- Hi friends,

So which do we have?

Corner permutations:

R'FR'B2RF'R'B2R2 (basic + inverse)

(L2 U) (B2 U')*2 (L2 U) (B2 U B2 U')

[RB'R'B]x3 (13)(27)

UL2UR2 U'L2UR2 U2 (Ron)

U'R2UR2UF2 U'R2U'R2UF2 (Ron)

Edge permutations:

RU'RURURU'R'U'R2 (+ inverse, mirrored F/B, inverted mirrored F/B. These

algorithms are really great!!)

MD2M'D2 (in any direction)

M'UMU2M'UM (in any direction, useful if you can do an easy F/B setup move

that flips edges!!)

Edge orientations:

ERERERER'ERERERER' (in any direction)

(M'U)*4 (UL, UB, DF, and DB)

(M'U')*4 (UR, UB, DF, and DB)

(M'U)*4 (MU)*4

(MD')*4 (M'D')*4

R2 D' (R2M2) (M'U)*4 (R2M2) D R2

F D F D' (EF')*4 D F' D' F'

M' U M' U M' U2 M U M U M U2

(DwDRwR)*3 (octaflip)

Corner orientations:

R'DRFDF' Ux FD'F'R'D'R Ux'

(R'U2RUR'UR) U2 (L2U'F'BL2FB'U'L2)

(R'U2RUR'U'RUR'UR) (F2U'LR'F2RL'U'F2)

(LU2L'U'LU'L') (R'U2RUR'UR)

(F2 L F2 L') (U2 R U' R' F2 R' F2) (R U')

(F' D2 F R' U2 R) * 2

Basically you can do any two generator corner orientation (like RU2R'U'RU'R'

or RU2R2U'R2U'R2U2R), then check which edges are cycled, then undo the edge

cycle (see Edge permutations).

For the corner orientations there are many neat tricks in case the total

orientation of LL is not 0.

What could we add to this list?

One idea I got from blindfold solving to transfer to speedcubing is this:

suppose you could do the orientations (edges/corners) both in one step, and

the permutations (edges/corners) both in two steps. Then in 15 seconds

preinspection you could memorize the orientations. After that you do the

permutations. Total of 6 steps. That is better than the cross/F2L/OLL/PLL

system with 7 steps.

Another thing is this: without looking at the cross, just orient all edges.

This is much easier than for blindfold because you can do F to flip 4 edges.

I think the maximum depth for edge orientation is 7 moves. OK, now

preinspect the cube to solve the cross using moves in the group

(U,D,R,L,F2,B2). This would leave you a very easy F2L using only U, R and L

moves. And it would leave you a LL with oriented edges. Try this a few times

and then take an average not including the first step of orienting the

edges. Mine was better than my normal average.

Now if you could orient the edges very fast, and still be able to afterwards

solve the cross fluently, then you could maybe even improve your times.

This system can also be useful for one-handed cubing (many easy moves!!!)

and for beginners who have trouble with OLL or F2L (only 8 corners case for

OLL, no rotations or really hard cases for F2L).

Have fun,

Ron - --- Grant Tregay wrote:
> Here's a summary:

I didn't say that right; the summaries of 2-13 indicate which edges

> 1) Superflip (all edges flipped)

> 2-5) UF or DF and BL or BR

> 6-9) UB or DB and FL or FR

> 10-13) Two edges across F or B from each other (e.g. FR and FL or

> UB and DB)

are not flipped in each state.

- Grant