- Jul 6, 2006
- Visit Channel
Why would you call that false? As soon as you leave one twisted corner (or edge) somewhere during your skeleton you will already need 2 insertions and about 12 moves to solve it. A piece that is in place but misoriented takes the most moves to solve. Superflip is one of the worst for this exact reason and even a single flipped cross-piece during a speedsolve is already bad (4 moves and not finger trick friendly)Well, that's clearly false. twisted corners give the best cancelations as you have the most freedom during the first insertion. 2 twisted corners is surely the best "2 insertions" case. However, of course it is nicer in general to end up with 3 permuted corners instead of 3 twisted corners, as the former requires only one insertion.
In the end, it's always a matter your skeleton's length.