Random Cubing Discussion

I realise you undid the moves at the start, but if this wasn't a test video that would be dumb. You did some mobes, undid them, then redid them. Instead get a new scramble.

Also angle isn't great IMO. Would be good for tutorials but your old angle was better + showed the timer.
 
I realise you undid the moves at the start, but if this wasn't a test video that would be dumb. You did some mobes, undid them, then redid them. Instead get a new scramble.

Also angle isn't great IMO. Would be good for tutorials but your old angle was better + showed the timer.

Eh I would disagree. If I have a timer fail and forget to reset stackmat or something, I'll undo moves if I've only done a couple. It's not a major deal and I generally ignore those unless I'm doing comp practice.
 
Solved a random <Rw,U> scramble on the 4x4x4 in 2:36.70.

Scramble: U2 r' U r' U' r U2 r' U2 r U r' U2 r U' r U r' U r' U' r U2 r U r' U r' U r2 U2 r' U r' U2 r U' r U r' U2 r U' r' U r U r U' r

Method:
1) Intuitively pair up and solve DR edge.
2) Intuitively pair up and solve BR edge. Then pair DBR with DBr and insert them (r'U2rU2 stuff).
3) Solve remaining corners with U and r(U^n)r' triggers.
4) Solve edges using this 2-cycle (flip UR edge): r' U' r U' r U' r2 U2 r2 U' r U2 r' U2 r U2 r U r U r' U' r U2 r'
5) Solve centers using this 3-cycle (Ufr->Fru->Ufl): r U2 r' U' r U' r2 U2 r2 U r' U' r' U2 r U r' U r2 U2 r2 U' r
 
Solved a random <Rw,U> scramble on the 4x4x4 in 2:36.70.

Scramble: U2 r' U r' U' r U2 r' U2 r U r' U2 r U' r U r' U r' U' r U2 r U r' U r' U r2 U2 r' U r' U2 r U' r U r' U2 r U' r' U r U r U' r

Method:
1) Intuitively pair up and solve DR edge.
2) Intuitively pair up and solve BR edge. Then pair DBR with DBr and insert them (r'U2rU2 stuff).
3) Solve remaining corners with U and r(U^n)r' triggers.
4) Solve edges using this 2-cycle (flip UR edge): r' U' r U' r U' r2 U2 r2 U' r U2 r' U2 r U2 r U r U r' U' r U2 r'
5) Solve centers using this 3-cycle (Ufr->Fru->Ufl): r U2 r' U' r U' r2 U2 r2 U r' U' r' U2 r U r' U r2 U2 r2 U' r

Just got this (got pretty lucky with the centres):


edit: 1:53.380

Move optimal 5x5 <r,U> pure parity (33 moves)

also a pretty nice regripless 4x4 <r,U> adjacent pll parity alg
 
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Decided to sort out my double parity algs and learn them (especially for 5x5), and was reminded of an idea I had a while back for 4x4 parity but didn't post. I never stuck with it, but it might have potential.

If you can tell you have OLL parity before LS, then you can insert the edge flipped, and with a wrong corner with the U sticker on D (basically a U layer corner upside-down), then solve OLL treating the D sticker of the F2L corner as a U sticker. Then either:
-Inspect for PLL parity, and fix the edge and two wrong corners with either OLL parity or double parity to leave a non-parity PLL case. I think I found a few tricks to influence/solve CP at the same time.
-Do a PLL to either solve LL (apart from the wrong corner), or to leave 2 swapped edges opposite each other. Then fix as above.

Pro: don't need to use 2 parity algs in a single solve.
Con: recognition might be awkward but probably doable. Having a wrong corner is confusing.

P.S. I plan to use these for DP: (F2 x) l2' U2 l U2 l' U2 l U2' (B2 x2') r U2 r U2' (r' l') / (F2 x) l2' U2 3l U2 3l' U2 3l U2' (B2 x2') r U2 3r U2' (r' 3l').
 
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