brododragon
Member
Blue is better, but I agree.'Intuitive comms" is redundant lol, just say comms.
Blue is better, but I agree.'Intuitive comms" is redundant lol, just say comms.
That sounds great! I'm not really an intuitive solver, though I do enjoy doing it, and it would be great to have a bunch of resources in one place. it could also help new cubers with more advanced cubing topics if they are all in one place, so they have an easy time finding info, and don't shy away from intuitive methods.What do you guys think about a collection of cubing resources for intuitive solvers? I've found that there is a dearth of resources for intuitive solving. Here's what I was thinking of:
It took me some time to find, understand, or create all of these things, since the vast majority of cubing resources and based on memorized algorithms. I think it would be helpful to have these in one place, which would also help intuitive solvers to exchange information with each other (assuming there are other intuitive solvers besides me).
- Links to helpful intuitive resources that already exist, e.g. Heise method, commutator tutorials, and intuitive guides for other puzzles.
- Video tutorial of Heise for beginners (this was my first method). There is no good Heise tutorial video.
- The intuitive and semi-intuitive CMLL methods that I use. One uses only commutators and one using 2 commutators and 2 algorithms (both of which are technically commutators).
- Explanation of odd and even parity, and why it matters when using commutators. Suggestion for learning how to convert odd to even parity.
- My completely intuitive 4x4 and NxN method which uses no algorithms.
- My intuitive and semi-intuitive 3BLD parity methods, which either use no algorithms at all, or just Niklas and Sune.
- Explanation of why I don't learn algorithms (because I want my skills to last for the rest of my life, and I will forget algorithms when I take a few years off from cubing).
What do you guys think about a collection of cubing resources for intuitive solvers?
What's that?ballint block
get a megaminx, go to the lime green side. You solve the yellow lime green edge and then the yellow blue lime green pair.What's that?
I've just had an idea. It's to do with NM blocks and LL. Firstly, EOCross+1 suddenly becomes a lot easier. Sceondly, F2L becomes better. There are only 2 problems: the extra moves at the end (but this is made up by being easier to do cool stuff), secondly ZBLL and F2L recog. The solution for F2L is to practice, the solution to ZBLL is quite easy. Learn to recog NM PLL, then use the twist+PLL method of ZBLL recog. This could be amazing, but equally, too over complicated. I'll have a play around.
I have a ZZ-Spike variation for petrus solvers, @GenTheThief i need your permission to make this a thing, but here’s the idea:
For uses of demonstration, build first layer in white.
1. Do Cross and F2L or make a Petrus block and expand all through the bottom layer.
2. Make a ballint block on the lime green face.
3. Solve the pink side and the orange side next to it (but make sure your not purposefully solving light blue and cream pieces)
4. Solve the grey green, grey pink, and grey orange pieces
5. Do EO like normal ZZ-Spike (which can be found Here)
6. CO
7. EP
8. CP
This is literally orozco with a different buffer.
Three Cycle Method [BLD]
By – Md Shahil Ahmed
Date: 04-16-2020 (alpha version )
3C(3 Cycle Method)
The general idea is that you solve one piece at a time using 3 cycle algorithm.This is an advanced version of Old Pochmann(as it uses the BUFFER of OP)..It uses the concept of Orozco method and BH method.The memo should be done in pairs.There are three important terms used in this method.
The piece in Buffer/Helper is needed to shoot to the target.All the pieces need to move into the target by using setup move to solve.
- Buffer (Corner: ULB Edge: UR)
- Helper (Corner: UBR Edge: UL)
- Target
Corners: ULB/UBR
Edges: UR/UL
Target: Target can be its original location(like BH Method).But for beginner Target for Corner is UFL or URF and Target for Edge is UF or UB.
The most important concept is CYCLE.There are two types of cycles
ODD CYCLE:
In odd cycle we shoot BUFFER to the TARGET Making sure that the HELPER ends in the BUFFER.The piece in the the TARGET will move to the HELPER.
BUFFER->TARGET->HELPER
EVEN CYCLE:
In even cycle we shoot HELPER to the TARGET Making sure that the BUFFER ends in the HELPER.The piece in the the TARGET will move to the BUFFER.
HELPER->TARGET->BUFFER
Note:The original piece in the HELPER is always switches with BUFFER.
Algorithms:
Note: Previously I had used UF as Helper for edges.This had slows down the setup moves very much.For this reason I had changed my Helper for edges to UL.For most of the pieces can setup to UB by doing B Layer move and UF by doing F Layer move.For Special Targets like DL/LD,DR/RD you can use special algorithms or use two move setups.
Edges Cycle(Normal – Odd Cycle)
Edges Cycle(Inverse – Even Cycle)
- UR->UF->UL: (M2 U') (M U2 M') (U' M2)
- UR->UB->UL: (M2 U) (M' U2 M) (U M2)
- UR->FU->UL: (M U M') U2 (M U M')
- UR->BU->UL: (M' U' M) U2 (M' U' M)
- UR->DL->UL: y U2 M U2 M' y'
- UR->DR->UL : y M' U2 M U2 y'
- UR->LD->UL: y U (M' U' M') U2 (M U' M) U' y'
- UR->RD->UL : y U (M U M) U2 (M' U M') U' y'
Corner Cycle(Normal – Odd Cycle)
- UL->UF->UR: (M2 U) (M U2 M') (U M2)
- UL->UB->UR: (M2 U') (M' U2 M) (U' M2)
- UL->FU->UR: (M U' M') U2 (M U' M')
- UL->BU->UR: (M' U M) U2 (M' U M)
- UR->DL->UL: y M U2 M' U2 y'
- UR->DR->UL: y U2 M' U2 M y'
- UR->LD->UL : y U (M' U M') U2 (M U M) U' y'
- UR->RD->UL: y U (M U' M) U2 (M' U' M') U' y'
Corner Cycle(Inverse – Even Cycle)
- ULB->URF->UBR: x R2 D2 (R U R') D2 (R U' R) x'
- ULB->RFU->UBR: (F R F' L F) R2 (F' L' F R F')
- ULB->FUR->UBR: (F' L F) R' (F' L' F) R
- ULB->UFL->UBR: x (L U' L) D2 (L' U L) D2 L2 x'
- ULB->FLU->UBR: L (F R' F') L' (F R F')
- ULB->LUF->UBR: (F' L F R' F') L2 (F R F' L F)
- UBR->URF->ULB: x (R' U R') D2 (R U' R') D2 R2 x'
- UBR->RFU->ULB: (F R' F' L F) R2 (F' L' F R' F')
- UBR->FUR->ULB: R' (F' L F) R (F' L' F)
- UBR->UFL->ULB: x L2 D2 (L' U' L) D2 (L' U L') x'
- UBR->FLU->ULB: (F R' F') L (F R F') L'
- UBR->LUF->ULB: (F' L' F R' F') L2 (F R F' L' F)
Parity:
Since For solving corner ULB and UBR are affected.And For Solving Edges UR and UL are affected.When you have a parity you must do F Perm in order to swap the corners(ULB and UBR) and edges(UR and UL).
F Prem: y R' U' F' R U R' U' R' F R2 U' R' U' R U R' U R y'
Alg for Flipping edges(UR and UL): M U M U M U2 M' U M' U M' U2
Alg for Twistwing corners(ULB+ and UBR-)
Alg for Twisting corners(ULB- and UBR+)
- Notation: LBU->ULB and RUB->UBR
- y (R U2 R' U' R U' R') (L' U2 L U L' U L) y'
- y (R' D' R D R' D' R) U (R' D R D' R' D R) U' y'
Notice:
- Notation: BUL->ULB and BRU->UBR
- y (L' U' L U' L' U2 L) (R U R' U R U2 R') y'
- y (R' D R D' R' D R) U (R' D' R D R' D' R) U' y'
For advanced cuber you can shoot to the original location using BH commutators.
- Shoot the buffer to any unsolved location
- When you see the helper piece during memo eg: UL add the piece UL and the piece that is in UL not LU.During Execution just skip the UL piece and continue to solve normally.
PS:If my english is bad,sorry for that.Also I request to contribute examples using 3 Cycle method..Inform me if some algs are incorrect..Try to contribute this 3C method to wiki...
I am making documentation I will release it when it is finnished.
It can be used to beginner BLD method solving..
This method is invented by Me(Md Shahil Ahmed) during Lockdown days of Corona Virus..
Credits:
1.Erno Rubiks
2.Inventor of Pochmann Method
3.Inventor of BH Method
4.Inventor of Orozco method
5.You
Thank you.
Ok so there are 27 vls cases for winter variation. There are 3 2x2 pll cases. Y, T, and Solved. 27x3=81(2x2)
If you have 3/4 of a face completed, how many algs to solve the rest? (basically 1LLSLL except with a face and not a layer)
You didn't. There would be at least 3!x5!x3^4/4=14580 distinct cases up to auf.Ok so there are 27 vls cases for winter variation. There are 3 2x2 pll cases. Y, T, and Solved. 27x3=81
if my math is correct the subset would have 81 cases
ok yeah let's not do this methodYou didn't. There would be at least 3!x5!x3^4/4=14580 distinct cases up to auf.
Step 2 would not need any new algs genned, because you can use coll instead of totally new algs. Also, you can’t us u perms for step 4 because you still have to orient those edges before permuting them. What you could do is use ELL for this step, but ell isn’t the best subset. This method is a pretty interesting method, I would recommend you learn ell and coll and do some solves with it and see what you think.So I designed a new Method called EOCF.
Edge Orientation Corners First. The hardest part is indeed step one and after it its just CF with some other algs.
Step 1 Edge Orientation
Step 2 Corners of the First Layer with R U L and CLL in the Style of R U L moves to not destroy EO (maybe i have to gen new algs for that)
Step 3. Edges of the first layer done in pairs
Step 4. Edges of the last layer (gen new algs or use U-Perm)
Step 5. Insert last redge or last ledge by U M U2 M U or U' M' U2 M' U' and midge permuation. It can be really fast to execute and has in the End not much algs maybe 42 (Step 2) + ~10 (Step 4) + 2 (Step 5) ~ 54 Algs. And the movecount is fairly good as EO takes around 6 STM, maybe 15 STM max for whole step 2 and step 3 and 4 can be combined together max 15 STM maybe Step 5 takes no more than 8 STM whole. So you get your cube in around 44 STM which is fairly good. And Fingertricks and no real need for rotations are also really noticeable.
So what do you think? Should I reasearch this method more?
Thread starter | Similar threads | Forum | Replies | Date |
---|---|---|---|---|
[Unofficial] 5x5 Cage Method UWR 1:28.18 by Hill Pong | Puzzle Video Gallery | 2 | ||
The best 4x4 method??? | General Speedcubing Discussion | 8 | ||
Creators Competition: Method-Making Competition No. 1 | Forum Competitions | 10 | ||
Calculating Method/Substep Efficiency | Puzzle Theory | 27 | ||
M | What method is this? | Cubing Help & Questions | 24 |