The 3x3x3 Example Solve Thread

Next scramble?

Also your solution doesn't work, looks like it should be
z2 y r' F' R U' B (5/5)
U M' U2 r' U r' U M2 R' U R' (11/16)
R2 D' R U2 R' D R U2 R (9/25)
U' M U' M' U2 M' U M U' (9/34)
my solution does work, you just read it wrong. I do R' U' R' to insert the last pair instead of R' U' R so it cancels a move

next F L' U' R L' B D R' B2 L U R2 D2 F2 L2 D' R2 F2 U B2
 
Fixed my post.

YruRU, 47 STM

z2 R2 U F2 u' F R' S2//CPL
u R' r2 u R2 u2//FB
R' r2 U r2 U r U' r'//EOS
R' U R2 U' R' U R2 U R' U' R//F2L
U2 R U R' U R' U2 R2 U R2 U R2 U' R' U//2GLL

NEXT: D2 L2 B2 D2 U R2 B2 D U F' U R' B U B2 L D' R' B2
 
R' B U2 L2 U F' D // CO
B2 L R B D U' L U L' D U' F // DR
D2 U B2 D' R2 D2 U'


Next:
B2 U2 B F' R' D L' F2 L2 B' D' R2 F2 D2 F U' B' L R' B F' U2 F' R' B2 L R B2 L2 D
YruRU (46 ETM)

x2 // inspection
u F r2 U R S’ // CP-line (6/6)
u R’ U2 // setup (3/9)
u’ R u’ U2 r // pEO extension (5/14)
R2 U2 r’ U’ r2 U r’ // EO (7/21)
U R’ U r2 // BF (4/25)
U’ R U2 R U’ R’ // Square (6/31)
U R U R U R’ U’ R’ U R’ U’ R U’ R’ U’ // LSLL (15/46)

I seem to always get unlucky cases for solves on this thread.

Next: U' R F2 U2 F' L' F2 B' L' F B2 U' R2 B2 L2 B2 U' B2 D2 F2 D
 
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YruRU (48 STM)

z’ // inspection
U r’ U r’ f’ // CP-line (5/5)
r R // setup (2/7)
u’ R u’ U2 r // pEO extension (5/12)
U R2 U’ R’ r U’ r // EO (7/19)
U2 R2 U r2 // BF (4/23)
U’ R U2 R2 // square (4/27)
U’ R U2 R’ // F2L (4/31)
U’ R U2' R' U2' R' U' R U R U' R' U2' R' U2 R U2 // 2GLL (2-twist) (17/48)

Next:U2 L2 B2 D2 B' R2 U2 L2 F D' F2 L' F2 L' F' L2 U B' R' U2
 
YruRU (36 STM)
Basic speedsolve, nothing fancy.

x2 y' // inspection
u' R U2 f' // CP-line (4/4)
u' R' u' R E r // pEO extension (6/10)
U' R U2 r U' r R2 U' r U2 r // EOBF (11/21)
U2 R2 U R2 U2 R // square (6/27)
U' R U R' U' R U2 R' U // LSLL (9/36)

Next: U F' R' F2 D F2 B2 U' F2 U' R' F2 D2 B2 F2 U2 B L2
 
YruRU (45 STM)

U f R’ U2 S’ // CP-Line (5/5)
u’ R2 u // FB (DB already oriented) (3/8)
r2 U’ R U’ M U M’ U R U’ r2 // EOBF (11/19)
R’ U2 R U2 R’ U2 R2 U’ R’ U2 R U2 R’ // F2L (13/32)
U2 R U2 R2 U’ R2 U’ R’ U R’ U R U2 // 2GLL (13/45)

Next: D2 F U2 L2 U B2 U2 B R F' U F2 U' R2 U' B2 D R2 D B2 L2
 
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Next: D2 F U2 L2 U B2 U2 B R F' U F2 U' R2 U' B2 D R2 D B2 L2

My attempt at sub-30 YruRU:

(x y)
U' f U2 f' // CPL
r R u2 R u r R u2 // FB
R U' r' U' r' R U' R' U r2 // EOL
R U' R' U R U R' U2 R' U R // F2L
U' R' U2 R2 U R2 U R2 U2 R' U // 2GLL

44 moves wtf I suck

Next: R2 D2 U2 B D2 B2 F L2 B' L2 D2 B D' L' B F R D2 F U2 B'
 
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Next: R2 D2 U2 B D2 B2 F L2 B' L2 D2 B D' L' B F R D2 F U2 B'

Another attempt at sub-30 YruRU:

(x2 y')
R' F R F // CPL
M' U M' U2 r' u2 // FB
r U r U' r2 // EOL
U' R U2 R U R // SQ
U2 R U R' U' R U' R2' U2' R U R' U R U' // LSLL

36 moves darn it I still suck :'(

Next: R2 D2 R D2 R2 B' D2 R2 B' L2 U2 B U2 B2 U F2 L D L2 D' R
 
My attempt at sub-30 YruRU:

(x y)
U' f U2 f' // CPL
r R u2 R u r R u2 // FB
R U' r' U' r' R U' R' U r2 // EOL
R U' R' U R U R' U2 R' U R // F2L
U' R' U2 R2 U R2 U R2 U2 R' U // 2GLL

44 moves wtf I suck

Next: R2 D2 U2 B D2 B2 F L2 B' L2 D2 B D' L' B F R D2 F U2 B'
I was kinda hoping someone would do a YruRU solve on this scramble; this is the first (and so far the only) generated scramble I came across, which is the “nightmare case” for x2 y2 neutral solvers with W/Y/B/G in front and top.

With x2 y neutrality, here is a solution:

Scramble: D2 F U2 L2 U B2 U2 B R F' U F2 U' R2 U' B2 D R2 D B2 L2

x’ y // inspection
R u f’ // CP-line (3/3)
U2 r u2 // pEO extension (3/6)
R U M’ U’ M U2 r U2 r // EOBF (9/15)
U' R2 U2 R U R' U' // F2L (7/22)
z' y R' U2 R U R' U R U' R' U' R U' R' U2 R U' // 2GLL (16/38)

That was 22 to 2GLL, got unlucky there; though you could certainly influence the previous steps to try and get a 2GLL skip; you have 7-8 moves to do that; and this was one of the worst possible scrambles!
Best of luck.


YruRu could actually be viable for FMC if you use stuff like NISS and such

I doubt that TBH, I did think about CP-fist as a viable FMC idea and concluded it’s not that great. (A major reason being - Corner comms would basically be useless since you will always end up with twists if some corners are unsolved.)
With a framework such as YruRU to guide the solve would probably make is worse. To produce better than 35 moves HTM consistently would probably be extremely difficult IMO. The same limit for CFOP is probably lower (despite its speedsolving move count being higher than YruRU) due to the high amounts of freedom in the beginning of the solve, thus having much more room to influence the latter steps.
 
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I doubt that TBH, I did think about CP-fist as a viable FMC idea and concluded it’s not that great. (A major reason being - Corner comms would basically be useless since you will always end up with twists if some corners are unsolved.)
With a framework such as YruRU to guide the solve would probably make is worse. To produce better than 35 moves HTM consistently would probably be extremely difficult IMO. The same limit for CFOP is probably lower (despite its speedsolving move count being higher than YruRU) due to the high amounts of freedom in the beginning of the solve, thus having much more room to influence the latter steps.
Ah yes, knowledge. I am an FMC newbie and my PR is like a 40 on a 8 move LL. Although I am learning how do to comms and skeletons and stuff just recently. Perhaps skipping some steps like CP and EO could grant a nice skeleton?
 
Next: R2 D2 R D2 R2 B' D2 R2 B' L2 U2 B U2 B2 U F2 L D L2 D' R
y' r U2 f' F' U2 F2 // FB
R U R U R U2 R U R U R' U' r U r' // SB
R U' L' U R' U' L // CMLL
U M' U' M' U M U' M2 U' // EOLR
u2 M u2 M' // L4E
41 STM
NEXT:
R2 F L' F D F' L U R2 U' R2 B2 R2 D B2 R2 D R2 L2 F'
 
As far as using YruRU for FMC, I think it's impractical. If anything, LEOR would be better since you could do insertions more easily. Unless you get a Sune or U-perm or some other really lucky LL, having CP solved is actually worse than not, since you have to insert twists instead of 3-cycles.
 
R2 F L' F D F' L U R2 U' R2 B2 R2 D B2 R2 D R2 L2 F'
Guess ima do it

Roux, 31 STM

z2 y' M U' B F//FB
M' U' r2 U R' U2 R2 U' R'//SB
U2 R U2 R' U' R U' R'//CMLL
M U2 M' U2 M' U' M U M2 U'//LSE


YruRU, 39 STM

y' x' F' r' F2 R F'//CPL
U2 R u2//FB
R r U r' U2 R' U M2//EOS
U' R2 U R2 U2 R U2 R' U R//F2L
R' U2 R U R' U R2 U R' U R U2 R'//2GLL


I think that YruRU is a pretty good concept, but that it's not quite as viable as Roux (even for OH.) YruRU has a decently awkward start switching between all the different wide moves and EOS is quite hard to figure out quickly/efficiently in my experience. I also don't think the 2G finish is enough to make up for those aspects, especially considering LL recognition/length. Further, OH CMLL is well optimized already and LSE is good once it's been drilled a lot. FB isn't great but again neither is Cross and it's fully planned in inspection while being low movecount. SB is pretty solid.

Roux may have some issues, but I think that YruRU's awkward first steps and relative inefficiency hold it back from "winning."

Granted, this is my experience with the two methods. If you like YruRU and/or it works better for you, go ahead. I would be happy to see ways of optimizing those first few steps and re-evaluate.

NEXT: B2 D' F' L B2 R2 D2 F' D L2 F R2 F' R2 L2 F' U2 L2 F' B2 L2
 
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