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I think I'm stupid but is the difference between BH corners and Turbo corners (for 3x3) that BH shoots UBR to anywhere to anywhere while Turbo only shoots UBR to UBL (or BLU or LUB) to UFR (or FRU or RUF) and UBR to UFR(FRU or RUF) to UBL (BLU LUB)
 
I think I'm stupid but is the difference between BH corners and Turbo corners (for 3x3) that BH shoots UBR to anywhere to anywhere while Turbo only shoots UBR to UBL (or BLU or LUB) to UFR (or FRU or RUF) and UBR to UFR(FRU or RUF) to UBL (BLU LUB)

Yes, turbo sets up the 3 pieces in the cycle all to the U layer, whereas BH simply uses an optimal commutator to cycle the pieces anywhere on the cube.
 
DS-15.jpg


You mean this?
 
I guess I would say that the regulation that keeps this from being legal would be the following:
3j) Puzzles must be clean and must not have any markings, elevated pieces, damages, or other differences that distinguish one piece from a similar piece.

Similar pieces would be "all edges" or "all corners". Since you can distinguish all of them from each other because of their different shape, the cube would not be legal.
 
what is easier to learn pochman or m2?

Pochmann, as it has no orientation phase, and less special cases, but M2 is very fast and as soon as you fully understand Pochmann, switch.



Where can I find a full example solve of corners using BH? I can't find any, so it would help if you could post your own if you can't find one.
 
what is easier to learn pochman or m2?

Pochmann, as it has no orientation phase, and less special cases, but M2 is very fast and as soon as you fully understand Pochmann, switch.

M2 doesn't have an orientation phase either... But I do agree that Old Pochmann is slightly easier than M2. Once you learn Old Pochmann the transition to M2 is quite easy as well.
 
Where can I find a full example solve of corners using BH? I can't find any, so it would help if you could post your own if you can't find one.

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

I solve with Red in front, white on top, and use ULB as my buffer.

So to start, do y.

Corner cycles:

1. 8-move: [L', U R2 U'] --> L' U R2 U' L U R2 U'

2. Cyclic shift: R' U B2 U' R U R' B2 R U'

3. 8-move: [L2, D R' D'] --> L2 D R' D' L2 D R D'

Now there is only a corner swap left and depending on how you deal with parity you could do different things.

Hope this helped. :)
 
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