Rubik's cube: Difference between revisions
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== |
== Triggers == |
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We call a ''move'' a permutation on the cube that can be done in a single movement. This can be the rotation of a face by 90° or 180°, but also rotation of a middle layer, two layers, or the whole cube. Each move has a dedicated letter, with a prime indicating the reverse movement. |
We call a ''move'' a permutation on the cube that can be done in a single movement. This can be the rotation of a face by 90° or 180°, but also rotation of a middle layer, two layers, or the whole cube. Each move has a dedicated letter, with a prime indicating the reverse movement. |
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A '' |
A ''trigger'' is a small squence of moves that is frequently used to build up more complete algorithms. Typically these sequences are done very rapidly. Fast algorithms are those that link several triggers with an easy transition (no re-gripping, cube rotation, etc). |
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The ''inverse'' of a |
The ''inverse'' of a trigger is the sequence that cancel the effect of that sequence. We use ''prime'' to denote that trigger. |
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A ''mirror'' |
A ''mirror'' trigger is the L-R symmetric trigger (i.e. F changes to F', R changes to L', etc) |
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List of triggers: |
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⚫ | |||
* Direct: <code>R U R' U'</code> (prime: <code>U R U' R'</code>) |
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;Sledgehammer |
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* Right: <code>R' F R F'</code> ({{blue|F' with right thumb!}} (prime: <code>F R' F' R</code>) |
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|'''S''' |
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* Left: <code>L F' L' F</code> (prime: <code>F' L F L'</code>) |
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⚫ | |||
:Note: If we do this sequence with the right-hand (after cube rotation <code>y'</code>), we get <code>y' F R' F' R</code>, which is the same as Right prime. |
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⚫ | |||
:Note: For the finger trick, it is important to do the last <code>F'</code> with the right thumb. |
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⚫ | |||
|'''Sp''' |
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|Sexy move prime |
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|<code>U R U' R'</code> |
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|'''SL''' |
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|sledgehammer |
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|<code>R' F R F'</code> |
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|{{blue|F' with right thumb!}} |
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|'''SLp''' |
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|sledgehammer prime |
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|<code>F R' F' R</code> |
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|'''LSL''' |
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|left sledgehammer |
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|<code>L F' L' F</code> |
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|Same as <code>y' SLp y</code>. |
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|'''LSLp''' |
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|left sledgehammer prime |
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|<code>F' L F L'</code> |
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|Same as <code>y' SL y</code>. |
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|'''O''' |
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⚫ | |||
|<code>U' R' F R</code> |
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== Tutorials == |
== Tutorials == |
Revision as of 14:54, 11 March 2015
Pages on this wiki
Notations and acronyms
Official notation [1]:
F B U D L R | Front, Back, Up, Down, Left, Right (one-layer move) |
f b u d l r | Front, Back, Up, Down, Left, Right (two-layer move, aka. wide move) |
Fw Bw Uw Dw Lw Rw | |
M E S | Middle (LR), Equator (UD), Standing (LR) (middle layer move, aka slice move) |
x y z | R, U, F (whole cube move) |
- R means 90° clockwise, R' mean 90° counter-clockwise, R2 means 180° clockwise, and R2' 180° counter-clockwise.
Acronyms:
- LH
- Left-hand
- RH
- Right-hand
- SH
- Sledgehammer
Triggers
We call a move a permutation on the cube that can be done in a single movement. This can be the rotation of a face by 90° or 180°, but also rotation of a middle layer, two layers, or the whole cube. Each move has a dedicated letter, with a prime indicating the reverse movement.
A trigger is a small squence of moves that is frequently used to build up more complete algorithms. Typically these sequences are done very rapidly. Fast algorithms are those that link several triggers with an easy transition (no re-gripping, cube rotation, etc).
The inverse of a trigger is the sequence that cancel the effect of that sequence. We use prime to denote that trigger.
A mirror trigger is the L-R symmetric trigger (i.e. F changes to F', R changes to L', etc)
List of triggers:
S | Sexy move | R U R' U'
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Sp | Sexy move prime | U R U' R'
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SL | sledgehammer | R' F R F'
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F' with right thumb! | ||||||||||
SLp | sledgehammer prime | F R' F' R
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LSL | left sledgehammer | L F' L' F
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Same as y' SLp y .
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LSLp | left sledgehammer prime | F' L F L'
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Same as y' SL y .
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O | Overshoot | U' R' F R
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)
TutorialsF2LSee Rubik F2L. Fridrich simplifiedSource: Rubik's cube : Méthode intermédiaire (fridrich simplifiée) 4 steps:
For F2L, see tutorial above. For 2-look OLL, first do the cross:
Then we do one of the 7 OLL "cross" algorithms. The cases are denoted by the position of yellow sticker for each corner, starting from FL, the FR, BR and BL corner. So UFRB means the yellow sticker facing upward for the left-front corner, facing front for the right-front corner, facing right for the right-back corner, and facing back for the left-back corner.
For 2-look PLL, like for the 2-OLL, we first do the cross, then the corners. For the cross, turn the U face until 1 edge is good, and place it at F slot, and look how the other edges must be permuted.
Then look at the corners. If one corner is good, turn the cube such that it is at FL slot, and look how the other corners must be permuted
Fridrich - OLLTBC Fridrich - PLLSource: http://www.cubewhiz.com/pll.php Cycling Three Corners & Three Edges - Detecting Ga, Gb, Gc, Gd perm
- Put the good corner & edge at its position
- Turn the cube such that to have the "head lights" (the corners with same side color) on the L face
- Ga: good corner on F face
Gb: good corner on R/back face
Gc: good corner on B face
Gd: good corner on R/front face
Ga: (R2' Uw) (R' U R' U' R Uw') R2' y' (R' U R) R2 R' R' R Uw U U' Uw'
Gb: (R' U' R) y (R2' Uw R' U) (R U' R Uw' R2') R2 R' R R Uw U U' Uw'
Gc: (R2' Uw' R U') (R U R' Uw R2) (Fw R' Fw') right thumb U face R2' R R R' Uw' U' U Uw
Gd: (R U R') y' (R2' Uw' R U') (R' U R' Uw R2) R2' R R' R' Uw' U' U Uw
Algorithms
Finger Tricks
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