The 3x3x3 Example Solve Thread

NEXT: R2 F2 D' R2 F2 R2 U2 R2 D R2 D' B2 L B U F2 U F' L' D' L

Tripod, 43 HTM

x R L2 F2' U F //cross
R' F U R F' //P1
U2 L' U L2 U L' //P2
y R U R' //P3
R' U R y F U R U' R' F' R U2 R' //block+LS
U2 R' F R U2 r U' r' y' U2 R2 U2 R //LL

3-move cross! Very lucky scramble. LL probably isn't move-optimal but that's the alg I use.

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

z' y'
R U' R u' F' (D' U)
R U R'
U R' U2' R
L' U L U' L U L'
U' y' R U2' R2' y r U2' R' U R U2' r'
R U R' F' R U R' U' R' F R2 U' R' U

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

z' y'
R U' R u' F' (D' U)
R U R'
U R' U2' R
L' U L U' L U L'
U' y' R U2' R2' y r U2' R' U R U2' r'
R U R' F' R U R' U' R' F R2 U' R' U

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

Beautiful solve. Clap clap clap

z D F' L D R2' U R D2 //xcross
U L' U2 L y' L' U L //P2
U R U R' U R' U2 R2 U R' //P3+P4
U2 R U2 R2' F R F' R U2 R' //OLL
U R2 U R U R' U' R' U' R' U R' U' //PLL

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

Pretty nice solve with no AUF after PLL

Inspection: z'

Cross: F L' D2 F R2 D'
1st Pair: y' U2 L U' L'
2nd Pair: R U2 R' U' R U R'
3rd Pair: y' L U2 L' U2 L U' L'
4th Pair (setting up for winter variation): U R U' R' U2
WV: (R U' R' U' R' F R U R U' R' F')
PLL: R' U L' U2 R U' R' U2 R L

Next Scramble: B' U' F2 U' B2 L2 D' U2 B2 U' R2 L' D L' B' F U' B2 U
 
Well since all the edges are solved I might as well do unique solutions

FMC, 22. Basically did a comm and did insertion comms to finish lol

B2 R B * L2 B' R' B # L2 B

*= F' L' B2 L F L' B2 L
#= F R' F' L2 F R F' L2

B2 R B (F' L' B2 L F L' B2 L') B' R' B (F R' F' L2 F R F') B

Roux, 29. I tried to find most efficient solution w/o insertions and linear Roux

z2 D r2 R' D' r2 D'//FB
U2 R' U' r2 U R'//SB
R U' L' U R' U' L//CMLL
M' U2 M U M2 U' M' U2 M U'//LSE


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

z' y2 F2 R' D2 F R' F U L //xcross
y' R' U R F R' F' U R //P2+P3
U2 F U F' //block
U L' U L U' L' U L //LS
U' l' R' D2 R U2 R' D2 R U2 l U' //LL

39 moves if you consider l' R' as an R2

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

Friday night game: try to understand what Attila does in his solves use his method. I think I understand it better now :)

B R2 B2 R' F //Orient edges and corners (5/5)
L' F2 B2 L' //One more E-layer edge (4/9)
U' B2 R' F2 B2 L //Domino reduction (6/15)
F2 U F2 D R2 //All but 3 corners -1 move (5/20)
L2 D R2 D' L2 D R2 D' B2 //Finish (9/29)

See on alg.cubing.net

Next: F2 U' L2 D' R2 F2 L2 F2 U' L2 U2 R U B L F R2 D' L' D U
 
Last edited:
Friday night game: try to understand what Attila does in his solves use his method. I think I understand it better now :)

B2 F2 D' B2 F2 U R2 D2 L2 U' R2 U' R B L' R2 U2 R' B' U


Here is my solving process:
R D2 R' B orient corners,
U' L2 U2 permute corners,
Then I start on inverse scramble:
( B2 M2 b2) 4 ce-pairs on U/D layer, corners not moved yet,
( U2 L2 U) solve the 3 "permutation moves", from the inverse direction,
( if I switch to normal with this premoves, the first 4 "orientation moves" gives any AB8E case).
So, switch back to normal, with premoves U' R2 U2 B2 R2 L2 B2,
L F2 R' F AB8E,
D2 L' U' B F' L orient edges,
D2 U B L2 R2 F' domino reduction,
B2 U2 B2 permute corners.
At this point, I leave the premoves, and try do permute corners/edges swap/E layer-cycle simultaneously,as far as I can solve it optimally:
L F2 R' F D2 L' U' B F' L D2 U B L2 R2 F' B2 U2 B2 domino reduction,
U B2 U2 permute corners,
L2 F2 B2 /L2/ undo (B2 M2 b2) from the inverse start,
/L2/ U D' B2 permute E-layer.
 
NEXT: D2 L2 U2 L' U2 R B2 R' D2 B2 F2 D' L' U2 B D2 B2 U' F' D

CFOP, 42. WV + anti-PLL is a good combination for those annoying dot cases, although this was just an ELL case.

y2 L' D' F L' U2 L U' L' D //xcross
U L F' U F L' //P2
R' U2 R U R' U' R //P3
R U' R' U F' U F //P4+WV
U r' U M2 U' r U2 r' U M2 U' r U //LL
 
NEXT: U2 L2 D' U2 F2 L2 F2 U' F2 U' R2 B R' D F2 R2 D' U2 L B2 R

z y' L' D R2' U R u //cross
R' U2 R //P1
U R U R' L U' L' //P2
D U R U' R' D' //P3
F U F' U L' U2 L' D' L U L' D L2 //P4+SV
U' R' D' r U' r' D R2 U R' U' F' U2 F U2 //LL

22 moves cross+3, 28 to finish :/

NEXT: B' U2 F L2 D2 L2 D2 F2 R2 B' U2 B R' F' D F2 L' B' F R B2

Generated by csTimer. Hope you enjoy.
 
SCRAMBLE -> B2 R2 F2 R2 D B2 L2 D2 U L' D' F L2 F' L2 R' F2 U2 R2 U
[EDIT: idk where I got this scramble lol]


SOLVE ->
D M' x' D2 U F // XCROSS
R' U R2 U R' // P2
L' U L F U2 F' // P3
U' R' U' R d2 R' L F R F2 L' F' L F2 L' // LS+LL
(32h, 38q, 31s, 32e)


https://alg.cubing.net/?setup=B2_R2_F2_R2_D_B2_L2_D2_U_L-_D-_F_L2_F-_L2_R-_F2_U2_R2_U&type=reconstruction&alg=D_M-_x-_D2_U_F_//_XCROSS R-_U_R2_U_R-_//_P2 L-_U_L_F_U2_F-_//_P3 U-_R-_U-_R_d2_R-_L_F_R_F2_L-_F-_L_F2_L-_//_LS&#2b;LL

NEXT: B' U2 F L2 D2 L2 D2 F2 R2 B' U2 B R' F' D F2 L' B' F R B2
 
Last edited by a moderator:
Roux, 38. This one was weird.

I will say one thing about my solves: I intentionally show the most efficient solution that works in a linear, speedsolve-esque fashion. They aren't necessarily representative of my speedsolve solutions or even those of top Roux solvers. I want to show the potential of the method, even in basic form. If you would like to see speedsolve reconstructions paired with my posts, let me know and I'll be sure to include them.

y' B U2 B D2 U2 r' F//FB
M' U' R2 r' U' r U' R U r' U' r//SB
r' U r U2 r D r' U2 r D' r'//CMLL
U M2 U' M2 U M' U2 M//LSE


NEXT: L U F2 L2 B2 U2 L2 R2 F2 D B2 U' F2 R B2 F L2 U' F' U2 F'
 
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