qqwref
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Might as well just do something like R U R' F' R U R' U' R' F R2 U' R2 U R' U' R' U' R' U R U R2 then...
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I just sat on my cube and did E moves to break it in. So many centre cap pops- i wonder if I'm putting too mch pressure on it...
Case reduction is akin to 1look2alg systems for attacking large algsets. Both have their own advantages.
How about you try doing 1LLL case reduction?![]()
It is. I'm releasing an alg list at some point in the near future.
I have never loved you more than I do right now.
4x4: last F2L slot is solved corner, flipped edge. An even number of LL edges are oriented. Flip F2L edge with pure OLL parity to dodge regular OLL parity? I've been doing this when it (rarely) comes up.
I may be the only one that finds this interesting and am talking to myself, but here are some new and old uses for what I guess would be called Edge and Corner Transformations:
Setup: F' U' L' U L F L' U2 L U L' U L (From Robert Yau's document)
Usually the solution would be the reverse. But, another way is to turn it into a different case like this:
M' U' - F R U R' U' F' - U2 M
This can be applied to almost anything. Its usefulness depends on what it's being applied to. Anything can be reduced to 0 cases. But there is a difference between a setup and an algorithm. The further you try to reduce, the more complex the setup is, but fewer cases. The less you try to reduce, the more cases, but maybe better algorithms. You have to find the right balance considering recall, move count, and comfort.
I would like to propose a method where you solve the last slot+corners or edges and then finish with ELL or CLL depending on which way you solved the last slot.
I would like to propose a method where you solve the last slot+corners or edges and then finish with ELL or CLL depending on which way you solved the last slot.
I would say that corners would be better, because the ELL algs are better than L4C. However, could you figure out how many algs there would be for each set?