Status
Not open for further replies.
In WCA notation on a 4x4 I can write 'l2' to rotate an inner slice. On a 6x6 I want to rotate the equivalent slice like so, but is there a way to write it other than 3L2 2L2' ? FWIW, what I'm doing is consolidating my reference sheet of algorithms for the 4x4 and 6x6 (and eventually 8x8). I want to try to use similar algorithms for the even cubes.
 
In WCA notation on a 4x4 I can write 'l2' to rotate an inner slice. On a 6x6 I want to rotate the equivalent slice like so, but is there a way to write it other than 3L2 2L2' ? FWIW, what I'm doing is consolidating my reference sheet of algorithms for the 4x4 and 6x6 (and eventually 8x8). I want to try to use similar algorithms for the even cubes.

I don't think so. 3L2 2L2' is actually quite straightforward to many people. If you want to standardize your algs, you could do a Lw2 L2' but l2 is easier for people.
 
Last edited by a moderator:
I personally found out B16 stapler bullets work excellently. But the most important thing to keep your pins in longer is to thoroughly clean out the old super glue. It really saves you a lot of trouble.
 
I don't think a link exists. Here's a rundown;

L block - intuitive
R block - intuitive
CP - J and N perm
L/R edges - M2 and /(3,0)/(0,3)/(1,0)/(0,-1)/(0,1)/(-1,-3)/(-3,0)/
Mslice - Intuition, M2 and /(3,0)/(0,3)/(1,0)/(0,-1)/(0,1)/(-1,-3)/(-3,0)/
Parity - /(-3,-3)/(3,0)/(-3,-3)/(2,0)/( -4,2)/(4,-2)/(1,0)/(-3,-3)/

So, I'm trying to figure out how to solve a sq-1 and I just found this old post. I want to start with the Screw method.
Basically, all I want to know is:
- Do you make it a cube before doing this?
- What are the J and N perms for sq-1?
- How do you do "M2" on a sq-1?
- According to the post, there wasn't a link back then. Is there one now (I can't seem to find one, so I assume not)?

PS: Please excuse my noobiness. I'm new to this puzzle.
 
Last edited:
So, I'm trying to figure out how to solve a sq-1 and I just found this old post. I want to start with the Screw method.
Basically, all I want to know is:
- Do you make it a cube before doing this?
- What are the J and N perms for sq-1?
- How do you do "M2" on a sq-1?
- According to the post, there wasn't a link back then. Is there one now (I can't seem to find one, so I assume not)?

I don't believe there are any good tutorials or anything, if that's what you mean by link. I don't even think there's a wiki article on it. To answer your questions:
-Yes, you make it square shaped before using this method.
-If you go to Lars Vandenbergh's website (http://www.cubezone.be/square1.html), you can find algs that you can use for the 2-look CMLL.
-M2 is (1,0)/(-1,-1)/
 
Why do people say Dot OLL cases are bad or slower?
Is it really more efficient if we learn partial edge control?


I'm really an ***** at these advance LL stuff.
You ask me what's COLL and I'll tell you I dunno.
You ask me what's 2GLL I'll tell you WTF
You ask me what's ELL I'll tell you to jump a lake
You ask me what's VH I'll tell you Vicious Hyena?
You ask me what's ZB I'll say STOP FRICKING ASKINH QUES!!

Jk, but I would still like all my quest answered

I actually like dot cases. You must be joking. But I think they say that because no edges are oriented, so therefore it would be slower?

To learn partial edge control wouldn't make much sense. Why not just learn full ELL (Edge Last Layer). If E-Perms are a pain in the ***, then learn COLL (Corner permutation w/ OLL).

ZB stands for Zbrowski-Bruchem.
VH and 2GLL, no clue, I'll look them up on Wiki again.
 
Why do people say Dot OLL cases are bad or slower?
Is it really more efficient if we learn partial edge control?


I'm really an ***** at these advance LL stuff.
You ask me what's COLL and I'll tell you I dunno.
You ask me what's 2GLL I'll tell you WTF
You ask me what's ELL I'll tell you to jump a lake
You ask me what's VH I'll tell you Vicious Hyena?
You ask me what's ZB I'll say STOP FRICKING ASKINH QUES!!

Jk, but I would still like all my quest answered

When everything else fails: This should help (Or a wiki search)

Wiki said:
2GLL (short for 2-Generator Last Layer) is a subset of ZBLL.
Wiki said:
Edges of Last Layer, or normally ELL, is a method that solves the last layer edges of the 3x3x3 in one algorithm as the last step in the solution, normally after performing CLL to solve the last layer corners.
Wiki said:
COLL (an abbreviation for Corners of Last Layer) is a method in the CxLL group that solves the Last Layer corners in one algorithm, while preserving the F2L and the orientation of the LL edges.
Wiki said:
VH (short for Vandenbergh-Harris) is a variant of the Fridrich method invented by Lars Vandenbergh and Dan Harris.
Wiki said:
ZB (short for Zborowski-Bruchem after its inventors, Zbigniew Zborowski and Ron van Bruchem) is a very efficient but algorithm-intensive method which is a variation of advanced LBL methods such as the Fridrich method.

Hope that helped. :3
 
Last edited:
Status
Not open for further replies.
Back
Top