Random Blindfold Cubing Discussion

Is there any particular reason why the buffer for M2 is DF? Why not DB buffer and UF 'setup position'? The setups won't have B moves and instead will have F moves which are much better to execute.
 
Is there any particular reason why the buffer for M2 is DF? Why not DB buffer and UF 'setup position'? The setups won't have B moves and instead will have F moves which are much better to execute.
Probably because it's easier to transition to 3-style because DF is probably better than DB and the difference between F and B aren't that big in M2 because since each cycle will have 4 B or F moves it's likely to be executed with an x rotation and U moves
 
In situations where I'd normally solve the last corner target with OP and then apply another alg to solve a twisted corner, is there a way to use an alg to solve both of them at the same time? (e.g. instead of doing something like R F BLD y-perm F' R' then y' R' D R D' R' D R U' R' D' R D R' D' R U)

I'm currently avging around 35-40 secs w/ full 3 style (splits are like memo: 10-15 exec 20-25) so I'm looking for more tricks to reduce move count while pushing memo/execution.

Also, I'm currently doing the UL/UB swap for parity and perform a y perm at the end of corners, should I look into better parity algs or something? (I memo corners then edges then exec in reverse)
 
in a couple days I will make a big compilation of advanced BLD techniques, I will include using ZBLLs in it.

Also, I'm currently doing the UL/UB swap for parity and perform a y perm at the end of corners, should I look into better parity algs or something?
No, UL/UB swap is the best way to solve 3BLD parity IMO. However, if you do multi(I don't) you can't do the swap during memo, so learning lots of algs would be useful (22LL)
 
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in a couple days I will make a big compilation of advanced BLD techniques, I will include using ZBLLs in it.


No, UL/UB swap is the best way to solve 3BLD parity IMO. However, if you do multi(I don't) you can't do the swap during memo, so learning lots of algs would be useful (22LL)
UL UB is actually a pretty horrid way to resolve parity, especially because you restrict yourself to those pieces meaning you can't abuse pseudo-solved U face pieces. Much better methods resolve around 22LL or even full 1c1e parity.
 
In situations where I'd normally solve the last corner target with OP and then apply another alg to solve a twisted corner, is there a way to use an alg to solve both of them at the same time? (e.g. instead of doing something like R F BLD y-perm F' R' then y' R' D R D' R' D R U' R' D' R D R' D' R U)

I'm currently avging around 35-40 secs w/ full 3 style (splits are like memo: 10-15 exec 20-25) so I'm looking for more tricks to reduce move count while pushing memo/execution.

Also, I'm currently doing the UL/UB swap for parity and perform a y perm at the end of corners, should I look into better parity algs or something? (I memo corners then edges then exec in reverse)
TBH don't worry about more advanced parity resolution. Some people uses things like ZBLLs to fix corners in the form A B A, along with many other parity techniques, but it's a very marginal improvement for what it's worth. I only use UL/UB swaps at the moment and don't plan to learn anything else until 27s.
 
If there are "pseudo-solved U face pieces" simply swap different pieces, like UB and UR
Yeah, that's what I'm saying. I thought you meant swapping strictly UL and UB, which a lot of people do since they setup only to y-perms.
 
anyone know any algs that simultaneously solve a flipped edge+twisted corner at the same time?

e.g. F2 U2 R' F' R F U2 F2 U' D' F U F' D
Pure OLL, from Jabari's algs
Are you trying to flip/twist all the pieces at the beginnning?

edit: your alg isn't very fingertricky
 
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