9-Sinul

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(Redirected from Foxgirl Flip)
9-Sinul method
Information about the method
Proposer(s): Romain Velcin(?)
Proposed:
Alt Names: Foxgirl Flip
Variants: 10MM, 10ndmw2lm
No. Steps: 2 (Memorization, Execution)
No. Algs: unknown
Avg Moves: unknown
Purpose(s):


9-Sinul (short for "9simulflip1Dmove 1move memo") is a Flip method for solving the Clock. The "n" in "Sinul" is likely not a misspell, although, no clear data was found yet to explain this choice.

The method full name tells a lot about the method itself since each part of it describes something about the method:
"9": the method has 9 moves.
"simul": the method uses simul moves.
"flip": the method has a flip.
"1Dmove": the method has only 1 D move.
"1move memo": 1 of the moves in the method is memorized.

Tutorial

This method is a more optimized version of 10MM or 10ndmw2lm where every pin order works in both of the 3 methods with really few changes. The only significant difference with 10MM is 9-Sinul is not completely memoless as it requires memorizing 1 number to skip a move (pretty much the same relationship between Flip and Optimized Pochmann).


The only number to memorize U to C (M1). After memorizing, flip the clock with an x2 and execute like this:

1- D(M1, C to U)
2- UR(UL to L, C to L)
3/4- Finish cross by matching C with R and D
Flip: x2
5- UR(UL to L, C to L)
6- U(R to D)
7- UL(C to R/D, DR to R/D) -> Use UR dial to move DR
8- dl(UR to DL)
9- \(C to 12, UR to 12)

For 3rd and 4th moves, the pin order is UL U or UL L if there's no lucky cases.

Foxgirl Flip

The 9-Sinul method can also be called Foxgirl Flip. It is likely that both names have different origins with currently no clear data which name came first although "9-Sinul" seems to be the most popular name. In The Clair Complex Youtube® video tutorial of Foxgirl Flip, the pin order inverts the steps 6 and 7 in comparison to most tutorials. Despite the unlikelihood, they were possibly created independently of each other with just a different pin order (since there's no other difference).

Foxgirl Flip pin order:
1- D(M1, C to U)
2- UR(UL to L, C to L)
3/4- Finish cross by matching C with R and D
Flip: x2
5- UR(UL to L, C to L)
6- UL(C to R, DR to D) -> Use UR dial to move DR
7- U(R/C to D)
8- dl(UR to DL)
9- \(C to 12, UR to 12)

Lucky cases

During inspection, if 2 clocks are solved in relation to each other you can take advantage of that in a few different ways. For each lucky case, it is presumed they are in the face you'll start the solve, so it's recommended to first look for a possible lucky case during inspection and then doing x2 do memorize and x2 again to start solving.

1- In a center-edge pair situation where U matches C you can avoid the first D turn since C will be already solved in relation to U, making the 1st move a simple move (not simul).

2- In a center-edge pair situation where R matches C, the 3rd move (UL move) is skipped and you can just do U to match the cross to D.

3- In a edge-edge pair situation where L matches D, the 3rd move (UL move) is skipped and you can just do L to match the cross to R.

4- In a situation where U, C and D are matching making a vertical line, you can skip the first D turn just like the first lucky case case but instead of doing UR for the 2nd move you can do R and execute as normal, this will preserve D since it's already solved in relation to the cross, you can then do L to match the cross to R. For this specific lucky case, you have 2 options of where to start the solve since you can do a z2 before starting and still get the vertical line, choose the option that will give you a better memo (for example, 2+ is better than 5+ since it's a shorter turn), if the memo is 0 you can skip the 1st move entirely and already start with R.

Pros

  • Few moves for a flip method (9 at most)
  • Almost no memo
  • Most simul moves are intuitive

Cons

  • Pin order might not be the best

See also

External links

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