Cubeflip: An Index of links for Cubers everywhere

Need Cubing help? come here.

                                              Blindfold stuff

I currently use M2 for edges, and Old Pochmann for corners. My official single with that method is 3:00.32. But this section will be for Old Pochmann only.

 

Old Pochmann

I'm not trying to write a full tutorial here, but I will post the .pdf sheets that I made for my dad and my friends so that they could learn how to solve the cube blindfolded. For a complete tutorial I would go to Stefan Pochmann's website. On this page I will be putting my memory method for edges and corners, and the algorithms I use. I solve edges first, and then corners, but this method can be done either way.

 

 

(click on image to download)

As you might tell, I use letters in memorization. I also always hold white on top and green in front. I have assigned a letter of the English alphabet to each sticker position for corners and edges separately.

12 edges x 2 stickers per piece = 24 letters needed

8 corners x 3 stickers per piece = 24 letters needed

 this means that I never use Y or Z, because I start with A and go in order. Not having Y and Z in my memo might save me some trouble in the future, for example, if I start turning letter pairs into words.

 

Here is the image equivalent in graph form.

Letter     Edge     Corner

A

UR

ULB

M

DL

DLF

B

RU

LBU

N

LD

LFD

C

BR

BUL

O

BL

FDL

D

RB

UBR

P

LB

DFR

E

DR

BRU

Q

DF

FRD

F

RD

RUB

R

FD

RDF

G

FR

UFL

S

FU

DBL

H

RF

FLU

T

UF

BLD

I

UL

LUF

U

UB

LDB

J

LU

URF

V

BU

DRB

K

FL

RFU

W

BD

RBD

L

LF

FUR

X

DB

BDR

 

So that is my memory method, now on to execution.

 

Setup Moves for Edges (shooting to UB, UL, or UF)

   Sticker      Setup       Alg

C

d2 L'

T

N

D M'

J

D

d L

T

O

L

T

E

D2 L2

T

P

d L'

T

F

D' M'

J

Q

M2

L

G

d2 L

T

R

M'

J

H

d' L'

T

S

M'

L

I

--

T

T

--

J

J

L d' L

T

U

--

L

K

L'

T

V

M

J

L

d' L

T

W

M

L

M

L2

T

X

M2

J

Remember that we cannot disturb our buffer area during setup moves (Our buffer area includes the URF and URB corners, and the UR edge in between). So don't use F, U, R, or B moves for setups. Here my setup moves are limited to L, D, d, and M moves.

 

http://www.speedsolving.com/wiki/images/archive/4/49/20091218044153%21T.gif   T Perm: R U R' U' R' F R2 U' R' U' R U R' F'

 

PLL13    J Perm: R U R' F' R U R' U' R' F R2 U' R' U'

 

PLL14   L Perm: L U' R' U L' U2 R U' R' U2 R

 

Solving (three options): 

1. Setup to UB > L Perm > Undo Setup

2. Setup to UL > T Perm > Undo Setup

3. Setup to UF > J Perm > Undo Setup

 

Parity:

Parity is the situation in which you have solved the edges in an odd number of swaps. When memorizing it is a good idea to pair two sticker letters together, so that it will be obvious whether or not you have parity. If you have a letter left standing on its own at the end of your edge cycle(s), then you have parity and need to perform the alg below.

http://www.speedsolving.com/wiki/images/archive/8/85/20091218044122%21R1.gif  R Perm: (y')* R U R' F' R U2 R' U2 R' F R U R U2 R' U'

*The y rotation is only included in that algorithm because of the position of the image on the left. You should already be holding the two corners on the right, so there should be no need to do a y' before performing parity.

This alg completes the need for parity, and sets up corners perfectly.

 

Flipped Edges:

Sometimes an edge will be flipped in its place, but flipped incorrectly. If there is only one of these flipped edges, the buffer edge will also be flipped. To solve this, setup the flipped edge and the buffer edge into this position on the U layer and perform this alg (then undo your setup moves):

 

http://www.speedsolving.com/wiki/images/4/40/O57.gif   M' U' M' U' M' (d2) M' U' M' U' M' (d2)

if you have two flipped edges that are not the buffer, set them up to that same position on the U layer and perform the same alg.

 

Setup Moves for Corners (shooting to URF)

   Edge          Setup                                             Alg for all: Y perm

D

R2 D R2

O

D F'

E

R'

P

D R2

F

R2 F'

Q

R

G

F2 D' F2

R

F'

H

F2 R

S

D' R2

I

F

T

D2 R

J

--

U

D2 F'

K

R' F'

V

R2

L

F R

W

D' R

M

F2

X

D' F'

N

D R

 

 

Remember that we cannot disturb our buffer area during setup moves (Our buffer area includes the UB and UL edges, and the ULB corner in between). So don't use L, U, or B moves for setups. Here my setup moves are limited to R, D, and F moves.

 

Solving (one option):

1. Setup to URF > Y Perm > Undo Setup

 

Flipped Corners:

To flip corners we will be using one of the most well-known commutators. This comm is often used for corner orientation for Megaminx last layer and some 3x3 beginner methods.

The two or three corners being rotated need to be in the L layer.

To rotate the UFL corner clockwise: (R' U' R U)*2

To rotate the UFL corner counter-clockwise: (U' R' U R)*2

Now that might not make sense yet, so look at this example:

 

Case: UFL corner needs to be rotated cw, ULB corner (buffer) needs to be rotated ccw

Solution: (R' U' R U)*2 > L > (U' R' U R)*2 > L'

 

Now here's what you do if all the corners are not in the same layer.

Case:  ULB, DFR, DRB need to be rotated cw

Solution: R' y' x2 > (R' U' R U)*2 > L' > (R' U' R U)*2 > L' > (R' U' R U)*2 > L2 > x2 y R


[insert example solves]

 

last edited Aug.11.2012

Send to a friend

Webs Counter

Subscribe To Our Site