicker to find a 2-gen alg than a 6-gen one with either program in case you didn't know. I can't find slicing algs using Cube Explorer though.

Thanks, but...how? XD
I'm using cube explorer 4.30, and I can't figure out how to do it :(

Don't define your cube completely, e.g. leave one corner blank.
 
Okay I've decided to throw all the CO algs I actively use here. Bear with it.

2 corners flipped
Annoying cases? Not anymore!
(R U'2 R U'2) (R U R' U) (R2 U R' U) (R2 U R' U)
(U R U'2 R U'2) (R U R' U) (R2 U R' U) (R2 U R')
(U R' U') (R'2 U' R2 U' R' U R' U'2) (R' U R' U'2 R')
(R' U') (R'2 U' R2 U' R' U R' U'2) (R' U R' U'2 R' U)

Cases you probably didn't know you knew
z Sune/Antisune z'
z' Sune/Antisune z

3 corners flipped
Sune
(R U R' U R U2 R') U' (R U' R U R U R U' R' U' R2) U'
U' (R U R' U R U2 R') U' (R U' R U R U R U' R' U' R2)
(R2 U R' U) (R U'2 R U'2) (R U R' U) (R2 U R' U) - optimal
U (R2 U R' U) (R U'2 R U'2) (R U R' U) (R2 U R') - optimal

Antisune
(R2 U'2) (R' U R' U'2) (R' U R' U') (R'2 U' R2 U' R' U R) - optimal
(R' U' R U' R' U2 R) U' (R'2 U R U R' U' R' U' R' U R') U'
(U' R2 U') (R' U R' U'2) (R' U R' U'2) (R' U R' U' R2) - optimal
(R2 U') (R' U R' U'2) (R' U R' U'2) (R' U R' U' R2 U') - optimal

3+1 (for these cases I AUF such that the oriented corner is on ULB)
(R U' R' U) (R' F R F') (R U' R' U) (R' F R F') - optimal
(R' F R F') (R U' R' U) (R' F R F') (R U' R' U) - optimal
(U2 R' U' R' U' R U R U) (R2 U R' U' R U R') - optimal
(R U' R' U R U') (R'2 U' R' U') (R' U R U R U'2) - optimal
(U R U R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2) - optimal
(R U' R' U) (R U'2 R' U R U) (R'2 U' R2 U' R'2 U2 R)

4 corners flipped
Double Sune
(R U' R) (U R U R' U' R' U') (R'2 U' R U R' U' R U' R') - optimal
either (U R U' R) (U R U R' U' R' U') (R'2 U' R U R' U' R U' R' U')
or (R U R' U) (R U' R' U) (R2 U R U R U' R' U') (R' U R') - optimal
I use either alg depending on my mood ;)

Pi
(R U) (R2 U' R'2 U' R2 U'2) (R'2 U' R' U R U'2 R' U) - optimal
(U R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2 U R) - optimal
(U2 R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2 U R U')
either (R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2 U R U) - optimal
or (U R U) (R2 U' R'2 U' R2 U'2) (R'2 U' R' U R U'2 R') - optimal
I use either alg depending on my mood ;)

Fake Sune
(R U2 R' U'2) (R U R' U') (R U2 R' U'2) (R U R' U') - optimal

Fake Antisune
(R U') (R' U2 R U2) (R' U R U') (R' U2 R U2) R' U - optimal

Weirdo 1
(R U R' U') (R U2 R' U'2) (R U R' U') (R U2 R' U'2) - optimal
U2 (R U R' U') (R U2 R' U'2) (R U R' U') (R U2 R') - optimal
U2 (R U' R' U R U'2 R') U2 (R U' R' U R U'2 R') - optimal
(R U' R' U R U'2 R') U2 (R U' R' U R U'2 R') U2 - optimal

Weirdo 2
(R U2 R' U' R U R') U'2 (R U2 R' U' R U R') U'2 - optimal
U'2 (R U2 R' U' R U R') U'2 (R U2 R' U' R U R') - optimal
(R' U R U') (R' U2 R U'2) (R' U R U') (R' U2 R U'2)* - optimal
U2 (R' U R U') (R' U2 R U'2) (R' U R U') (R' U2 R)* - optimal
* Note that these algs twist the DBR corner instead of the DFR corner like all the other algs do

When I say optimal, I mean 2-gen optimal, I don't know if these algs are 6-gen optimal, but I'm guessing most of them are.

Parentheses are not meant to indicate regrips, they're meant for easier learning of algs by "fingertrick groups". Most of these algs require at most one regrip. And there are lots of Air Jeffs and U'2s. I can't do left index-middle double triggers, but left index double flicks work fast enough for me. I also do right thumb followed by left index for some of the U'2s.

I can sub-2.5 on average for every single one of these algs, some are even sub-2, so they're not slow ;)

--------------------

Edit:
This is how CO works for me...
If more than 1 corner misoriented on U
1. Look at U, identify case. Place finger on affected D corner, if any.
2. z2 rotation, look at D, identify COLL case.
3. Don blindfold, orient D.
4. z2, orient U, done.

Why this way? I'm much more familiar with my COLL algs, so once I identify them, I execute them instantly. While executing them, I have time to think about the U layer alg which I may not be as familiar with.

I learned "all 4 directions" for most cases because AUF is something we unknowingly waste a lot of time trying to visualize, memorize, recall, and execute. How many times have you done some alg that starts or ends with some kind of U turn, and end up doing U3 instead of U', or U-pause-U, instead of U2, because you were *thinking* of the AUF? BLD is for braindeads.

Also, all those annoying cases with 2 corners misoriented on U (which are not COLL cases) are essential. This guarantees a one-look-at-U, one-look-at-D, no-funny-cube-rotations, minimal-AUFs CO system. With this system, the entire memorization + execution process of CO should easily be sub-10 with less than a week of practice. I found most of these algs yesterday and I'm averaging 11.xx now.

Oh, and...
If 1 corner misoriented on U
1. z2 rotation to D, identify case, take note of AUF and ADF.
2. Don blindfold, orient, z2, done.
 
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Okay I've decided to throw all the CO algs I actively use here. Bear with it.

nice job :)
3+1 (for these cases I AUF such that the oriented corner is on ULB)
(R U' R' U) (R' F R F') (R U' R' U) (R' F R F') - optimal
(R' F R F') (R U' R' U) (R' F R F') (R U' R' U) - optimal
(U2 R' U' R' U' R U R U) (R2 U R' U' R U R') - optimal
(R U' R' U R U') (R'2 U' R' U') (R' U R U R U'2) - optimal
(U R U R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2) - optimal
(R U' R' U) (R U'2 R' U R U) (R'2 U' R2 U' R'2 U2 R)
those algs can also be replaced by the first two algs, while using y z and x' z' as setups
I solve those cases like that..
but I may switch :p 2gens are really fast
4 corners flipped
Double Sune
(R U' R) (U R U R' U' R' U') (R'2 U' R U R' U' R U' R') - optimal
either (U R U' R) (U R U R' U' R' U') (R'2 U' R U R' U' R U' R' U')
or (R U R' U) (R U' R' U) (R2 U R U R U' R' U') (R' U R') - optimal
I use either alg depending on my mood ;)

Pi
(R U) (R2 U' R'2 U' R2 U'2) (R'2 U' R' U R U'2 R' U) - optimal
(U R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2 U R) - optimal
(U2 R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2 U R U')
either (R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2 U R U) - optimal
or (U R U) (R2 U' R'2 U' R2 U'2) (R'2 U' R' U R U'2 R') - optimal
I use either alg depending on my mood ;)

Fake Sune
(R U2 R' U'2) (R U R' U') (R U2 R' U'2) (R U R' U') - optimal

Fake Antisune
(R U') (R' U2 R U2) (R' U R U') (R' U2 R U2) R' U - optimal

Weirdo 1
(R U R' U') (R U2 R' U'2) (R U R' U') (R U2 R' U'2) - optimal
U2 (R U R' U') (R U2 R' U'2) (R U R' U') (R U2 R') - optimal
U2 (R U' R' U R U'2 R') U2 (R U' R' U R U'2 R') - optimal
(R U' R' U R U'2 R') U2 (R U' R' U R U'2 R') U2 - optimal

Weirdo 2
(R U2 R' U' R U R') U'2 (R U2 R' U' R U R') U'2 - optimal
U'2 (R U2 R' U' R U R') U'2 (R U2 R' U' R U R') - optimal
(R' U R U') (R' U2 R U'2) (R' U R U') (R' U2 R U'2)* - optimal
U2 (R' U R U') (R' U2 R U'2) (R' U R U') (R' U2 R)* - optimal
* Note that these algs twist the DBR corner instead of the DFR corner like all the other algs do

and some other algs :
R U2 R' U2 R U R' U2 (D / D2 / D') R U2 R' U2 R U R' U2 (D' / D2 / D)
U2 R U2 R' U R U' R' (D / D2 / D') U2 R U2 R' U R U' R' (D' / D2 / D)
(U' R U R' U' R)3
(R' U R U' R' U)3
With this system, the entire memorization + execution process of CO should easily be sub-10 with less than a week of practice. I found most of these algs yesterday and I'm averaging 11.xx now.
I've used this system for a long time, and I can do avg 9 or 8 with it
but how about one alg for full CO cases? :p (99 of them)
Oh, and...
If 1 corner misoriented on U
1. z2 rotation to D, identify case, take note of AUF and ADF.
2. Don blindfold, orient, z2, done.
 
3+1 (for these cases I AUF such that the oriented corner is on ULB)
(R U' R' U) (R' F R F') (R U' R' U) (R' F R F') - optimal
(R' F R F') (R U' R' U) (R' F R F') (R U' R' U) - optimal
(U2 R' U' R' U' R U R U) (R2 U R' U' R U R') - optimal
(R U' R' U R U') (R'2 U' R' U') (R' U R U R U'2) - optimal
(U R U R' U'2) (R U R' U') (R2 U'2 R'2 U' R2 U' R'2) - optimal
(R U' R' U) (R U'2 R' U R U) (R'2 U' R2 U' R'2 U2 R)
those algs can also be replaced by the first two algs, while using y z and x' z' as setups
I solve those cases like that..
but I may switch :p 2gens are really fast
There's a reason I switched to 2-gen, I really HATED identifying those stupid cube rotations :mad: ALWAYS took me like 5 seconds or something just to identify the case, with these algs I just treat all 6 as separate cases and identify them in a glance :D I can sub-2 with all these algs. Bet you can't with a cube rotation before and after ;)

and some other algs :
R U2 R' U2 R U R' U2 (D / D2 / D') R U2 R' U2 R U R' U2 (D' / D2 / D)
U2 R U2 R' U R U' R' (D / D2 / D') U2 R U2 R' U R U' R' (D' / D2 / D)
(U' R U R' U' R)3
(R' U R U' R' U)3
Yeah, the 6-flips, been planning to learn them for a while now :o Always lazy *sigh*

I've used this system for a long time, and I can do avg 9 or 8 with it
but how about one alg for full CO cases? :p (99 of them)
I might if I'm crazy enough. One-look CO + 5-cycles just might be able to beat freestyle :cool: That's super advanced 5OP... 2x2x2 BLD (or maybe even speed?!) just got a whole lot easier :rolleyes:
 
There's a reason I switched to 2-gen, I really HATED identifying those stupid cube rotations :mad: ALWAYS took me like 5 seconds or something just to identify the case, with these algs I just treat all 6 as separate cases and identify them in a glance :D I can sub-2 with all these algs. Bet you can't with a cube rotation before and after ;)
No I can't :D That's true
Probably I'm just too lazy to learn new algs.. I'll try :p

I've used this system for a long time, and I can do avg 9 or 8 with it
but how about one alg for full CO cases? :p (99 of them)
I might if I'm crazy enough. One-look CO + 5-cycles just might be able to beat freestyle :cool: That's super advanced 5OP... 2x2x2 BLD (or maybe even speed?!) just got a whole lot easier :rolleyes:
5cycle CP is really advanced; I'll develop full CO first
but...well, I can't find an easy 7 or 8 flip alg...*sigh
 
what O.o? Sry I don't understand..

I haven't had time to find a proof (or disproof) yet. But I *think* it's possible to have at most 6 (or fewer) misoriented corners if you are color neutral, i.e. choose the best setup move restriction groups among UDR2L2F2B2, U2D2RLF2B2 and U2D2R2L2FB.
 
what O.o? Sry I don't understand..

I haven't had time to find a proof (or disproof) yet. But I *think* it's possible to have at most 6 (or fewer) misoriented corners if you are color neutral, i.e. choose the best setup move restriction groups among UDR2L2F2B2, U2D2RLF2B2 and U2D2R2L2FB.

oh I get it...but it doesn't seem good to chang setup moves while inspection
It waste few seconds thinking..instead of it I can already do 1 or 2 algs
 
I just do an F' or B setup move then do either Headlights or Chameleon.
 
since I quit cubing I thought I'd post my 3x3 "method"/algs here:

it is a pure 3 cycle method. most of the algs are commutators, but you learn them like algs in order to do "permutation time attacks".
it's a bit TuRBo like (lot of same cases), only more to learn and (I really think) faster.
it's almost as few moves as pure freestyle, only you can do time attacks.

corners, average number of setup moves: 15/14 or ~1.07

UBR>UFL>DBR l UR2UL’U’R2ULU2 l’ (11)
UBR>UFL>BRD y R’D’RU2R’DRU2 y’ (8)
UBR>UFL>RDB RDR’U2RD’R’U2 (8)
UBR>LFU>DBR y’ D2R’D’L2DRD’L2D’ y (9)
UBR>LFU>BRD x’ R’UL’U’RULU’ x (8)
UBR>LFU>RDB l D2 l’B’l D2l’ B (8)
UBR>FLU>DBR D2LDR2D’L’DR2D (9)
UBR>FLU>BRD x’U’L2URU’L2U l’ (8)
UBR>FLU>RDB BR’FRB’R’F’R (8)

UBR>DBR>UFL l U2L’U’R2ULU’R2U’ l’ (11)
UBR>DBR>LFU y’ DL2DR’D’L2DRD2 y (9)
UBR>DBR>FLU D’R2D’LD R2D’L’D2 (9)
UBR>BRD>UFL yU2R’D’RU2R’DR y’ (8)
UBR>BRD>LFU x’ UL’U’R’ULU’R x (8)
UBR>BRD>FLU l U’L2UR’U’L2U x (8)
UBR>RDB>UFL U2RDR’U2RD’R’ (8)
UBR>RDB>LFU B’ l D2 l’B l D2 l’ (8)
UBR>RDB>FLU R’FRBR’F’RB’ (8)

this + all the TuRBo cases: http://www.erikku.110mb.com/Tcorners.html
total is 36 cases.
note: these cases have fewer moves and fewer set up moves than the TuRBo cases.

edges, I don't know the number of set up moves, but its probably between 1.3 and 1.9

UF>UB>DF U2M’U2M (4)
UF>UB>FD U'MUMU2M'UM'U (9,10) y’ R’E’RU2 R’ERU2 y
UF>BU>DF M'UM'UM'U2MUMU'M (11,12) - x' (U' M U' M') U2 (M' U M U') x
UF>BU>FD y’ U'MU'R2UM'U'R2U2 y(9,12)

UF>DF>UB M’U2MU2 (4)
UF>DF>BU M'U'M'UM'U2MUMUM (11,12) - x' (U M' U' M) U2 (M U M' U) x
UF>FD>UB UMUMU2M'UM'U' (9,10)
UF>FD>BU y’ U2R2UMU'R2UM'U y (9,12)

+ all TuRBo cases: http://www.erikku.110mb.com/Tedges.html
total of 16 cases.

UF>DF>UR UMU2MU'M'U2M' (8,10)
UF>UR>DF MU2MUM'U2M'U'

UF>DF>UL U'MU2MUM'U2M'
UF>UL>DF MU2MU'M'U2M'U

would be nice to learn as well. oh and of course you need some basic and simple CO and EO algs that you already know.

CubeRemi
 
for triple-sune CO:
z R' (U R2 U' R2) (U' R' U R U R' U') (R2 U' R2 U) z'
I can do 2.5~2 with this

are there any faster one?

I just do an F' or B setup move then do either Headlights or Chameleon.

much more beautiful: R U' L' U (R' U') (R U R' U') (L U) (R U' R' U)

I think you should be able to sub 2 it.
 
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for triple-sune CO:
z R' (U R2 U' R2) (U' R' U R U R' U') (R2 U' R2 U) z'
I can do 2.5~2 with this

are there any faster one?

I just do an F' or B setup move then do either Headlights or Chameleon.

much more beautiful: R U' L' U (R' U') (R U R' U') (L U) (R U' R' U)

I think you should be able to sub 2 it.
well, I was using it before..:p
and I did 2~3 or more with this, so I decided to switch..
 
I was just wondering why this would work..

(R' F R) (U M' U') (R' F' R) (U M U')

it's a edge 2-2 swap alg, but a commutator also
 
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