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Yes. By the way, FII's are now sold with some kind of faster lubrication. They used to be so much better, especially for OH.

yeah i had an original f2 but i lost caps to it and ..yeah. was a very sexy cube at that, i liked it :-/


another question, where can i find OH cpls algs? statues document has incorrect algs on it
 
I've learn all sune, antisune, and 2 L cases for 2x2 cll cases. Should I work on recognition right now or learn the rest of the algorithms then work on recognition?
 
I was just reading through the IQ thread in the Off-Topic section, and I clicked on Stefan's link to Wolfram Alpha. As you can see, it displays percentile rank in the results table. Being unfamiliar with Wolfram Alpha (which is a pretty interesting tool, if I do say so myself), I started experimenting with it. I noticed that if you search for any IQ value greater than 138, it displays a percentile rank of 100. It was my understanding that a percentile rank of 100 was unachievable, because you would have to beat yourself in order to score higher than 100 percent of recorded IQs. Would someone please clarify? Do I misunderstand the concept of percentile rank? Is this statistic something else entirely?
 
Sorry, I ment using that as a set up. My main problem was... when an insertion requires a F or B, should I rotate the cube or just do a d/d', I can't work out which is a better/faster technique.

So with the set up R U R' U' y', I could either go U y R U' R' or d L U' L' (does it just come down to personal preference, or is one method much better for lookahead/speed?)
No one uses d moves..they are so slow. If you are going off badmephistos F2L pdf document where they have a lot of d and d' moves then ignore them. I repeat, if you have to insert the case using a F or B move then rotate the cube
I'm sorry Eric, but I think you are really very wrong.

First of all, I don't think you can make such a sweeping statement as "no one uses d moves". F2L is highly dependent on personal preference and cubing style. IMO, it is often quicker to perform a d turn as opposed to a rotation, especially if it is part of an insertion.

Secondly, using F or B moves effects edge orientation. Sometimes this will be beneficial, other times this will not, and you should be able to tell these situations apart and act accordingly.

Please don't take this as me attacking you, that's not my intention. However, I feel you failed to acknowledge that F2L is so versatile there is rarely one golden rule for all situations.

In short, Godmil, cube rotations, double layer turns and F and B turns all have their place in F2L. The trick is figuring out when each is beneficial to you and which you are more comfortable executing.
 
Does the always being able to solve the cross in 8 moves or less thing include the ADF (assuming cross on D)? I failed at answering my non-cuber friend today. xD
 
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