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BH uses a fixed buffer and solves all possible 3 cycles using optimal (move or speed) commutators to solve two pieces at once. It uses several hundred algs for corners and edges, though they are all intuitive comms.

Freestyle is freestyle, you freely solve the cube using comms/PLLs/conjugates or whatever you want to freestyle your way to a solved cube.

R2 method is the corner version of M2. It's Pochmann's second 3BLD method that swaps 2 corners by doing R2, setup moves are needed to move any piece into your buffer and R2 to solve it (undo setup.) If you know about M2 the concept is very similar.
 
BH uses a fixed buffer and solves all possible 3 cycles using optimal (move or speed) commutators to solve two pieces at once. It uses several hundred algs for corners and edges, though they are all intuitive comms.

Freestyle is freestyle, you freely solve the cube using comms/PLLs/conjugates or whatever you want to freestyle your way to a solved cube.

R2 method is the corner version of M2. It's Pochmann's second 3BLD method that swaps 2 corners by doing R2, setup moves are needed to move any piece into your buffer and R2 to solve it (undo setup.) If you know about M2 the concept is very similar.

Oh, so does that mean BH is basically a faster version of R2, since BH solves two corners at a time but R2 solves one at a time?
 
If you consider that the Last layer than sure, I consider a LL equivalent in roux to be the LSE, you can frequently influence EO in roux during the CMLL step. Lots of room for forcing stuff in LSE.

I was just writing my thing taking the term Last Layer literally, because the full LSE is not on one layer so you can't call it the LL (whereas the last step of LSE is just the M layer itself)
I do agree though that in terms of how much it affects the solve, a full LSE skip would be more equivalent to the LL skip in CFOP, Petrus, ZZ, etc.
 
Currently, I'm trying to learn a good method for skewb because I got one recently. So, I am trying to learn Kirmeep but none of the algs seem to work because I dont understand the notation.
Can anyone try to better explain it for me because I cannot seem to get it. :D
 
Currently, I'm trying to learn a good method for skewb because I got one recently. So, I am trying to learn Kirmeep but none of the algs seem to work because I dont understand the notation.
Can anyone try to better explain it for me because I cannot seem to get it. :D
theres one corner yuu wont move, lets say UFR, then in the notation U would be UBL, D=DBL, R=RBD, L=LBD;
 
I'm really interested in learning Heise, however the only site I can find is Ryan's and because I'm using my iPod I can't view the java cubes. Is there any other site that explains heise using pictures and text?
 
In a old thread, user Stachu Korick talks about primary phasing (deals with corners) and secondary phasing (dealing with edges). What is this and how do you do primary/secondary phasing?
 
I think it's something to do with setting up for easy cases. But I've been wondering how exactly to apply it, and what exactly it is.
His description of it was rather vague...

What I have been wanting to ask (similar to your question) is how do you apply phasing to roux?
 
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