Ollie
Legend
A couple of points to clear up before reading these. By freestyle I don't specifically mean '3-style' or speed-optimal 3-cycles (which this does indeed use) but I mean using a range of techniques including solving from fixed and floating buffers in the same solve, using a 'pseudo fixed buffer' (discussed in example 4) and other miscellaneous techniques to increase your efficiency and speed (like the one in example 2.) They require a bit of practice but I have used most of these techniques throughout my bigBLD career.
Example 1: R B' u2 U D2 B r' R' U2 D B2 D' L2 B' U2 R U' B2 r' f u' f D2 U' f u R2 r' B2 r2 f r' F2 U' R D' f' R' U L'
Techniques discussed: 2-cycle solving, cool 3-style algs, tactics for memorization
Example 2: f2 D B' u L2 R2 D2 u' L F' L' R r D2 f D2 B L2 f B' F' u2 r B U D' R2 U u' L' B2 R U2 r L2 R' u2 B' U' r
Techniques discussed: solving difficult isolated 2-cycles speed-optimally, tactics for orientation
Example 3: f2 B2 R' U2 B u B f2 r U2 f' L U' F2 u2 B2 f2 U2 u B2 R' F u' B' U f' B F2 U D u L2 r' F U2 D R2 r D u'
Techniques discussed: cool 3-style algs, 2-cycle solving, planning cycles during memorization, tactics for orientation
Example 4: r2 F2 L2 D B' R U F B' R' u R2 U2 D2 B2 r2 F' U u' L' u2 F' L2 B f' U2 B' R2 u' f2 u2 U' B' U' F2 f2 B2 L' D' L
Techniques discussed: pseudo fixed buffers
Example 5: F B U2 f2 U' B2 D u' R2 f' D F r2 F f' R' L' F f U' F f' r u' f2 B R' D F2 D' u' B2 F2 f2 D' r L' f D2 L'
Techniques discussed: orientation tactics
I hope this is worthy enough to merit its own thread. If it proves to be a dud then we can move it into Random Blindfolded Discussion
EDIT: I've just noticed that all of the center solutions are 7-9 commutators long which on reflection is pretty normal for me. Is that efficient? Or are they easy scrambles (they were the first 5 scrambles I generated from qqtimer?)
- My 'main' buffer is Ulb
- By 'main' buffer I mean my default buffer, for which I have a speed-optimal 3-cycle for every case.
- I also know a lot of 3-cycles from other buffers. If I do anything like this during example solves it will be referenced in the example
- Every example solve has commentary of what goes through my head during memorization and execution. Try to focus on the techniques discussed rather than the algs.
- Perform all scrambles in your normal BLD orientation.
- slice moves are denoted by lower case letters in the example solutions. Wide turns are denoted by Rw etc.
- These can also be used for 5BLD, but for the purpose of the tutorial I will reference 4BLD specifically.
Example 1: R B' u2 U D2 B r' R' U2 D B2 D' L2 B' U2 R U' B2 r' f u' f D2 U' f u R2 r' B2 r2 f r' F2 U' R D' f' R' U L'
Techniques discussed: 2-cycle solving, cool 3-style algs, tactics for memorization
x2 z // Straight forward, L and U face centers are easiest to see, don't waste time finding anything else
[2Dw: l', U r' U'] // rotationless and fast alg to execute
[D' x': r' U' r, u2] //
[L': d, r U2 r'] //
[d': r U2 r', d'] // Cancels into a rotationless 9-mover. Also [x': 2Uw r 2Uw', l'] is cool
[l2, U r2 U'] // Leaves a potentially hard opposite center case. During memo I see that the Dfr center is solved, so I can use it to solve the final center with a nice opposite center comm.
[U' r2 U, l2] // And now there are two lone centers on the U and D faces, but now they can be solved with ease with this alg.
[l u l', U'] // Take advantage of my solved 'main' buffer to solve the final R face center.
[r', U l U'] // Simple Niklas from the back to finish.
[2Dw: l', U r' U'] // rotationless and fast alg to execute
[D' x': r' U' r, u2] //
[L': d, r U2 r'] //
[d': r U2 r', d'] // Cancels into a rotationless 9-mover. Also [x': 2Uw r 2Uw', l'] is cool
[l2, U r2 U'] // Leaves a potentially hard opposite center case. During memo I see that the Dfr center is solved, so I can use it to solve the final center with a nice opposite center comm.
[U' r2 U, l2] // And now there are two lone centers on the U and D faces, but now they can be solved with ease with this alg.
[l u l', U'] // Take advantage of my solved 'main' buffer to solve the final R face center.
[r', U l U'] // Simple Niklas from the back to finish.
Example 2: f2 D B' u L2 R2 D2 u' L F' L' R r D2 f D2 B L2 f B' F' u2 r B U D' R2 U u' L' B2 R U2 r L2 R' u2 B' U' r
Techniques discussed: solving difficult isolated 2-cycles speed-optimally, tactics for orientation
x // two good options here, x or x z' both leaves 3x faces with two solved centers each. x is easier to see, but also x z' leaves U face centers on the D face which could be troublesome to solve later on, so x is best.
[R2, r U2 r', d'] //
[u': l', U r2 U'] // Some people don't like algs with u' set-ups, but I prefer them as it takes out a rotation and I generally try to remain as rotationless as possible.
[x': u2, r' U' r] //
[R2 y': U' r U, l] // not an ideal case, but set-ups to Niklas style comms are usually fastest. [R' y': d2, r U' r'] isn't bad, either.
[F: U r U', l] // solves your 'main' buffer
[l2, U' r2 U] // solve this case first so you can leave a super awesome case for the U and L centers.
y' r U2 r' U (l') U' r U2 r' U' (l) U // This cancels into the algorithm [U r U2 r' U, l'] which is far more superior than doing two comms, IMO. This was generated by Matt so he deserves full credit for this - the other algs can be found here.
[R2, r U2 r', d'] //
[u': l', U r2 U'] // Some people don't like algs with u' set-ups, but I prefer them as it takes out a rotation and I generally try to remain as rotationless as possible.
[x': u2, r' U' r] //
[R2 y': U' r U, l] // not an ideal case, but set-ups to Niklas style comms are usually fastest. [R' y': d2, r U' r'] isn't bad, either.
[F: U r U', l] // solves your 'main' buffer
[l2, U' r2 U] // solve this case first so you can leave a super awesome case for the U and L centers.
y' r U2 r' U (l') U' r U2 r' U' (l) U // This cancels into the algorithm [U r U2 r' U, l'] which is far more superior than doing two comms, IMO. This was generated by Matt so he deserves full credit for this - the other algs can be found here.
Example 3: f2 B2 R' U2 B u B f2 r U2 f' L U' F2 u2 B2 f2 U2 u B2 R' F u' B' U f' B F2 U D u L2 r' F U2 D R2 r D u'
Techniques discussed: cool 3-style algs, 2-cycle solving, planning cycles during memorization, tactics for orientation
z' // although doing z solves 2 centers on F and D which might be beneficial to some people, it solves 'main' buffer. I try to avoid this for a few reasons (mostly simplicity and to keep all my solves as uniform as possible) so I do z' instead which leaves U and L face centers solved instead.
[B': U r' U', l2] //
[y' U: l2, U r U'] // a trickier case here as well, the rotation to the 9-mover is my favourite. There is also [3Dw' x': r' U' r, u2]
[R u: r U r', u] // a setup to a 9-mover eliminates rotations, and because the alg is mostly quarter turns I find this to be really fast.
[R: d', r u2 r'] // cancels to leave a 2Rw' at the end which is pretty cool.
[R y: r2, U' l' U] // I have an option of two U face centers on D to end the cycle and keep it nice and neat. Dfr leaves an awkward final case (Ubl -> Rdf -> Dfr) so I'll solve to Drb instead. This also leaves an easier L2C commutator to do afterwards.
[r2, U' l2 U] // see?
[U2: r, U' l' U] // I solve this case like this because it cycles only one U face target, and since I have three separate and easy to solve L2C cases left I can solve it with the faster Niklas case.
[U2: l, U r' U'] // same case from the back. You can also break into that last cycle from that final U face buffer, but since it's not your main buffer it will take some thought (fast BLD is braindead.) Solve it like this and for the final case...
[y': r U r, d2] // boom
[B': U r' U', l2] //
[y' U: l2, U r U'] // a trickier case here as well, the rotation to the 9-mover is my favourite. There is also [3Dw' x': r' U' r, u2]
[R u: r U r', u] // a setup to a 9-mover eliminates rotations, and because the alg is mostly quarter turns I find this to be really fast.
[R: d', r u2 r'] // cancels to leave a 2Rw' at the end which is pretty cool.
[R y: r2, U' l' U] // I have an option of two U face centers on D to end the cycle and keep it nice and neat. Dfr leaves an awkward final case (Ubl -> Rdf -> Dfr) so I'll solve to Drb instead. This also leaves an easier L2C commutator to do afterwards.
[r2, U' l2 U] // see?
[U2: r, U' l' U] // I solve this case like this because it cycles only one U face target, and since I have three separate and easy to solve L2C cases left I can solve it with the faster Niklas case.
[U2: l, U r' U'] // same case from the back. You can also break into that last cycle from that final U face buffer, but since it's not your main buffer it will take some thought (fast BLD is braindead.) Solve it like this and for the final case...
[y': r U r, d2] // boom
Example 4: r2 F2 L2 D B' R U F B' R' u R2 U2 D2 B2 r2 F' U u' L' u2 F' L2 B f' U2 B' R2 u' f2 u2 U' B' U' F2 f2 B2 L' D' L
Techniques discussed: pseudo fixed buffers
y // the other option is x y, but again, my 'main' buffer is solved which I'd rather avoid. y it is, then (plus y is easier.)
[x': l' U' l, u] // algs from the back are cool
[L: r U r', u'] //
[R2 u: r U r, u2] // sets up to a rotationless 9-mover which is fast. But I'll have to end the cycle early here. I could shoot to a different R face target but I could also do this afterwards...
U2 // this was suggested by Noah Arthurs a long time ago and it will save some moves other breaking into a different U face buffer, you just have to remember to do U at the end of the cycle otherwise you'll mess up centers. I pull my legs underneath my seat when I use this 'pseudo' fixed buffer - once the cycle is over, I check the position of my legs to see if I've been using the 'pseudo buffer' (if I don't remember to undo it normally.)
[x: d2, r U' r'] // my default alg, however there is also the possibility of solving that case with the 'pseudo buffer' in its normal position with [U l' U', r2] which is what I'd normally do, but try to keep your solutions simple if you can.
[d', r U2 r'] //
[D2 y': l', U' r2 U] U2 // I can undo the U2 setup from the previous step by cancelling it into that last alg. (D2 l' U' r2 U l U' r2 U' D2)
[U: r', U l U'] // normal finish for L2C
[x': l' U' l, u] // algs from the back are cool
[L: r U r', u'] //
[R2 u: r U r, u2] // sets up to a rotationless 9-mover which is fast. But I'll have to end the cycle early here. I could shoot to a different R face target but I could also do this afterwards...
U2 // this was suggested by Noah Arthurs a long time ago and it will save some moves other breaking into a different U face buffer, you just have to remember to do U at the end of the cycle otherwise you'll mess up centers. I pull my legs underneath my seat when I use this 'pseudo' fixed buffer - once the cycle is over, I check the position of my legs to see if I've been using the 'pseudo buffer' (if I don't remember to undo it normally.)
[x: d2, r U' r'] // my default alg, however there is also the possibility of solving that case with the 'pseudo buffer' in its normal position with [U l' U', r2] which is what I'd normally do, but try to keep your solutions simple if you can.
[d', r U2 r'] //
[D2 y': l', U' r2 U] U2 // I can undo the U2 setup from the previous step by cancelling it into that last alg. (D2 l' U' r2 U l U' r2 U' D2)
[U: r', U l U'] // normal finish for L2C
Example 5: F B U2 f2 U' B2 D u' R2 f' D F r2 F f' R' L' F f U' F f' r u' f2 B R' D F2 D' u' B2 F2 f2 D' r L' f D2 L'
Techniques discussed: orientation tactics
x y // I could also do x y2. I would do x y because the two unsolved buffers on U are now my 'main' centers buffer and my corners buffer (Ulf) where some similar corner algs could be transferred over, but that's just me.
[B': l2, U r' U'] //
[L2 y': U' r2 U, l'] //
[z: u, r U r'] // the z algorithms are definitely worth considering, they can be very fast. z' not so much, but again that's just me
[u2, r U r'] //
[y': l, U' r U] // these Niklas type algs are fast too. Learn all of these.
[D' x': l' U' l, u2] //
[R2 y: r2, U' l' U] // lovely cycle, as it leaves a lone commutator at the end.
[F': r U' r', d2] // unfortunately it doesn't draw any parallels with my usual corner commutator but it is easy to see and it is fast.
[B': l2, U r' U'] //
[L2 y': U' r2 U, l'] //
[z: u, r U r'] // the z algorithms are definitely worth considering, they can be very fast. z' not so much, but again that's just me
[u2, r U r'] //
[y': l, U' r U] // these Niklas type algs are fast too. Learn all of these.
[D' x': l' U' l, u2] //
[R2 y: r2, U' l' U] // lovely cycle, as it leaves a lone commutator at the end.
[F': r U' r', d2] // unfortunately it doesn't draw any parallels with my usual corner commutator but it is easy to see and it is fast.
I hope this is worthy enough to merit its own thread. If it proves to be a dud then we can move it into Random Blindfolded Discussion
EDIT: I've just noticed that all of the center solutions are 7-9 commutators long which on reflection is pretty normal for me. Is that efficient? Or are they easy scrambles (they were the first 5 scrambles I generated from qqtimer?)
Last edited: