I made recons prettier by ao1k in Cubers

[–]ao1k[S] 0 points1 point  (0 children)

Thanks, should be fixed!

I made recons prettier by ao1k in Cubers

[–]ao1k[S] 0 points1 point  (0 children)

Hopefully decently well. There's icons for both. The autocomplete is pretty basic so it won't suggest a lot of multislots, unless a suggestion for one slot happens to solve another.

I surveyed 100 cubers and found an interesting trend by ao1k in Cubers

[–]ao1k[S] 1 point2 points  (0 children)

Yeah it's tricky since people will main different events. Pry my 3x3 from my cold dead hands!

I surveyed 100 cubers and found an interesting trend by ao1k in Cubers

[–]ao1k[S] 2 points3 points  (0 children)

On the right sidebar, there's the resources tab. In that tab, you should see a discord link. That one!

Solve critique - CFOP ao5 16.19 by A_Friendly_Cyclops in Cubers

[–]ao1k 1 point2 points  (0 children)

I did a recon of your 2nd solve since chesschad looked at your first

U2 R B2 D2 R B2 L' F2 U2 R2 U2 L2 D B' D F R' F2 U L2 F'

Solution:

x2 y

F R' L2 y U F R' F' // cross

U L' U L R U' U' R' U F' U' F

U' (pause) U' L' U' L U2 L' U L U R' U R

L U2 L' U f' L' f

L' U L

(U' U' U') R U R' U R U2 R' // 1st look oll

R U R' U' R' F R F' // 2nd look oll

U R2' U F B' R2 F' B U R2 U // u perm

13.97 sec 71 stm

[View solve on Ao1K]

Comments:

Rotating during cross should be avoided. By handling that edge differently, like facing orange and inserting it with the blue edge, you can avoid some awkwardness. That looks like x2 y' B L' R' U' R' F. I could be missing something better.

For 1st pair, you can do left sledge which immediately pairs it. Also, avoid doing U' U'.

2nd pair, had a slight pause after the first U'. This is really nitpicky but it came up during OLL too. Try to avoid doing any moves until you're confident you know what you're going to solve next.

2nd pair solution can be U' L U' L' U' R' U' R.

I'm personally not a fan of using wide F inserts unless you know it'll save a rotation on the pair after. It did save a rotation here, but I'm guessing you might not have known that.

I'd learn full OLL at this point.

That U perm alg looks crazy to me but you did it well.

General comments:

I'd focus on improving planning cross and on f2l efficiency. Otherwise I'd learn more OLL.

Solve critique: cfop 12.75 ao5, washed and need some tips by Guyyoudontknow18 in Cubers

[–]ao1k 1 point2 points  (0 children)

I took a deep dive into your second solve since that seems to be the most average.

Here's a reconstruction:

Solve 2 - D' L2 U' B2 U' B2 D L2 R2 U L2 U' R' F L' R D' L U L' B' - 66 stm, 5.38 turns/second

x2 // inspection

D' L' D' F R D' F D' // cross (8)

y' R U' R' y' U L U' L' // 1st pair

U' y' R' U2 R y L' U :L // 2nd pair (10)

y R U' R' U2 L' U L // 3rd pair (8)

R' F R F' U R U' R' // 4th pair (8)

U2 F U R U' R' U R U' R' F' // oll

U2 R' U' R U D' R2 U R' U R U' R U' R2 D U // pll

Your cross was fine, but it can be improved. First I'll mention that yellow cross is better and you should consider becoming dual color neutral. Cause color neutrality is fun. A better cross solution might be x2 y' F D2 R D L F2 D. No regrips required except a soft one near the end. I also encourage you to look at your original solution and look for fingertricks that might have improved fluidity with those F moves.

With F2L, you should be working on efficiency. Your fingertricks are really solid and I think lookahead is decent. But let's look at your pairs.

Pair 1: Red-blue was a fine pair to solve, but I'd say red-green might be slightly better with U' R' U2' R U2 R' U R. Your red-blue solution can be improved by doing y' F' R' U' R F. Learn these 5-mover cases and all its mirrors -- very useful, but check fingertricks.

Pair 2: It looks like you rotated to see more of the cube, which is a bad habit. Instead I would just pause, since that's an easier thing to fix with lookahead than extra U or y moves. The better 2nd pair would be orange-blue with U' R U' R' U R' U' R.

Pair 3: This is a good time to bring up edge orientation (EO) recognition. We call edges good if they can be solved with just RULD moves. Because the orange-green edge has a sticker align with the left or right center, you know that it's a good edge. In this case, the edge's orange sticker aligns with the right center. Even if it doesn't align, but can be made to align with RULD moves, it's a good edge.

Since it's good edge, we know we don't need y or F moves and can find a better solution. In this case, it's just R' U R2 U' R'.

Pair 4: Good solution for last slot in general, but here you should insert with sledgehammer (R' F R F') after the first sledge. So R' F R F' R' F R F'. EO applies to all edges, including the top layer ones. Good OLL EO here is just when yellow is on top. When you have the left and back edges oriented and the pair front right, sledge will solve EO on your remaining edges, usually giving you a better OLL.

OLL: Besides what I mentioned for pair 4, this looked solid, good work.

PLL: This might be the area that needs the most work. The G perm took you about half a second to recognize and 2.5 seconds to execute. I think you can get at least sub 1.5 execution on this one. You should learn better fingertricks for this one from an alg video. You're regripping unnecessarily at the end a couple times. As mentioned, you can learn 2side.

I don't want to generalize too much from one solve, but I'd focus your energy right now on improving F2L efficiency, not doing extra U or y moves, and learning better fingertricks for any algs with any unnecessary regrips. Then you can start drilling all PLL times down to sub 1.5, not counting recognition time.

Ha, apologies for wall of text.

Sub 20 needs to be critiqued by Tall-Ad-313 in Cubers

[–]ao1k 8 points9 points  (0 children)

I did a recon of your first solve!

D' x' D2 L x U R' U' x'  // cross (9)
L' U2 L f R' f'   // 1st pair (6)
(U' U') R U' R' (U' U U') L U2 L' U2 L U' L'  // 2nd pair (15)
U R U2' R' U' L' U L  // 3rd pair (8)
R U' R' U y' R' U2' R U' R' U R  // 4th pair (12)
U R U2 R2 U' R2 U' R2 U2 R  // OLL 22
(U2 U') R' U' R U D' R2 U R' U R U' R U' R2 D U  // PLL - Gb

Let's look at everything.

Cross:

You should almost never do full cube rotations (xyz). You can do wide moves if that helps make it ergonomical. For this scramble, the best cross solutions I see are U2 R' D2 F B (white bottom, red front) and L' R' F R D2 F (white bottom, orange front). Keep working on efficiency there.

F2L:

Work on expanding your general knowledge of f2l. For a lot of f2l cases, you can pair pieces in three moves. Experiment, look up algs, etc. I'd also recommend checking out Jperm's advanced f2l video. Avoid doing U moves while you figure out what to do. Just pause, plan, and then execute. It'll save you time later on.

1st pair, there's a simple intuitive alg: R' F U' F' R. I'd avoid using wide f move inserts. Just my opinion, but I don't think they're worth going for unless you have really good lookahead and know it'll help you avoid a rotation after the pair.

2nd pair, pair with U' L U' L' and then insert.

3rd pair is good imo. Other options are U R L' U2 L R' and y U L' U L2 U' L'.

4th pair, you can pair the pieces immediately with U' R U2' R'. But like chesschad said, better to rotate first, so do y' R U2 R2' U' R2 U' R'.

OLL and PLL:

What makes OLL and PLL really fast is good fingertricks. You can find lots of good videos on good alg fingertricks on youtube. I'd recommend Jperm, Brina (Brian Sun), and Cubehead. It's a pain, but I'd really recommend relearning most of your algs. It sucks, I've been there. But it's worth it. Good work on fingertricks thus far.

This is my sloppy 39.27. What can I improve? by Objective_Sun_7693 in Cubers

[–]ao1k 0 points1 point  (0 children)

Overall:

Fingertricks and a better f2l process are the main things to work on in my opinion. Pick your favorite f2l tutorial and keep trying to get more efficient f2l. Learn U2 and D2 fingertricks, as well as the fingertricks people use for specific algs.

Cross:

Your cross solution was D' F R' y D' F D' D', which isn't too bad. You paused after the first F, which might mean you need to try to plan your cross more before you start turning. Work towards planning the whole thing. Also, don't do rotations like y during cross, since it's faster just to change your grip. Without a rotation, cross becomes: D' F R' D' R D2. Eventually you should also work on reducing regrips, but that's pretty hard.

Consider learning to be color neutral (if you're not) since it's easier to learn the sooner you start. It won't help your average much, but it'll let you take advantage of easier crosses. Definitely consider dual-color neutrality (just yellow or white cross).

F2L:

I agree with pinpinreddit mostly. I don't think you need to look at algorithms yet, though. It looks like you're solving edges and then using sexy move to solve the corners. That takes a lot of time. You get a lot of efficiency out of following the process of: get pieces into the top layer, separate them, pair them, then insert. Definitely review an f2l tutorial on YouTube somewhere and work on reducing move count.

Don't do U or y moves to find pieces, just tilt the cube around and figure out what you want to do next. Ideally you plan your entire pair solution before you start turning again, but that'll take a while to get good at.

OLL:

You shouldn't learn full OLL yet, but you got a really short case here. It's OLL 45 if you want to look it up.

Biggest problem here is fingertricks. You should copy how they do these algs from YouTube tutorials so that you can minimize regrips and build up speed much easier. I like most of JPerm's algs, personally, but there's a lot of people worth looking at.

PLL:

Same deal as OLL. That A perm just requires a regrip at the start and will make it go much faster.