StachuK1992
statue
- Joined
- Jul 24, 2008
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- 3,812
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- West Chester, PA
- WCA ID
- 2008KORI02
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Methods and turnspeed are neat and all, but they aren't all that's in a solve.
I'd like to compile a list of things that actually matter for a cuber solving a cube.
Burst Turnspeed
Movegroups
Documentation
Movecount
Look-ahead and recognition
Setting
Hardware
I hope that covers most everything.
I wrote this so I can follow up with this for another thread. Referencing this will be needed, so I thought I'd get this out a while.
statue
I'd like to compile a list of things that actually matter for a cuber solving a cube.
Burst Turnspeed
Many methods require algorithm memorization and execution, and obviously, the faster you turn (especially for final steps) the less time it will take to execute an algorithm.
Movegroups
Some people like as many <R,U,L> turns in a solve as they can get their hands on. Some people shine at <R,U,D>. Some people like spamming <Moo> wherever they can. Depending on how a cuber's fingers are shaped, on how they execute certain moves (fingertricks, wristing, general execution style) one alg or undetermined sequence *may* be inherently better than another. Some factors that go along with preferred movegroups are that an alg might be longer (movecount) than another, that case taking up more time than someone else performing a different alg for the same case.
Documentation
Not only does documentation of a method (algs, websites, threads, times on WCA, videos) provide information to be stored regarding *how* to solve, but documentation also provides a sort of encouragement. If someone sees a Roux average with really smooth turnspeed until the LSE, they're going to attempt to mimick that, and spaz out once they hit that step. This could both hurt a user, for mimicking a motion before they have the necesarry experience to do it efficiently, and help a user, by encouraging them to solve with a different approach and maybe learn something out of it.
Documentation also provides the notion that times with a certain method are in fact possible. Any senior member here should be able to note that once a mental wall (time barrier) is broken, others quickly follow. This barrier-breaking helps users have faith that their system is 'good.' This feeling of confidence actually helps users get faster; I won't speculate too much why this happens, but it does.
Documentation also provides the notion that times with a certain method are in fact possible. Any senior member here should be able to note that once a mental wall (time barrier) is broken, others quickly follow. This barrier-breaking helps users have faith that their system is 'good.' This feeling of confidence actually helps users get faster; I won't speculate too much why this happens, but it does.
Movecount
Time = Turns * (seconds/turn). If you have 60-move solutions and turn 3 times a second on average, you're going to average 20s. If you learn to optimize your solutions to 45 moves, or turn at 4 tps (while maintaining the other factor) you're going to have an average of 15s. Doing both will get you sub12 second solves. Simple math is: use less moves, turn moar fasts, have moar WR.
Look-ahead and recognition
If a case in a solve is either hard to recognize, or you're just not good at recognizing, you're going to have a lot of wasted time during a solve just sitting there trying to decipher a situation and deciding what to do.
In addition, tracking pieces while performing other moves is very useful in any method, regardless of puzzle. It's like cheating your recognition, and there's nothing wrong with that.
In addition, tracking pieces while performing other moves is very useful in any method, regardless of puzzle. It's like cheating your recognition, and there's nothing wrong with that.
Setting
I haven't yet heard of a cuber who asks for it to be super-cold or windy at a competition setting. I *have* heard complaints many times about outside factors that affect cubing, such as a room being too cold. There's more to this, but you get the idea.
Hardware
Bad cubes are bad, and can affect almost all of the above factors.
Bad stickers make for bad recognition make for bad solves.
Popping and locking are really really bad.
Bad stickers make for bad recognition make for bad solves.
Popping and locking are really really bad.
I hope that covers most everything.
I wrote this so I can follow up with this for another thread. Referencing this will be needed, so I thought I'd get this out a while.
statue
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