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icarneiro

Member
Joined
Jul 25, 2019
Messages
76
Location
Brazil
When the pair is on the left, and has to be inserted on the right:

I do (U + Sledgehammer) and insert in the back without rotations.

----------------

REQUEST

I need an advanced alg when the pair is on the right, and has to be inserted on the left, like that:

The inefficient way I do it is 2 sexy moves, and inserting in the back with 1 rotation

P.s: I'm right handed


.
 

Matt11111

Member
Joined
Jun 30, 2014
Messages
1,308
Location
Probably my room
WCA
2014PINN02
YouTube
Matt11111
Not too long ago I bought a Mastermorphix and a Fisher Cube, and it didn't take long for me to realize I'm not very good at dealing with rotated centers. I figured out a few algorithms I can use, but they're not very efficient and I was wondering if anyone knows of any better ones

For rotating one center 180 degrees, I do R U R' U 5 times
For rotating two centers 90 degrees each, I do 3 U perms
 

xyzzy

Member
Joined
Dec 24, 2015
Messages
1,594
Not too long ago I bought a Mastermorphix and a Fisher Cube, and it didn't take long for me to realize I'm not very good at dealing with rotated centers. I figured out a few algorithms I can use, but they're not very efficient and I was wondering if anyone knows of any better ones

For rotating one center 180 degrees, I do R U R' U 5 times
For rotating two centers 90 degrees each, I do 3 U perms
Move-optimal for rotating one centre 180 degrees is (R U2 R' L' U L)2 (and related versions like (L R U2 L' R' U)2), but (R U R' U)5 might be faster if you can fingertrick it.

For rotating two centres by 90 degrees, use a commutator: M' U M E/E2/E' M' U' M E'/E2/E.

For rotating two adjacent centres by 180 degrees, (M' U2 M U2)3. Or use a commutator like the above.

However, you should generally try solving the puzzle so that the centres that need orienting are handled first (and don't break them up later). For example, the Fisher Cube has two centres where the orientation doesn't matter; if you use one of those as your last layer, then you don't have to worry about centre orientation once you have F2L solved, provided that you don't use last layer algs that destroy F2L centre orientation (e.g. most U perm algs, the RUD G perms, most V perm algs).
 

fortissim2

Member
Joined
Nov 5, 2019
Messages
36
WCA
2016LAUI01
Not too long ago I bought a Mastermorphix and a Fisher Cube, and it didn't take long for me to realize I'm not very good at dealing with rotated centers. I figured out a few algorithms I can use, but they're not very efficient and I was wondering if anyone knows of any better ones

For rotating one center 180 degrees, I do R U R' U 5 times
For rotating two centers 90 degrees each, I do 3 U perms
For rotating the top center by 180 degrees, you could do 2 T perms. I find R U R' U x5 to have lots of regrips.
 

fortissim2

Member
Joined
Nov 5, 2019
Messages
36
WCA
2016LAUI01
I want to find a short and good algorithm for the no-swap L COLL, but all the algs there are very long. Is there a BLD alg/thing that I can do to solve this case more efficient?
 

Brest

Super Reconstructor
Staff member
Joined
Sep 30, 2010
Messages
2,313
YouTube
BrestCubing
I want to find a short and good algorithm for the no-swap L COLL, but all the algs there are very long. Is there a BLD alg/thing that I can do to solve this case more efficient?
The shortest alg listed on algdb is HTM move optimal, and is also a BLD commutator:
[F' R D2 R' F, U2]
=
F' R D2 R' F U2 F' R D2 R' F (U2)

For the <RU> algs, does it help to know that they are triple Sune?
(R U R' U R U2 R') (R U R' U R U2 R') (R U R' U R U2 R')
=
R U R' U R U' R' U R U' R' U R U2 R'
 

fortissim2

Member
Joined
Nov 5, 2019
Messages
36
WCA
2016LAUI01
The shortest alg listed on algdb is HTM move optimal, and is also a BLD commutator:
[F' R D2 R' F, U2]
=
F' R D2 R' F U2 F' R D2 R' F (U2)

For the <RU> algs, does it help to know that they are triple Sune?
(R U R' U R U2 R') (R U R' U R U2 R') (R U R' U R U2 R')
=
R U R' U R U' R' U R U' R' U R U2 R'
Thank you so much! I knew that the case was triple sune but it was pretty hard to sub-1 because of the amount of moves it has.

Edit: I just realized that triple sune is much faster. facepalm
But otherwise, thank you so much! :D
 
Last edited:

xyzzy

Member
Joined
Dec 24, 2015
Messages
1,594
The shortest alg listed on algdb is HTM move optimal, and is also a BLD commutator:
[F' R D2 R' F, U2]
=
F' R D2 R' F U2 F' R D2 R' F (U2)
Fun pseudo-2-gen version of that alg: [r u' R2 u r' : U2]. (Not that it's really possible to execute this wide move version quickly because of the weird grip.)
 

xyzzy

Member
Joined
Dec 24, 2015
Messages
1,594
what weird regrip? I don't have one when I execute.
Weird grip, not regrip; I meant that you have to hold the 1×1×3 block on the bottom-left which makes it hard to execute it quickly. Maybe I'm just bad at executing it that way though!

The actual alg I use for this ZBLL/2GLL case is R U' R' L' U2 L U L' U L R U2 R'.
 
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