It is less used, but is still quite prominent in F2L, where the triple sexy is frequently replaced with triple reverse sexy as it is said to be quicker. ![]() This is, as the name implies, the reverse of sexy. You can find it in F2L, OLL, and PLL and, if repeated 6 times on a cube, will bring it back to the same state it was in before. This is another trigger that is heavily used in almost everything. If repeated 6 times, it will bring the cube back to its previous state. It also has a much lesser-known reverse, hedgeslammer. This is a trigger that is used in a lot of algorithms, and in F2L. It was also coined by Petrus in the method of the same name. It is still an OCLL, but the algorithm is mirrored. It was proposed by Lars Petrus in his Petrus method.Īs referenced by the name, Anti-Sune is the opposite of Sune. It is part of a special subcategory called OCLL, which means that it only orients the corners (is used when all edges are oriented). Sune is an OLL algorithm, which means it orients the last layer. The majority of these will be CFOP algorithms, and some will be used in other methods such as Petrus, ZZ and Roux. Below we will be going over the most famous algorithms, such as Sune, Sledgehammer, and many more. There are many examples of iconic cubing things, but none are as omnipresent or as widely useful as algorithms. Commutative - it's not a necessary condition of the permutation group but notice that FB = BF but FR != RF.Inverse element - every permutation has an inverse permutation: ex.Neutral element - there is a permutation which doesn't rearrange the set: ex.Associative - the permutations in the row can be grouped together: ex.Below are the properties of the operations of this mathematical structure. In the introduction I have presented the Rubik's Cube as a permutation group. Mathematical properties of the algorithms R' D' R D - degree is 6 because we have to repeat the algorithm 6 times to return to the initial configuration. apply the sate1 alg and will find it on state 1 and apply that alg.Every algorithm or permutation has a degree which is a finite number that shows how many times we have to execute the operation to return to the initial state. hold the correct edge positions face in front and apply: R-alg L-alg 5R-alg 5L-alg ġ. state1: only one yello edge positions correctyġ. after doing all yellow on bottom facing rotate the bottom two layer so that all corners matches with centre color.ġ. Repeat the Righty-alg until that corner is twisted i.e. perform a D or Di to put the next yellow corner on bottom-right, warning: do not spin the cube only do D or Di moveĨ. first find the yellow bottom corner that needs to be twisted and keep it on bottom-right sideĦ. in correct position only edges are on incorrect then skip to step 6.ĥ. expection: yellow top corners are on correct positon in group of centres, and corners maybe twisted, if all corners are not twisted i.e. state 2: 2 corners are one same positions and 2 others are not and in diagonal: apply the state 2 solution after adjacent swap will come and apply above algorithmģ. state 2: 2 corners are one same positions and 2 others are not and in adjacent: sol: hold it that incorrect corners on right side: apply to swap the corners: 3R-alg spin-right 3L-alg and now rotate bottom two layers to position the corners on correct postion.ģ. state 1: all 4 corners are in the correct postion Ģ. rotate the bottom 2 layers and find that top corners are on the correct position of group of centresġ. Positioning top yellow layer corner pieces with correct position of corresponding edge pieces matches with centres.Ģ. Dot: Solution: apply alg for line and then angleĥ. edge making V or Angle: Solution: hold it on angle on right-front side and apply: f R-alg fiĤ. edge makeing line : Soltion: hold it in horizontal and apply: F R-alg Fiģ. Top face yellow cross only, ignore whatever on other side of edge piecesĢ. If left apply alg: Ui L-alg spin-left R-algĤ. If right apply alg: U R-alg spin-right L-algĦ. Determine whether the edge needs to go left or right.ĥ. rotate the bottom two layers together unitil the colors matchĤ. Find the edge no yellow color from top layer ģ. ![]() second layer edge with matching with coressponding centre piece (move top layer edge pieces to middle layer edge pieces except yellow)Ģ. if it is trapped in white corner with diffrent side, apply a righty alg to get it on top and flollow the prev steps.ģ. First layer corners(solve corners of white face with matching with other face center color with Righty-alg, rotoate bottom 2 layers to match with center pieces)ġ. Spin Left: rotote whole cube by 90deg in anti-closewiseĢ. Spin Right: rotote whole cube by 90deg in closewiseĤ. ![]() Algorithms to solve a 3x3 rubiks cube Algorithms:ģ.
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