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Cube Blind Solve

This document provides information about the M2/R2 speedcubing method, including: - Algorithms for solving one edge or corner at a time using M2 or R2 moves to swap pieces into place. - How edges and corners are memorized in pairs to account for center rotations. - Additional algorithms for special cases like odd parity, misoriented pieces, or multiple cycles. - Examples of full solves using this method are provided for suggested scrambles.

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Ann Irene Domnic
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0% found this document useful (0 votes)
332 views5 pages

Cube Blind Solve

This document provides information about the M2/R2 speedcubing method, including: - Algorithms for solving one edge or corner at a time using M2 or R2 moves to swap pieces into place. - How edges and corners are memorized in pairs to account for center rotations. - Additional algorithms for special cases like odd parity, misoriented pieces, or multiple cycles. - Examples of full solves using this method are provided for suggested scrambles.

Uploaded by

Ann Irene Domnic
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 5

Here's an example solve, the scramble

is B' R' B' U' F L' U F2 L F R' D' R' B D


F2 L2 D' R2 D'and the solution is on the
right. Click on the image
to watch the video.

This is an easy solve just to show the


core idea. It does not include odd parity,
breaking into new cycles, and cleaning
up misoriented pieces. Though, every
once in a while, you mightindeed get a
solve like this.

Targ
et

Algorithm

FR

U R U' M2 U R' U'

UL

L U' L' U M2 U' L U L'

RB

l U' R' U M2 U' R U l'

DB

M U2 M U2

LD

x' U L U' M2 U L' U' x

RU

x' U' R U M2 U' R' U x

UB

M2

DR

U R2 U' M2 U R2 U'

DB

M U2 M U2

FL

U' L' U M2 U' L U

BLD

U' L U R2 U' L' U

FLU

R' U L U' R2 U L' U' R

RBD

(R' U R2 U' R' F' R U R2 U' R'


F)

ULB

L' U' L U R2 U' L' U L

UBR

R2

FDL

U' L' U L' U' L U R2 U' L' U L


U' L U

The main idea is the same as for my older method, namely solving one piece at a
time, with "solving" meaning the whole piece, i.e., I don't separate orienting and
permuting. Let me first talk about edges. Notice you should think in terms of
stickers. When I say LU, I mean the L part, when I say UL, I mean the U part.
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Edges

Target

Algorithm

To solve one edge at a time, I use place DF as "buffer"


and swap the edge currently in that place to where it
belongs. I use one swap algorithm which swaps DF
with UB. To swap DF with another edge, I first bring
that edge to UB with setup moves, then apply the swap,
then undo the setup moves.
Since it's impossible to just swap two pieces and not
change anything else on the cube, I do have to have
some side effect. My swap algorithm actually is only an
M2 move, so the side effect is a rotation of the M-slice
centers and swapping the FU and BD edges, though I
just think of solving these two relative to the centers, so
they're not really swapped (relative to the centers they
stay where they are). It only matters for choosing the
algorithms for these two edges, think of the "target"
telling you where the edge belongs *before* the
algorithm. So for example if you target FU then *after*
the alg the edge will actually end up at BD.
Obviously I called it "M2 method" because of the
prominent M2 move. I actually do it as L(l'M') like Joel
van Noort once suggested, with my left ring finger
pulling the M'. The algorithms (see right side) should be
very easy to understand and are very fast, the setup
moves don't feel separated.
For the M-slice edges I use the same algorithm for both
orientations. I might end up with some flipped M-edges
but that's not too bad (as you'll see later). The
alternative is to use longer algorithms for half of the
cases.

UB
BU

M2
M2

FR
DR
BR
UR

U R U' M2 U R' U'


U R2 U' M2 U R2 U'
U R' U' M2 U R U'
R' U R U' M2 U R' U' R

FL
DL
BL
UL

U' L' U M2 U' L U


U' L2 U M2 U' L2 U
U' L U M2 U' L' U
L U' L' U M2 U' L U L'

RU
RF
RD
RB

x' U' R U M2 U' R' U x


x' U' R2 U M2 U' R2 U
x
x' U' R' U M2 U' R U x
l U' R' U M2 U' R U l'

LU
LF
LD
LB

x' U L' U' M2 U L U' x


x' U L2' U' M2 U L2 U'
x
x' U L U' M2 U L' U' x
r' U L U' M2 U L' U' r

DB
BD
UF
FU

M U2 M U2
M U2 M U2
U2 M' U2 M'
U2 M' U2 M'

Now the corners, very similar.

Corners

Target

Algorithm

This is really very much like the

UBR
BRU
RUB

R2
U' L' U L U' L' U R2 U' L U L' U' L U
U' L U L' U' L U R2 U' L' U L U' L' U

edges, only that things are


happening in the R-slice instead of
the M-slice. I solve the corner at
DFR by swapping it to UBR with
the "algorithm" R2. The side effect
is a rotation of the R-slice
"centers" (which are edge pieces),
and URF and DRB stay where they
were relative to the R-slice centers.
Targets outside the R-slice (i.e., in
the L-slice) get swapped with DFR
after bringing them to UBR with
setup moves.
Targets inside the R-slice have
special algs, and for UBR I simply
use R2 for every orientation so that
it'll likely end up misoriented
which I fix at the end (you'll see it
soon). Update: not true anymore, I
now use the given algs for BRU
and RUB.
Of course, feel free to use other
algs, especially for FUR and BDR
you might like A-perm plus R2
better.

BLD
ULB
DLF
FLU

U' L U R2 U' L' U


L' U' L U R2 U' L' U L
U' L2 U R2 U' L2 U
R' U L U' R2 U L' U' R

LBU
LUF
LFD
LDB

U' L' U R2 U' L U


L' U' L' U R2 U' L U L
L2' U' L' U R2 U' L U L2'
L U' L' U R2 U' L U L'

BUL
DBL
FDL
UFL

y R U R2 U' R' F2 R U R2 U' R' y'


U' L2 U L' U' L U R2 U' L' U L U' L2 U
U' L' U L' U' L U R2 U' L' U L U' L U
L U' L' U L' U' L U R2 U' L' U L U' L U L'

RBD
BDR
DRB

(R' U R2 U' R' F' R U R2 U' R' F)


(R U R' D r2 U') (R U r2' U') (D' R)
(R2 U' R' F') (r U R2' U') (r' F) (R' U)

RFU
URF
FUR

(F' R U R2 U' R' F R U R2' U' R)


U' (R F' r U R2 U') (r' F R U R2')
(R2' U' r x) (l2' U L U') (R' U) (L' U' L') (R'
U)

Some comments on memorization and why it's especially good for M2/R2 to
memorize targets in pairs.

Memorization

I translate pieces to mental images, for example DR and DRB could be Donald Duck,
because D=white and R=blue for me. However, for the M2 and R2 methods it's very
helpful to memorize in pairs, two targets in a row together. To know which target comes
first, I translate the first to a person (e.g., DonaldDuck) and the second to an action (e.g.,

vomiting). So for each color pair, I have both a person and anaction.
This is very good for the M2/R2 methods because this automatically takes care of the
current state of the centers of the M-slice (during edge solving) or the R-slice (during
corner solving), which would otherwise have to be considered for UF/DB/URF/DRB
because their "correct" place is relative to the centers which toggle between solved and not
solved. Memorizing in pairs takes care of this automatically. One mental item always
stands for the same algorithm. So during blindfolded execution, all you need to do is recall
the next item and let your fingers apply the corresponding algorithm.
Oh, and memorizing in pairs also lets you determine parity easily, as in case of odd parity
you simply end up with a single unpaired item at the end of memorizing the edges.

Now I'll show how I deal with the special cases: odd parity, cleaning up miss
oriented pieces, dealing with more than one edge or corner cycle.

Special cases

Goal

Orient
edges
If there's another cycle
when I'm done with one, I
break into the new one
just like with my older
method, choosing a target Orient
corners
with a fast algorithm
(usually M2 or R2).
After solving the edges, I
might end up with some
M-slice edges flipped and
some non-M-slice edges
flipped because they were
like that at the start of the
solve. I flip them all
together, usually with one
of the algs on the right
side after a setup move.
Similarly corners, though
mostly DFR and UBR are
misoriented.

Odd
parity

Algorithm
(M' U)*4
M' U M' U M' U2 M U M U M U2
(M' U M' U M' U M' U')*2
(U L U' L') (M' U)*4 (L U L' U')
(R' U R2' U' R2 U' R' U) (R U R' U') (R2 U' R2 U)
(R U R2' U' R2 U' R' U) (R U R' U') (R2 U' R2 U
R2)
(L' U' L U' L' U2 L) (R U R' U R U2 R')
(R U2 R' U' R U' R') (L' U2 L U L' U L)
(r2' U' r2) (R' U) (L' U2') (R U' R' U2 R) (L U') (r2'
U)

Combi (r2 y') (R' U' l' L U' L U) (L' r' U) (l U') (F R U)
(L2 y') (R' U' l' L U' L U) (L' r' U) (l U') (F R U)
nations

In case of odd parity, the


M and R crosses need to
be rotated back and the
parity algorithm does just
that.
I'm actually dreaming of
having one big clean-up
step at the end, fixing
misoriented edges and
corners and the parity all
at once. Until now I know
two algorithms combining
parity with corner
orientation.

I've been asked for more examples, so here they are (for the suggested
scrambles):
In case you're interested about the history of this method, how I developed it...
keep reading.

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