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	<id>https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=James</id>
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	<updated>2026-10-20T20:48:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=V-Cube&amp;diff=6983</id>
		<title>V-Cube</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=V-Cube&amp;diff=6983"/>
		<updated>2010-02-03T01:58:08Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Wiki 7x7x7 solved.jpg|160px|thumb|An example V-cube, solved.]]&lt;br /&gt;
&#039;&#039;&#039;V-cube&#039;&#039;&#039; is a brand of [[cube]] [[puzzles]] which started selling cubes in June 2008. For the moment they only sell the [[5x5x5]], [[6x6x6]], and [[7x7x7]] puzzles, but they have plans to go from [[2x2x2]] all the way through 11x11x11.&lt;br /&gt;
&lt;br /&gt;
V-cubes were invented by [[Panagiotis Verdes]] and are produced by Verdes Innovations S.A., Verdes&#039;s company located in Greece. The design of these cubes is completely new and different from all pre-existing designs, as it is based on the cone and as the pieces hook together instead of simply being held together by the centers. In addition, the plastic used for the V-cubes is a bit more elastic than the normal plastic for cubes. This leads to several advantages:&lt;br /&gt;
* V-cube pieces are much less likely to break than pieces of any other cube, and several people have tested this by drop-kicking the cubes, throwing them across the room or onto concrete, and so on, and then immediately playing with them afterwards. This would destroy a normal cube.&lt;br /&gt;
* When one piece of a V-cube pops out, the remaining pieces are still held in place, so the puzzle does not collapse like an [[Eastsheen]] 4x4 or 5x5 typically does. Because of this, even if a V-cube is loose enough to pop frequently, it will remain stable until the piece is placed back in, and it is even possible to do turns (such as finishing an algorithm) while the piece is missing.&lt;br /&gt;
* V-cubes seem to be significantly smoother than other brands, even out of the box, and their design allows them to cut corners and be fingertricked on without any lubrication or wearing in. This makes them excellent for speedcubing.&lt;br /&gt;
&lt;br /&gt;
It is very important to note that V-cube was also the first company to ever mass-produce the 6x6 and 7x7 puzzles. In fact, only a handful of these higher-order cubes have ever created by anyone else, and none of those designs were stable enough to be mass-produced. Not only are the V-cubes the first to have such large sizes, however, but every size of V-cube can be speedsolved, and the V-cube 5x5 is far better than any other brand on the market. In short, buying a set of V-cubes is very highly recommended for anyone who is interested in solving [[big cube]]s.&lt;br /&gt;
&lt;br /&gt;
=== V-Cube 5x5x5 ===&lt;br /&gt;
&lt;br /&gt;
=== V-Cube 6x6x6 ===&lt;br /&gt;
&lt;br /&gt;
=== V-Cube 7x7x7 ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Puzzle Manufacturers]]&lt;br /&gt;
[[Category:Puzzle Shops]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:James&amp;diff=6753</id>
		<title>User:James</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:James&amp;diff=6753"/>
		<updated>2010-01-20T01:41:36Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Usr:WCA|ID=2009CRES01}}&lt;br /&gt;
&lt;br /&gt;
{{Usr:Forums|ID=4569}}&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:James&amp;diff=6752</id>
		<title>User:James</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:James&amp;diff=6752"/>
		<updated>2010-01-20T01:41:14Z</updated>

		<summary type="html">&lt;p&gt;James: Created page with &amp;#039;{{Usr:WCA|ID=2009CRES01}} {{Usr:Forums|ID=4569}}&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Usr:WCA|ID=2009CRES01}}&lt;br /&gt;
{{Usr:Forums|ID=4569}}&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer&amp;diff=6750</id>
		<title>Layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer&amp;diff=6750"/>
		<updated>2010-01-20T01:34:07Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &#039;&#039;layer&#039;&#039; refers to any complete movable &amp;quot;slice&amp;quot; of a twisty puzzle. All pieces in the same layer can move together.&lt;br /&gt;
&lt;br /&gt;
A layer is different from a [[face]]. Rather than just including the stickers of one side of a twisty puzzle, a layer includes all of the stickers on all of the pieces of a movable slice.&lt;br /&gt;
&lt;br /&gt;
[[Image:First_layer.gif|thumb|160px|Bottom Layer]]&lt;br /&gt;
[[Image:Middle_layer.gif|thumb|160px|Middle Layer]]&lt;br /&gt;
[[Image:Top_layer.gif|thumb|160px|Top Layer]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer&amp;diff=6745</id>
		<title>Layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer&amp;diff=6745"/>
		<updated>2010-01-20T01:02:21Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &#039;&#039;layer&#039;&#039; refers to any complete movable &#039;&#039;slice&#039;&#039; of a twisty puzzle. All pieces in the same layer can move together.&lt;br /&gt;
&lt;br /&gt;
A layer is different from a [[face]]. Rather than just including the stickers of one side of a twisty puzzle, a layer includes all of the stickers on all of the pieces of a movable slice.&lt;br /&gt;
&lt;br /&gt;
[[Image:First_layer.gif|thumb|160px|Bottom Layer]]&lt;br /&gt;
[[Image:Middle_layer.gif|thumb|160px|Middle Layer]]&lt;br /&gt;
[[Image:Top_layer.gif|thumb|160px|Top Layer]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:Top_layer.gif&amp;diff=6743</id>
		<title>File:Top layer.gif</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:Top_layer.gif&amp;diff=6743"/>
		<updated>2010-01-20T00:55:31Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:Middle_layer.gif&amp;diff=6742</id>
		<title>File:Middle layer.gif</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:Middle_layer.gif&amp;diff=6742"/>
		<updated>2010-01-20T00:55:22Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:First_layer.gif&amp;diff=6741</id>
		<title>File:First layer.gif</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:First_layer.gif&amp;diff=6741"/>
		<updated>2010-01-20T00:55:05Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=AUF&amp;diff=6733</id>
		<title>AUF</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=AUF&amp;diff=6733"/>
		<updated>2010-01-20T00:31:27Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;AUF&#039;&#039;&#039; is an abbrevation for &#039;&#039;adjust upper face&#039;&#039; or &#039;&#039;adjust U face&#039;&#039;. It is an adjustment turn of the upper face to prepare for an algorithm or sequence. Sometimes it is done before any of the last steps, as in [[PLL]] or [[COLL]], to speed up recognition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Abbreviations and Acronyms]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Teraminx&amp;diff=6732</id>
		<title>Teraminx</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Teraminx&amp;diff=6732"/>
		<updated>2010-01-20T00:27:37Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Teraminx&#039;&#039;&#039; is a dodecahedron (shaped as a [[Megaminx]]) that is cut like the [[7x7x7]]. It is now available commercially at [http://cubeforyou.com/product-631.html Cube4You].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Megaminx]]&lt;br /&gt;
* [[Gigaminx]]&lt;br /&gt;
* [[Petaminx]]&lt;br /&gt;
* [[Pyraminx]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[category:Twisty Puzzles]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Edge_Orientation&amp;diff=6454</id>
		<title>Edge Orientation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Edge_Orientation&amp;diff=6454"/>
		<updated>2009-12-30T04:42:59Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The orientation of edges of the cube. Methods such as [[ZZ]] and [[Petrus]] include this as a [[sub step]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Orientation]]&lt;br /&gt;
* [[Permutation]]&lt;br /&gt;
* [[Edge Permutation]]&lt;br /&gt;
* [[Corner Orientation]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[ZBLL]]&lt;br /&gt;
* [[VH Method]]&lt;br /&gt;
* [[Partial Edge Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle Theory]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=6340</id>
		<title>ZBLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=6340"/>
		<updated>2009-12-23T04:33:29Z</updated>

		<summary type="html">&lt;p&gt;James: Removal of misused comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLL&#039;&#039;&#039; (short for &#039;&#039;[[Zbigniew Zborowski|Zborowski]]-[[Ron van Bruchem|Bruchem]] Last Layer&#039;&#039;) is a step of a method which involves solving the entire [[last layer]] in one step, assuming that the [[edge]]s are already oriented. This is part of the [[ZB method]], but it can be useful for any other method which leaves the edges of the last layer oriented after F2L is solved (such as the [[Petrus method]]).&lt;br /&gt;
&lt;br /&gt;
ZBLL indeed sounds like a very useful step to learn, but the main reason that it is not in wide use is that it involves a massive 177 algorithms (counting inverses and mirrors are the same), or a total of 493 cases. Only a handful of people have ever learned this step in its entirety. If you wish to learn it, it is useful to start by learning either [[OCLL]]/[[PLL]] or [[COLL]]/[[EPLL]], so that you will always be able to finish the cube relatively quickly even if you do not yet know the ZBLL case.&lt;br /&gt;
&lt;br /&gt;
===Learning Approach===&lt;br /&gt;
&lt;br /&gt;
The ZBLL cases are divided into 7 sets: T, U, L, Pi, Sune, Anti-sune, H, and the Pll cases, in which all pieces are oriented. The sets are then divided further into 40 subsets. They are recognized by their [[COLL]] case as well as a corresponding edge cycle. Every subset contains 12 cases, which are all different edge cycles possible with the COLL case of that set. Many people recognize ZBLL by looking at the UFR corner and its neighboring stickers. Whether the stickers are adjacent, or opposite allows for a quick recognition. However, this method only works for the T, U and L subsets of ZBLL, because in the other cases the UFR corner is not correctly oriented. Another way to recognize is through blocks of colour or simply the edge cycle. &lt;br /&gt;
&lt;br /&gt;
===Edge recognition===&lt;br /&gt;
&lt;br /&gt;
For the T, U and L cases (there are 3*6*12=216 algorithms in this set) recognition goes as follows:&lt;br /&gt;
&lt;br /&gt;
1. Recognize the orientation case.&lt;br /&gt;
&lt;br /&gt;
2. Recognize the [[COLL]] case.&lt;br /&gt;
&lt;br /&gt;
3. Recognize the edge cycle by looking at the UFR corner and the edge stickers around it.&lt;br /&gt;
&lt;br /&gt;
4. Apply the corresponding algorithm.&lt;br /&gt;
&lt;br /&gt;
Step 3 may look a little complicated, but it&#039;s actually not too bad. In total there are 12 cases, but those are recognized by 2 minor sub-cases, of which there are 3:&lt;br /&gt;
&lt;br /&gt;
C: If the FU sticker is the same as the FRU sticker, and if the RU sticker is the same as the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
A: If the FU sticker is an adjacent color to the FRU sticker, and if the RU sticker is an adjacent color to the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
O: If FU and FRU are opposite, and if RU and RUF are opposite.&lt;br /&gt;
&lt;br /&gt;
A case is recognized by the combination of those. First comes the FU/FRU relation, then the RU/RUF relation, divided by a slash. That means there are 9 possibilities with these cases: C/C, C/A, C/O, A/C, A/A, A/O, O/C, O/A, O/O. However, there are 12 cases. That&#039;s because the A case can mean 2 stickers. That&#039;s why the last 3 cases are known as C/OX, O/CX and OppX. This means that you don&#039;t look for the relation between FU/FRU and RU/RUF, but between FU/RUF and RU/FRU. In the C/OX case, FU and RUF are the same, and RU and FRU are opposite to each other. The same goes for the O/CX case, but vice versa. In the OppX case, both FU/RUF and RU/FRU are opposite. This looks like a Z-permutation. Note that all of these cases can be seen as A/A cases at first, but whenever you have an A/A case, you should always look if it isn&#039;t the other one.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[VH Method]]&lt;br /&gt;
* [[H ZBLL]] (Algorithms)&lt;br /&gt;
* [[ZBLD]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.ai.univ-paris8.fr/~bh/cube/solutions_567.html Bernhard Helmstetter&#039;s ZBLL algs] - complete, but excludes mirrors/inverses&lt;br /&gt;
* [http://www.cubestation.co.uk/cs2/index.php?page=3x3x3/zb/zbll/zbll Dan Harris&#039;s ZBLL algs] - incomplete&lt;br /&gt;
* [http://jmbaum.110mb.com/zbll.htm Jason Baum&#039;s ZBLL algs] - incomplete&lt;br /&gt;
* [http://www-personal.umich.edu/~dlli/Hardwick/zbll.html Chris Hardwick&#039;s ZBLL algs] - incomplete&lt;br /&gt;
* [http://lar5.com/cube/270/index.html Lars Petrus&#039;s One-look 2-alg ZBLL system]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Last Layer Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Abbreviations and Acronyms]]&lt;br /&gt;
[[Category:Sub Steps]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blindfolded_Solving&amp;diff=6339</id>
		<title>Blindfolded Solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blindfolded_Solving&amp;diff=6339"/>
		<updated>2009-12-23T04:30:56Z</updated>

		<summary type="html">&lt;p&gt;James: Removal of misused comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blindfolded solving (abbreviated BLD) is the discipline of memorizing the position a puzzle is in and then solving it without looking at it again. The times for these events must include both the memorization stage and the solving (&#039;execution&#039;) stage. Blindfolds are used to block a cuber&#039;s vision during blindsolving. Another blind solving discipline called [[Speed BLD]] allows unlimited memorisation time, and favours methods which are fast to execute, rather than easy to memorise.&lt;br /&gt;
&lt;br /&gt;
[[Image:4.jpg|200px|thumb|right|Tyson Mao wearing a blindfold during an official solve]]&lt;br /&gt;
&lt;br /&gt;
== Official Blindfolded Events ==&lt;br /&gt;
The WCA currently recognizes four official blindfolded events: 3x3x3, Multiple 3x3x3, 4x4x4, and 5x5x5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Blindsolving Methods]]&lt;br /&gt;
* [[SpeedBLD Methods]]&lt;br /&gt;
* [[BLD Memorization]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
* [[Solving with Feet]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://stanford.edu/~leyanlo/bld.htm Leyan Lo&#039;s blindfolding site]&lt;br /&gt;
* [http://www.youtube.com/watch?v=Rmaj6NXvX1c Rowe&#039;s freestyle corners video]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=16775 Big Cube BLD Discussion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blindfold Guides&#039;&#039;&#039;&lt;br /&gt;
* [http://www.cubefreak.net/blindfoldcubing.html Macky&#039;s Guides on 3OP and M2, and other information].&lt;br /&gt;
* [http://stefan-pochmann.info/spocc/blindsolving/ Stefan Pochmann&#039;s blindsolving pages].&lt;br /&gt;
* [http://erikku.110mb.com/BLDtut.html Erik Akkersdijk&#039;s blindsolving section].&lt;br /&gt;
* [http://youtube.com/watch?v=mKBwMw5MPYU Brian Yu&#039;s Old pochmann tutorial].&lt;br /&gt;
&lt;br /&gt;
[[Category:Solving Variants]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=One-Handed_Solving&amp;diff=6338</id>
		<title>One-Handed Solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=One-Handed_Solving&amp;diff=6338"/>
		<updated>2009-12-23T04:30:01Z</updated>

		<summary type="html">&lt;p&gt;James: Replacement of hyphen with en dash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;One-Handed solving&#039;&#039;&#039; (or &#039;&#039;&#039;OH&#039;&#039;&#039; for short) is a category of [[speedcubing]] that has become very popular recently. Just like it sounds, one-handed solving is all about solving the puzzle with one hand, and it is very strict: you can&#039;t touch the cube with the table or any other part of your body during a solve. This may seem very difficult, but people have gotten averages of as low as [http://speedcubing.com/records/recs_dext_oh_333av10.html 16.19 seconds] on the [[3x3x3]], with typical competition-winning times being around 20–21 seconds.&lt;br /&gt;
&lt;br /&gt;
==Which Hand to Use?==&lt;br /&gt;
&lt;br /&gt;
It may seem obvious that the best hand to use is the dominant hand (i.e. right-handed cubers should use their right hand), but using the other hand can work just as well. One reason to use the other hand is that if you normally execute algorithms with mostly R and U moves you will find it much easier to do these turns with your left hand (and similarly L turns are easier to do with the right hand). It is also helpful to do OH with a hand that is already used to holding the cube. Either hand can be very fast, though, and you should definitely try both hands to see which one feels better for you.&lt;br /&gt;
&lt;br /&gt;
==Making turns==&lt;br /&gt;
&lt;br /&gt;
Most one-handed cubers will hold the cube with the thumb and middle fingers (and often the ring as well) and do turns with the other fingers. Since one goal of one-handed cubing is to use as many R and U turns (or L and U) as possible, because this is much more fast and comfortable, the focus is on how to do these turns as easily as possible, and there are two main schools of thought about this:&lt;br /&gt;
* One way, used by Ryan Patricio, involves using the index and ring finger: the index finger does U by pushing LUB, U&#039; by pushing BUL, and R&#039; by pushing BUR, and the ring finger does R by pushing BDR. The ring finger is also free to do D and D&#039; moves, so this method can be useful for people who use a lot of LUR or URD algorithms.&lt;br /&gt;
* The second way, used by the top Japanese OH cubers as well as Brian Loftus, involves using the index and pinky fingers only. The cube is held with the other three fingers, and then the index finger does U by pushing FUL and U&#039; by pushing BUL, and the pinky does R by pushing BRD and R&#039; by pushing FRD. Although this method is faster for sequences of only U and R turns, no other turns are possible without rotating the cube or changing the grip, so this method of turning can require more cube rotations than the other kind. It is however possible to do u and r turns with a slight grip change.&lt;br /&gt;
&lt;br /&gt;
==Training The OH Hand==&lt;br /&gt;
&lt;br /&gt;
For most people who want to try OH, their fingers will not initially be anywhere near strong or fast enough to perform [[algorithm]]s quickly, so there are several ways to train the hand:&lt;br /&gt;
* Doing specific moves over and over. Just doing RU&#039; or RUR&#039;U&#039; repeatedly can be useful for training the fingers involved in those positions.&lt;br /&gt;
* Performing algorithms. Simply solving a lot without a break, or doing OLL or PLL attacks, can be very useful for training not only the different types of movements required for a solve but also the endurance of the fingers involved. Slowing down at the end of a solve would indicate that you need more endurance.&lt;br /&gt;
* Executing random moves or scrambles. Johannes Laire suggests this method of training; it is useful for exercising the whole hand and not just the fingers that are involved in turns. &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;One-Handed Amnesia&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Many beginning OH solvers have found that when they start doing OH solves they often forget algorithms while they are solving, even if they know the algorithms very well for two-handed solving. This might be because sometimes people learn algorithms using muscle memory, and thus are unable to perform them slowly or one turn at a time. If you want to start OH solving, be prepared to have to relearn some of the algorithms that you thought you knew.&lt;br /&gt;
@see [http://www.speedsolving.com/forum/showthread.php?t=14911 speedsolving.com alg Amnesia thread]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Solving with Feet]]&lt;br /&gt;
* [[Blindsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=15523 Beginners one handed tips and pointers thread]&lt;br /&gt;
* [http://pagesperso-orange.fr/absolutemind/oll1h-angl.html Absolute OLL OH] by Sébastien FELIX&lt;br /&gt;
* [http://pagesperso-orange.fr/absolutemind/pll1h-angl.html Absolute PLL OH] by Sébastien FELIX&lt;br /&gt;
&lt;br /&gt;
[[Category:Solving Variants]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Frank_Morris&amp;diff=6336</id>
		<title>Frank Morris</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Frank_Morris&amp;diff=6336"/>
		<updated>2009-12-23T04:26:30Z</updated>

		<summary type="html">&lt;p&gt;James: Removal of misused comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Interview-frank.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Former world record holder for 4x4x4 single (2005) and 5x5x5 average and single (2005/2006).&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.worldcubeassociation.org/results/p.php?i=2003MORR01 WCA Profile]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=9599 Interview with Frank Morris]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=13336 Frank Morris Card-Ebay Find]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=230609&amp;amp;postcount=24 handshake]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=60869&amp;amp;postcount=18 parity]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=232063&amp;amp;postcount=114 no match]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=231582&amp;amp;postcount=11 F3L]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=235700&amp;amp;postcount=5 F4L]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=60524&amp;amp;postcount=1 Order #1]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=129740&amp;amp;postcount=75 boxer]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=264528&amp;amp;postcount=56 can solve that]&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=4702</id>
		<title>ZBLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBLL&amp;diff=4702"/>
		<updated>2009-09-10T00:26:40Z</updated>

		<summary type="html">&lt;p&gt;James: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ZBLL&#039;&#039;&#039; (short for &#039;&#039;[[Zbigniew Zborowski|Zborowski]]-[[Ron van Bruchem|Bruchem]] Last Layer&#039;&#039;) is a step of a method which involves solving the entire [[last layer]] in one step, assuming that the [[edge]]s are already oriented. This is part of the [[ZB method]], but it can be useful for any other method which leaves the edges of the last layer oriented after F2L is solved (such as the [[Petrus method]]).&lt;br /&gt;
&lt;br /&gt;
ZBLL indeed sounds like a very useful step to learn, but the main reason that it is not in wide use is that it involves a massive 177 algorithms (counting inverses and mirrors are the same), or a total of 493 cases. Only a handful of people have ever learned this step in its entirety. If you wish to learn it, it is useful to start by learning either [[OCLL]]/[[PLL]] or [[COLL]]/[[EPLL]], so that you will always be able to finish the cube relatively quickly even if you do not yet know the ZBLL case.&lt;br /&gt;
&lt;br /&gt;
===Learning Approach===&lt;br /&gt;
&lt;br /&gt;
The ZBLL cases are divided into 7 sets: T, U, L, Pi, Sune, Anti-sune, H, and the Pll cases, in which all pieces are oriented. The sets are then divided further into 40 subsets. They are recognized by their [[COLL]] case as well as a corresponding edge cycle. Every subset contains 12 cases, which are all different edge cycles possible with the COLL case of that set. Many people recognize ZBLL by looking at the UFR corner, and its neighboring stickers. Whether the stickers are adjacent, or opposite allows for a quick recognition. However, this method only works for the T, U and L subsets of ZBLL, because in the other cases the UFR corner is not correctly oriented. Another way to recognize is through blocks of colour or simply the edge cycle. &lt;br /&gt;
&lt;br /&gt;
===Edge recognition===&lt;br /&gt;
&lt;br /&gt;
For the T, U and L cases (there are 3*6*12=216 algorithms in this set) recognition goes as follows:&lt;br /&gt;
&lt;br /&gt;
1. Recognize the orientation case.&lt;br /&gt;
&lt;br /&gt;
2. Recognize the [[COLL]] case.&lt;br /&gt;
&lt;br /&gt;
3. Recognize the edge cycle by looking at the UFR corner and the edge stickers around it.&lt;br /&gt;
&lt;br /&gt;
4. Apply the corresponding algorithm.&lt;br /&gt;
&lt;br /&gt;
Step 3 may look a little complicated, but it&#039;s actually not too bad. In total there are 12 cases, but those are recognized by 2 minor sub-cases, of which there are 3:&lt;br /&gt;
&lt;br /&gt;
C: If the FU sticker is the same as the FRU sticker, and if the RU sticker is the same as the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
A: If the FU sticker is an adjacent color to the FRU sticker, and if the RU sticker is an adjacent color to the RUF sticker.&lt;br /&gt;
&lt;br /&gt;
O: If FU and FRU are opposite, and if RU and RUF are opposite.&lt;br /&gt;
&lt;br /&gt;
A case is recognized by the combination of those. First comes the FU/FRU relation, then the RU/RUF relation, divided by a slash. That means there are 9 possibilities with these cases: C/C, C/A, C/O, A/C, A/A, A/O, O/C, O/A, O/O. However, there are 12 cases. That&#039;s because the A case can mean 2 stickers. That&#039;s why the last 3 cases are known as C/OX, O/CX and OppX. This means that you don&#039;t look for the relation between FU/FRU and RU/RUF, but between FU/RUF and RU/FRU. In the C/OX case, FU and RUF are the same, and RU and FRU are opposite to each other. The same goes for the O/CX case, but vice versa. In the OppX case, both FU/RUF and RU/FRU are opposite. This looks like a Z-permutation. Note that all of these cases can be seen as A/A cases at first, but whenever you have an A/A case, you should always look if it isn&#039;t the other one.&lt;br /&gt;
&lt;br /&gt;
[http://www.speedsolving.com/wiki/index.php/H_ZBLL H ZBLL Algorithms]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Last Layer Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Abbreviations and Acronyms]]&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=FAQ&amp;diff=3491</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=FAQ&amp;diff=3491"/>
		<updated>2009-06-19T16:37:31Z</updated>

		<summary type="html">&lt;p&gt;James: /* Where can I buy a timer like they use in competition? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Frequently Asked Questions ==&lt;br /&gt;
Feel free to fill in the answers.  Link to posts or sites you feel are relevant or provide your own original content.  &lt;br /&gt;
&lt;br /&gt;
Do *not* copy other people&#039;s content from their sites and simply paste it in here.  That&#039;s called plagiarism and it&#039;s stealing.&lt;br /&gt;
=== Cubes ===&lt;br /&gt;
==== What is the best cube? ====&lt;br /&gt;
It really depends on your preferences. Most people choose cubes the DIY types A, C, D, F, Cube4you, or Edison cubes. Storebought cubes are also popular and can be decent after breaking in. Experiment, you&#039;ll find a good cube eventually. Many people like to use hybrids as well. For example, Erik Akkersdijk uses a hybrid with a core from Rubiks.com and type B cubies.&lt;br /&gt;
&lt;br /&gt;
==== Where can I buy cubes? ====&lt;br /&gt;
Try [http://www.rubikfans.com: Rubikfans],  [http://www.9spuzzles.com: 9spuzzles], [http://stores.shop.ebay.com/RubikFans-Shop__W0QQ_armrsZ1: RubikFans], [http://www.puzl.co.uk: puzl.co.uk ], [http://www.cube4you.com: Cube4You], [http://cubefans.com/: Cubefan&#039;s], or other places such as ebay. Generally, for American buyers, Cubefans&#039;s is more reliable than Cube4You (they are from the same owner). For specialty products, try [http://www.mefferts.com/: Meffert&#039;s] and the [https://v-cubes.com/ecom/home.php?cat=248: V Cube shop]. Also, it&#039;s a good idea to check some garage sales or flea markets, as puzzles have been found for much cheaper than actual value.&lt;br /&gt;
&lt;br /&gt;
==== How do I lubricate my cube? ====&lt;br /&gt;
You can either take a piece or two out and spray the lubricant in directly, or disassemble and fully spray the lubricant on every piece with sweeps. There are many tutorials in youtube if you need help. Also, check youtube for techniques to lubricate big cubes.&lt;br /&gt;
&lt;br /&gt;
The best lubricants tend to be silicone based. Products like Jig-a-Loo and CRC Heavy Duty Silicone spray are very popular among cubers. There is a lubricant made specially for cubing which can be bought at [http://stores.shop.ebay.com/PuzzleProz: Puzzleproz]. You should never use WD-40 lube on your cube as it contains petroleum distillates which can damage the plastic. Some people do use petroleum jelly to break in really stiff cubes such as storeboughts, but it should never be used as lube.&lt;br /&gt;
&lt;br /&gt;
=== Timers ===&lt;br /&gt;
==== Where can I buy a timer like they use in competition? ====&lt;br /&gt;
Speedstacks [http://www.speedstacks.com] and Ebay [http://www.ebay.com] are the best places to buy.  Speedstacks is probably the most reliable source for timers, but sometimes you can find a cheap deal on ebay.&lt;br /&gt;
&lt;br /&gt;
==== Are there timers on the Internet? ====&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
Try Cubetimer [http://www.cubetimer.com], Rubetimer [http://www.rubetimer.com], or look for other timers.  Google for a while and you will find numerous timers on the net. Also, Cubemania [http://www.cubemania.com] is a site that times and keeps track of all the solves you submit.&lt;br /&gt;
&lt;br /&gt;
==== Can I download a timer for my computer/phone/psp? ====&lt;br /&gt;
You can download CCT [http://cube.garron.us/cct/] for your computer.  This is the timer that is very popular with many features like being able to connect a speedstacks timer with a data port to the computer and use it with CCT.&lt;br /&gt;
&lt;br /&gt;
For your phone, if it has a built in timer, then use that.  If you don&#039;t then you probably won&#039;t be able to time yourself. However, if you have an iPhone or iPod Touch, then you&#039;re in luck.  There is an app that times your solves called &amp;quot;iCube Timer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that for solves that take more than 15 seconds, a simple analog clock will work just fine if you don&#039;t need precise timing.&lt;br /&gt;
&lt;br /&gt;
==== Where can I find a scramble generator? ====&lt;br /&gt;
Most timers (customized for cubing) come preset with scrambles.&lt;br /&gt;
If your timer does not have scrambles, you can use [http://www.worldcubeassociation.org/regulations/#scrambling: this page] to find a scramble generator for your puzzle.&lt;br /&gt;
&lt;br /&gt;
==== Where are the rules for WCA competitions? ====&lt;br /&gt;
On the [http://www.worldcubeassociation.org/regulations/: WCA site] of course!&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
==== What is the fastest method? ====&lt;br /&gt;
There is no &amp;quot;ultimate method.&amp;quot; The most popular speedcubing methods are Fridrich and Petrus, although other methods such as Roux and ZZ are gaining popularity as well. Most of the top speedcubers use the Fridrich method, but that doesn&#039;t mean it&#039;s the best. &lt;br /&gt;
&lt;br /&gt;
==== What is the easiest method? ====&lt;br /&gt;
The easiest method to learn is most likely going to be the beginner&#039;s layer-by-layer method in which you solve the first, second, and the finally the last layer one by one.&lt;br /&gt;
&lt;br /&gt;
This method however is generally very slow for most and is quite hard to speedcube and achieve fast times with.&lt;br /&gt;
&lt;br /&gt;
==== What is the method that uses the fewest moves? ====&lt;br /&gt;
The most popular method for Fewest Moves solving is the Petrus method. Although it is designed for speed, it tends to have a very good move efficiency compared to other methods. The Heise method is another method that was designed specifically for move efficiency rather than speed. It is highly intuitive and very difficult to master. Other methods can be still be made efficient if you plan your moves carefully.&lt;br /&gt;
&lt;br /&gt;
==== Should I learn algorithms for F2L or learn it intuitively? ====&lt;br /&gt;
That is entirely your choice.  Learning the algs isn&#039;t entirely hard since most cases can be seen and understood by practicing the algorithms.  Intuitively, it will take practice to be able to do with speed and efficiency.&lt;br /&gt;
&lt;br /&gt;
Most people choose to learn intuitively and with some practice, it can be just as fast. Intuitive F2L is may take more time to master but it is generally preferred because it allows for the use of advanced speed-reducing techniques such as multislotting and the use of empty slots. &lt;br /&gt;
&lt;br /&gt;
==== How can I get faster? ====&lt;br /&gt;
Practise, practise, practise.  That is the key way to get speed.  Normally, with some work, your times will gradually drop without you doing anything.&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t, try learning an advanced method. That should help you lower your times considerably.&lt;br /&gt;
&lt;br /&gt;
Work on lowering your move count, look ahead and experiment with tricks.&lt;br /&gt;
&lt;br /&gt;
Learn new algorithms.&lt;br /&gt;
&lt;br /&gt;
Unglue your eyes from your computer screen, pick up your puzzle, and try to get faster. :p&lt;/div&gt;</summary>
		<author><name>James</name></author>
	</entry>
</feed>