Introduction: This tutorial assumes that the reader already understands 
the basic concepts of cube notation and algorithms.

 

The idea of solving a Rubik’s Cube while blindfolded sounds 
intimidating, but with proper methods, the tasks is easily accomplished 
by anyone. For the blindfold solve, the solver memorizes the initial 
configuration of the cube. After the memorization is completed, the 
solver then proceeds to solve the cube without looking at it again.

 

It is very difficult, and probably impossible by all but few, to 
actually keep track of all 20 stickers that shift when one turns a 
single face of the cube. Instead, the basic idea of blindfold solving 
is to solve the cube in very small portions, only two or three pieces 
at a time, thus reducing the need for continual updates of your “mental 
picture.”

 

The Idea: This method of blindfold solving takes place in two main 
steps. First, the pieces are all oriented. Then, the pieces are all 
permuted. Orientation is done first so that when the pieces are 
permuted into their proper locations, they end up facing the right way.

 

Setting Up The Cube: Unlike regular solving, blindfold solving is most 
easily done with the same center faces on top and in front at all 
times. The colors, as always, are arbitrary. World record holder, Leyan 
Lo, for example always solves with the yellow face on top and the blue 
face in front. Shotaro Makisumi, with his Japanese color-scheme cube, 
solves with the blue face on top and the green face in front. I 
personally solve with the white face on top and the green face in 
front. For this tutorial, I will explain how to solve the cube 
blindfolded while setting the white face on top and the green face in 
front while using a cube with the American color-scheme (white opposite 
of yellow).

 

For many blindfold solvers, numbering the pieces is a good tool that 
assists in the memorization of the cube state. Numbers, like colors, 
are completely arbitrary. There is no difference between permuting 
corners (3, 5, 7) and permuting corners (llama, walrus, duck). Like the 
color orientation, go with whatever works for you.

 

Orienting the Corners: First, we must orient all the pieces. This 
tutorial explains corner orientation before edge orientation. However, 
it should be noted that the order in which these processes are done is 
irrelevant. As long as the pieces are oriented before they are 
permuted, you will be fine. If it is more comfortable to orient the 
edges first, go ahead and do it that way.

 

The idea is that we want to orient all the corners without affecting 
their placement or any of the edges. In blindfold cubing, there are a 
variety of algorithms that one can use. The more algorithms one knows, 
the more options a solver has. This tutorial will present three methods 
of orienting corners.

 

Now, we want to orient the corners in such a manner that when we apply 
the permutation algorithms, the end up in the correct orientation.

 

Note that every corner will have a white or a yellow sticker. This 
should be fairly obvious: the cube consists of 8 corners. Four of the 
corners are on the top, and since our top color is white, four of them 
will have white stickers. Similarly, four of the corners are on the 
bottom, and since our bottom color is yellow, those four corners will 
have yellow stickers. Since white and yellow or opposite colors, no 
corner can have both a yellow and a white sticker.

 

At the end of the orientation, we want all corners on the top layer to 
have white or yellow stickers facing up. On the bottom layer, we want 
all corners to have white or yellow stickers facing down.

 

Scramble a cube, and notice that some of the corners are already 
correctly oriented—they have yellow or white stickers facing directly 
up or down. Many of the corners will require a twist for this to 
happen. Not the same corners require clockwise twists, and other 
corners require counter-clockwise twists.

 

On a solved cube, perform the algorithm (L’ U’ L U’ L’ U2 L)(R U R’ U R 
U2 R’). You’ll notice that the algorithm twists two corners in the top 
layer. The bottom right corner is rotated clockwise, whereas the top 
right corner is rotated counter-clockwise.

 

Now, perform the exact inverse of that algorithm: (R U2 R’ U’ R U’ 
R’)(L’ U2 L U L’ U L). You’ll notice that that algorithm solves the two 
twisted corners in the top layer. More specifically, the bottom right 
corner is twisted counter-clockwise and the top right is twisted 
clockwise.

 

Experiment with the mirror images of these algorithms. (R U R’ U R U2 
R’) (L’ U’ L U’ L’ U2 L)and (L’ U2 L U L’ U L) (R U2 R’ U’ R U’ 
R’)should do similar things, but to the top left and bottom left 
corners in the top layer.

 

Now, experiment with the following algorithm B2 (L’ U’ L U’ L’ U2 L)(R 
U R’ U R U2 R’) B2. You’ll notice that it twists the bottom right 
corner in the top layer clockwise and the top left corner in the bottom 
layer counter-clockwise. B2is what we call a “setup move.” While 
orienting the cube, we can perform any setup moves necessary to 
position the pieces. First, perform the setup move. Then, perform the 
algorithm. Finally, reverse the setup move. Setup moves are used to 
bring other pieces into locations such that we may act on them with the 
algorithm. Experiment with a variety of setup moves, and gradually 
familiarize yourself with corner orientation.

 

With the provided algorithms and a couple of setup moves, you should be 
able to orient all the corners of the cube. Make sure you familiarize 
yourself with the algorithms and that you understand exactly what they 
do. Try orienting all the corners of a scrambled cube. I will now 
explain another method of orienting corners.

 

 

This method of orienting corners requires slightly more intuition, but 
is very powerful. Try the following algorithm on a solved cube: R’ (D R 
D’ R’ D R) U’ R’ (D’ R D R’ D’ R) U. Understanding exactly what this 
algorithm does is essential to its application. First of all, you’ll 
notice that this algorithm twists two corners in the top layer. The 
bottom right corner is twisted clockwise and the bottom left corner is 
twisted counter-clockwise.

 

The mechanism of this algorithm is very powerful. The first R’places 
the bottom right corner in the top layer into the bottom layer. The 
next part,(D R D’ R’ D R), twists the corner while creating some junk 
on the bottom layer as well. U’ R’moves the bottom left corner in the 
top layer into the bottom layer and(D’ R D R’ D’ R)twists that corner 
counter-clockwise while reversing the junk on the bottom. Uthen 
reverses theU’move which moved the corner over in the first place.

 

The fundamental moves in this corner orientation method are (D R D’ R’ 
D R)and(D’ R D R’ D’ R). The first one performs clockwise twists while 
the second one performs counter-clockwise twists. Now, attempt the 
algorithmR’ (D’ R D R’ D’ R) U’ R’ (D R D’ R’ D R) U. You will notice 
that the sections in parentheses are reversed, and so is the effect on 
the corners. The corner that was previously twisted clockwise is now 
twisted counter-clockwise and vice versa. Now attempt the algorithmR’ 
(D R D’ R’ D R) U2 R’ (D’ R D R’ D’ R) U2. You will notice that this 
algorithm is the same as the first, except there is aU2move instead of 
aU’. The effect is that it twists the diagonal corners instead. Notice 
how theU2moves brings the diagonal corner into position and then 
theR’move pushes it into the bottom layer.

 

Now, try the following algorithm: R’ (D R D’ R’ D R D’) U’ R’ (D R D’ 
R’ D R D’) U’ R’ (D R D’ R’ D R D’) U2. First, notice that the portions 
of the algorithm in the parentheses are all identical. Next, notice 
that those portion are the same as the fundamental clock-wise twist 
algorithms, but with an addedD’at the end. Now, notice that the 
firstR’pushes a corner into the bottom layer. The part in the 
parenthesis twists the corner clockwise. U’ R’moves the next corner 
over and we also twist it clockwise. We repeat this a third time, and 
finally,U2puts all the corners back in their original locations. The 
algorithm has twisted three corners all clockwise. Attempt the same 
thing, but substitute(D’ R D R’ D’ R D)into the algorithm to perform a 
counter-clockwise three-cycle.

 

For the advanced blindfold solver, algorithms such as [(R U R’ U’)(R U2 
R’ U2)]x2,[(R U2 R’ U2)(R U R’ U’)]x2, and their inverses can be very 
powerful. Other multi-corner orientation algorithms exist as well but 
they should not be attempted until the solver is fully comfortable with 
the basic set of algorithms.

 

With these tools and a combination of setup moves, you should now be 
able to orient all of the corners of the cube. Attempt to orient all 
the corners of the cube with your eyes open. Then, attempt to memorize 
the corner orientation of the cube and try to orient them 
blindfolded. Memorizing the corner orientation should not be too 
difficult, but if you need assistance, please see the next section.

 

Now, all the corners should be oriented. Again, this means that only 
white or yellow stickers on the corners point directly up or down. Keep 
in mind that throughout this procedure, it is imperative that you are 
aware of the locations of your top and front sides.

 

Memorizing: Everyone has his own memorization techniques. I will 
present the techniques that I use, but sometimes techniques that you 
develop on your own will ultimately be more powerful. Everyone’s mind 
works differently.

 

You’ll notice that I included two different methods of orienting the 
corners. I personally use both of them. Leyan and Macky only use the 
second one. Corner orientation is the last thing I memorize. I memorize 
the steps in reverse order of the actual solve. When you have adjacent 
pairs that need to be twisted clockwise and counter-clockwise, there 
are two different shapes. In one of them, the two stickers of interest, 
in this case, yellow or white, will be on the same side. For other 
cases, they’ll be facing away from each other. Sometimes, it is easier 
for me to remember what algorithm to apply rather than which way the 
piece wants to be twisted. Different methods of doing certain things on 
a blindfold solve act as tools. You can solve the cube with very few 
tools, but the more things you understand how to execute, the more ways 
you can do them, and the more choices you have. Sometimes, one choice 
will be more convenient than the other.

 

Other memorization techniques that people do involve memorizing numbers 
for the corners. I personally do not do that, but it should be easy to 
see how this is done. Simply assign an ordering to the corners and then 
memorize the state of each corner.

 

Memorizing the overall shape of the cube state can be a powerful 
tool. However, always remember that I’m not right, and that you should 
experiment.

 

Orienting the Edges: This step is very easy and many people consider 
this to be easier than orienting the corners. Leyan Lo performs this 
step first on the cube whereas Macky and I do this second after the 
corner orientation. Again, it doesn’t matter which one you do first.

 

The idea is that we are orienting the edges in such a manner that when 
we execute the edge permutation step, all of the edges are facing the 
correct way. Unlike permutation moves, setup moves during orientation 
have no restrictions. I will outline the restriction for permutation 
moves when we get there.

 

The most difficult thing of the edge orientation is recognizing which 
edges are oriented incorrectly. With edge orientations, we consider the 
top, bottom, front, and back colors. On my cube, white is my top, 
yellow is my bottom, green is my front, and blue is my back. Below are 
several criteria that indicate a correct edge. I will explain the logic 
for this later.

 

If an edge is in the top player, it is correctly oriented if the top or 
bottom color is facing upwards. If the yellow or white sticker is 
facing upwards, then the edge is correct. This applies to the bottom 
layer as well. If the white or yellow sticker is facing directly 
downwards, the edge is oriented correctly.

 

If the edge is in the top layer, it is correctly oriented if the green 
or blue sticker is facing off to the side. If a green or blue sticker 
is facing directly upwards, then it is incorrectly oriented. The same 
applies for the bottom layer. If the blue or green sticker is facing to 
the side, then it is correctly oriented.

 

If the edge is in the middle layer, it is correctly oriented if the 
white or yellow sticker faces to the side. If the white or yellow 
sticker faces the front or the back, then it is incorrectly oriented.

 

If the edge is in the middle layer, it is correctly oriented if the 
green or blue stickers faces the front or the back. It is incorrectly 
oriented if the green or blue sticker faces to the side.

 

Why are these the rules for orienting edges? When we permute edges, we 
will be limiting ourselves to R2andL2double turn setup moves where as 
theU,D,F, andBfaces are free to move however. For an edge with a white 
sticker in the middle layer, you will notice that if the white sticker 
faces to the side, we can bring it to the top layer and have the white 
sticker face directly up with one of the setup moves. However, if the 
white sticker faces in front, the setup moves that we are allowed to 
use will never be able to move the edge so that the white sticker is on 
top. The same logic is applied to all edges.

 

Now, we will experiment with the algorithms. I use two main algorithms, 
but there are many edge orientation algorithms available, and as 
always, the more you know, the more choices you have. The main 
algorithm switches two opposite edges in the top layer. Perform the 
move (M’ U M’ U M’ U2)(M U M U M U2)on a solved cube. You’ll notice 
that it switches the near and far edges in the top layer. M’,for me, 
moves in the same direction asL’. However, you should notice 
thatM’andMare interchangeable in this algorithm. It does not matter 
which way you move the middle slice first as long as you switch 
directions in the middle. Furthermore, theUcan be easily substituted 
with aU’. It does not matter; the algorithm is symmetric. I personally 
preferU’because I am right handed, and so I allow my right hand to 
perform the sliceMmove and my left index finger to do theU’move.

 

Now, try doing a setup move with this algorithm. Try the setup move L’ 
B’, perform the algorithm, and then conclude withB L. Notice 
thatL’B’moves the top left edge into the position formerly occupied by 
the top back edge. BLsimply reverses the setup move. Try a variety of 
setup moves such asB2or even a cube rotation. As long as you reverse 
your setup move, everything will be as you expect it.

 

Now, try a four-edge flipper. The following algorithm will flip all 
four edges in the top layer. (M’ U M’ U M’ U M’ U)(M U M U M U M 
U). Notice how it flips all four edges. Again, realize thatM’andMare 
interchangeable as with before. Furthermore, realize that I am right 
handed and that I preferU’overU. As with before, experiment with some 
setup moves and familiarize yourself with this algorithm.

 

There are other algorithms available. Certain algorithms will flip six, 
eight, or even all twelve edges. However, I feel that these two 
algorithms are sufficient as almost all possible cube states can be 
reduced to just several applications of the above algorithms. 
 Experiment with only the first half of the four-edge flipper and see 
what it does. Finally, experiment with this one: M2 U M U2 M’ U M’ U M’ 
U2 M U M’. A list of algorithms will be provided at the end.

 

Memorizing: Again, if you prefer, one can memorize the edge orientation 
state with numbers by simply ordering the numbers and then by 
remembering a string a binary digits. I personally prefer to just 
visualize where the incorrectly oriented edges are. Frequently, instead 
of memorizing which edges need to be corrected, I will memorize the 
algorithms necessary to correct them. This is very fast as I can 
execute the algorithm without even thinking about the edges that I’m 
affecting.

 

Here’s an example. Let’s say I see three edges that need to be 
corrected on the top and one edge that needs to be corrected on the 
bottom. Instead of memorizing which edges are incorrectly flipped, I 
will memorize the setup move D R2or something similar. Then, I will 
perform the setup move, apply the four-edge flipping algorithm, and 
then reverse the algorithm. There are many ways to memorize the cube, 
so by all means just do whatever works for you.

 

Corner Permutation: All your edges should be oriented now. Now, we will 
put all the corners in their correct place. For this step, I have 
numbered my corners to assist in the recognition of the cycles. There 
is no standard numbering convention. Macky, Leyan, and I all do it 
differently.

 

Start with your first corner location. For me, this is the top, front, 
right corner.  For Leyan, it’s the top, front, left, and he holds the 
world record, so maybe you should listen to him. If your first corner 
is correct, more specifically that the piece that belongs there 
actually is there, move on to your second corner. Otherwise, you will 
have a different corner in that location. Look at the corner in that 
location, and go to the position where that corner belongs. Since that 
corner is in your first location, it cannot be where it 
belongs. Therefore, there will be another piece in that location. Look 
at where that corner wants to go, and go to the next corner position on 
the cube. Continue this until you find the corner that belongs in the 
first position, then stop. That’s a cycle. If you have accounted for 
all eight corners, then you are done. Otherwise, you will need to go to 
the next corner position that has not been visited by the previous 
cycle, and continue again.

 

Let’s make slot A our “first” corner position. Suppose corner B is in 
slot A. We then take a look at corner B’s desired position. In corner 
B’s position, we have corner C. We look at C’s position, and we see 
D. We look at D’s position, and then we see E. When we look at E’s 
position, we see corner A, and so we stop, and we remember the cycle 
(ABCDE). It not necessary to memorize the cycles with letters or 
numbers. As long as you know where the cycle leads, it’s fine.

 

Now, we continue on our memorization, and we go to the corner position 
F. We see that in corner position F is corner position G, and we follow 
G to H, which leads us back to F, and so we have the cycle (FGH).

 

Occasionally, you will have cycles with an even number of elements such 
as (ABCD) or (EF) or (ABCDEFGH). If we have an even number of even 
cycles such as (AB), (CD), (EF), (GH), then there is no parity 
error. Otherwise, there is a parity error and I will discuss how to 
correct that later. First, we will deal with cycles of odd length.

 

When we permute corners, we generally swap them three at a time. I will 
illustrate other algorithms later as well. Experiment with the 
algorithms (L F’ L B2 L’ F L B2 L2) and(R’ F R’ B2 R F’ R’ B2 
R2). Notice that these two algorithms are mirror images and they both 
cycle three corners.

 

Notice that (R’ F R’ B2 R F’ R’ B2 R2)cycles the bottom right corner to 
the top left position, the top left corner to the top right position, 
and the top right corner to the bottom right position all in the top 
layer. Even more importantly, notice that the bottom left corner in the 
top layer is untouched.

 

Before we proceed, it is important to understand the restrictions of 
the setup moves. While permuting corners, only the UandDfaces may make 
single turns. TheF,L,B, andRfaces are restricted to double turns.


Consider now that we want to solve the cycle (ABCDE). First, we want to 
deal with the corners A, B, and C. The most common situation is that 
you have one corner in one layer, and two adjacent corners in the other 
layer. This is nice, because we can put all three corners in the top 
layer easily. Generally, this can be accomplished by a double turn of 
one of the side faces. Sometimes, a D2is necessary to move the bottom 
corners away from the top corners. Notice,DandD’are acceptable setup 
moves, but sinceD2can solve every case, you might as well use it. It 
makes it easier to remember and you won’t make a mistake going the 
wrong direction.

 

Now that all three corners are in the top layer, determine whether or 
not they wish to be cycled clockwise or counter-clockwise and choose 
the appropriate algorithm. If they want to cycle clockwise, you need to 
do the “right handed” algorithm.

 

Set up the three corners correctly. This is very easy if you remember 
the “blank” corner. One of the corners in the top layer does not need 
to be cycled. If we are doing the “right handed” algorithm, put this 
blank corner in the bottom left corner with a U,U’, orU2move. Then, do 
your algorithm, and reverse your setup moves. If it is a 
counter-clockwise cycle, then your blank corner goes in the bottom 
right corner.

 

After you have cycled A, B, and C, you may eliminate B, and C from your 
string. Now, (ABCDE) becomes (ADE). Simple cycle (ADE) and you are done 
with that entire cycle. Do this until all corners are solved.

 

Sometimes, you will have one corner in one layer, and you will have two 
corners situated diagonally from each other in the other layer. This 
makes the setup move more difficult. However, in my misunderstandings 
with Leyan, I have come up with a good way of solving these 
situations. Consider the cycle (ABC). A and B are in the to player. A 
is in the bottom right corner and B is in the top left corner. C is in 
the bottom layer directly below A.

 

Now, try to algorithm (R’ F R F’)x3where x3 means you repeat those 
moves three times. You will notice that corners A and C are swapped, B 
remains untouched, but the other two diagonal corners in the top layer 
are swapped.

 

The idea here is that were’ going to swap two corners, then we’ll swap 
the other two. In the process, the corners getting swapped diagonally 
will be swapped twice, and they will return to their original 
positions.

 

Remember, we want to swap A to B, B to C, and C to A. Since C wants to 
go to A, we apply the algorithm right away. Now, we do U2,which 
positions B in the location where A used to be, we do the algorithm 
again, and we’ve swapped (ABC). Remember to doU2again to undo your 
setup move. Because the corners in question are diagonal from each 
other, the setup moves in the middle of this algorithm are always 
double turns.

 

Now, consider the same situation, but consider the cycle (BAC). Here, C 
wants to go to position B. Therefore, we must perform U2first in order 
to place C in B’s position, and then we doU2and swap the others. Notice 
that we do not need aU2to reverse the setup move at the end. In this 
situation, we do not swap A and C first. A does want to go to C, but C 
is the lone corner, and if we swap A with C first, we will destroy it 
when we include the swap with B. 

 

The same method can be applied if two corners are diagonally in the 
bottom, and the other corner is in the top layer. Think about which 
position the top layer corner wants to go, and do that swap first. Then 
do D2, and do the next swap, and then reverse your setup moves.

 

In this process, it is sometimes necessary to position the corners with 
UorDmoves. Just make sure you reverse them when you’re done. There are 
other similar algorithms such as(R B’ R’ B)x3. They’re all basically 
the same.

 

Now, we will discuss cycles of even length. How do we cycle (AB) and 
(CD)? Experiment with the algorithm (R’ F R’ B2 R F’ R’ B2 R2) U (L F’ 
L B2 L’ F L B2 L2) U’. Notice you do not have to memorize anything 
new. Notice that this algorithm swaps the bottom left corner with the 
bottom right corner and the top left corner with the top right corner.

 

However, sometimes it may be difficult to perform the necessary setup 
moves in order to place the corners in this configuration. Instead, we 
can swap the corners in two steps using a T-permutation. This is very 
similar to Stefan Pochmann’s blindfold method.

 

Let’s say we want to cycle (AB) and (CD). First, we will cycle A and 
B. Put A and B into the top right and bottom right corners in the to 
player. However, when doing these setup moves, we do not want to 
disturb the left and right edges in the top layer. This can be 
accomplished by performing a UorDmove combined with aF2orB2. Now, 
perform the algorithm(R U R’ U’)(R’ F)(R2 U’)(R’ U’ R U F’). Now, you 
have successfully swapped corners A and B, but you have also swapped 
the left and right edges in the top layer. Reverse your setup moves, 
and now position C and D in the top right and bottom right corner 
positions, and do the algorithm again. You will swap C and D, and you 
will reverse the damage done to the edges.

 

Note, that a U2setup move will not damage your edges. Swapping the left 
and right edges is the same as the right and left. Sometimes, it is 
more convenient to swap the top right and bottom right corners, and 
then swap the top left and top right corners. This is also fine, but 
always keep in mind which edges are being swapped and be sure not to 
disturb them with your setup moves. If you do this, sometimes all four 
edges will be swapped. If this is the case, simply performM2 U M2 U2 M2 
U M2and correct all four corners.

 

Memorizing: Being the numerically minded person that I am, I generally 
rely on the use of numbers to aid in my memorization. It should be 
clear that if your corners are given numbers 1 to 8, you can generate a 
numerical cycle such as (1 5 7 2 4 3 8) which will give you all the 
information you need to complete the permutation of the 
corners. Numbers are especially useful if the permutation cycle 
resembles something mathematical such as (1 2 3 5 8)(4 6 7) where the 
first cycle consists of numbers from the Fibonacci sequence.

 

However, numbers have generally become obsolete with the general 
blindfolding population and many people rely on the shapes and the 
patters of the permutation that the path of the corners trace 
out. Everyone has a different way of memorizing things and so pretty 
much as long as you can retain the information, it doesn’t matter how 
you do it.

 

Edge Permutation: Permuting the edges is basically the exact same thing 
as permuting the corners. Instead, as stated above, the limitations of 
the setup moves are more liberal. We are allowed to make single turns 
on theF,B,U, andDfaces. All setup moves on the left and right sides 
must beL2andR2.

 

The algorithms you will use will be the basic three-edge cycles. These 
should be quite familiar to you from speed cubing.

 

Edge Parity Correction:           In this tutorial, I have explained 
how to correct corner parity in the event you wish to switch corner A 
with B and corner C with D. Edge parity can be done very similarly.

 

If you can situate your edges using the appropriate setup moves into an 
H-permutation (M2 U M2 U2 M2 U M2)or Z-permutation(R B’ R’ B F R’ F B’ 
R’ B R F2 U), then those algorithms will correct the parity for you. 

 

Note:  The Z-permutation can be performed on the F,B,U, andDfaces and 
it will still maintain the orientation of the edges. The H-permutation 
can in fact be performed on any face. Try the H-permutation on theLface 
and notice is still preserves the orientation of your edges.

 

Similarly, the H-permutation + U2 or (M2 U M2 U2 M2 U M2 U2)which swaps 
two sets of diagonal corners can also be performed on any face without 
interfering with the corner orientation.

 

In general, corners that are being swapped diagonally may be swapped on 
any face. Otherwise, they are confined to UandD. Edges that are being 
swapped across and not adjacent may also be swapped on any 
face. Otherwise, they are confined toF,B,U, andD.

 

Sometimes, it can be difficult to perform setup moves that arrange all 
four edges on the same face. In such cases, the parity can be broken 
down into two steps. Suppose you want to swap edges A and B and edges C 
and D. Using the setup moves with the appropriate limitations (double 
turns for the left and right sides), place edge A at the FU position 
and edge B and the BU position. Then, perform the 
H-permutation. Reverse your setup moves and then put edge C in the FU 
position and edge D in the BU position and perform another 
H-permutation. Again, reverse your setup moves. This sequence first 
swaps edges A and B but also swaps edges at the FL and FR 
positions. The second H-permutation swaps edges C and D while 
correcting the FL and FR edges.

 

Corner and Edge Parity Correction:

Corner and edge parity occurs when one wishes to swap corners A with B 
and edge C with D. If it is possible to bring A, B, C, and D all to the 
same face, then the appropriate PLL may be performed. It is important 
that if corners are being swapped non-diagonally and edges are being 
swapped adjacently, you probably have to perform the PLL on the U-face.

 

However, sometimes this can be difficult to setup, especially if you 
are blindfolded. It is possible to break down the corner/edge parity 
correction into two steps.

 

First, let us correct the corners. We will be utilizing the 
T-permutation, which will swap the FRU corner with the BRU 
corner. Position corner A and corner B into FRU and BRU. In doing so, 
it is important not to disturb

Oh I'm sorry, you wanted to learn how to solve the cude.  Let me work 
on that.

Tyson Mao
MSC #631
California Institute of Technology

On Nov 25, 2005, at 11:48 PM, sri charan wrote:

> --- In [email protected], crazycomputers wrote:
>>
> please tell me how to sove the cude
>
>
>
>
>
>> I can usually solve the Rubik's Cube in 2-3 minutes.
>>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>



------------------------ Yahoo! Groups Sponsor --------------------~--> 
AIDS in India: A "lurking bomb." Click and help stop AIDS now.
http://us.click.yahoo.com/VpTY2A/lzNLAA/yQLSAA/MXMplB/TM
--------------------------------------------------------------------~-> 

 
Yahoo! Groups Links

<*> To visit your group on the web, go to:
    http://groups.yahoo.com/group/speedsolvingrubikscube/

<*> To unsubscribe from this group, send an email to:
    [EMAIL PROTECTED]

<*> Your use of Yahoo! Groups is subject to:
    http://docs.yahoo.com/info/terms/
 


Reply via email to