Transcripts
1. Opening: Have you ever wondered what a UF means? Or what about winter variation? And what is an x cross? If you ever asked yourself any of these questions, chances are that you can solve a Rubik's cube. Well, I'm here to teach you all kinds of mysterious term surrounding the Rubik's Cube world along with practical examples. So I can show you what I'm talking about. Hi, my name is Byron. I've been a speed solver for over a decade and I've also asked myself these same questions before. So let's jump into it to get these questions answered. So when you go to your next competition, you won't get lost when people are talking to you.
2. Competition Terms: So the first thing we're going to be covering is called the J perm. And before we get directly into the g permits self, I want to explain to you guys exactly what a permutation is for those that don't know. So there is a method of solving called CIF op, which stands for Cross, F20, a willow, and PLO. When you solve using the C FOBT method, we're going to be specifically talking about ILL AND PLL here. And when it comes to the j prime, it will be PLL is exactly the spot where it lies. Now with overall l, you're going to be presented after you get your first two layers solved, you'll be presented with one of 57 different patterns that this yellow side we'll be able to make assuming that you solve the white side first. There is an algorithm for every single case and you don't have to know all 57, that's what they call full oval l. So the algorithm here would be this. And it will orient all of the pieces on the last layer. And that's what all L stands for is orientation of the last layer. Next, we're presented with a PLL, which is permutation of the last layer. And in this case we have a J perm. So we're going to be keeping all of the pieces on the top layer oriented. We're gonna keep our first two layers completely solved. And we're going to just move these top pieces around wherever they need to go. So if you notice here, this is solved, that solved. We just have to get this block here and move this block there. And in this particular case, this is called a j prime. There is an algorithm for it and there's 21 different PLL cases. So for this one's going to look something like this. And that will knock out your J PRM. There are, like I said, 21 other cases and I will also be covering the TPM, which is another very popular one that if you don't know C4H8 yet, you'll hear that one thrown around a lot. T perm. Now when we're talking about the TPP erm, we're talking about and other permutation, which here looks just like this. You have a solid block here and a solid block there. And if you notice this is an orange edge that belongs over here on the orange side. And this is a red edge that belongs over here on the red side. So if you notice these two edges have to switch, as well as this corner belongs over here, in this corner belongs over here. So these two have to switch. So if you look at the ones that need to switch, it kinda forms a t pattern, which is why it's called the T PRM. You'll hear this one come up pretty frequently because it's one of the fastest PLL is that people can perform. And honestly it's a lot of fun to do. It looks like this. And that will solve your TPP or PLL. It's a lot of fun. It's very quick. And because it has a lot of trigger algorithms, which I'll get into later, is very, very fast and it's very fluid because it's using a lot of tricks or finger tricks that you probably are already familiar with. A UF. This time we're going to be covering something known as an AU F or an adjustment of the upper face, which is what that stands for. You'll hear people when they're doing cube competitions or when they're trying to evaluate their own solves or other people solves, they're going to probably bring that term up pretty often. And personally, this was pretty confusing to me for quite awhile. So all we're going to be doing is moving the top layer in order to complete the solve. So for instance, I have a t perm here as I showed you earlier. And I'm going to perform IT PRM algorithm. And when I get the algorithm completed, I have to do one more turn. In order for it to be solved, that turn is called an a uf. You may have a U2 AUM if for instance, like here we're going to do another TPP erm, but this time, notice that these are opposite colors. So now I know when it's salt, I'm gonna have to do a U2, a UF. So that way I can have it completely solved and I plan the RUF in my algorithm. So that way at the end of the algorithm it's more fluid, it's faster and I can get better times. Pop. Whenever you hear a keyword talk about popping or Pops. It's typically when you're solving normally fairly quickly. And one of the sides when a catch and it ends up locking up. This is a very good cubes, so it doesn't really wanna do that. But you're typically solving very quickly and then you'll get a lock-up and then a piece we'll just pop out. And it actually looks like in some cases, a complete meltdown or detonation of your cube. It's actually very hilarious. But if you're at solving in a competition, you're getting a really good time. That's the last thing that you want to happen. Torpedoes, along with Pops, we're going to actually talk about something known as torpedos, which is another thing you may hear pretty often. So this cube is tension in a way that I can't really take it apart super easily to show you a torpedo. So this is an old vault cube of mine. Torpedos came along because cubed used to pop pretty often. So they added these torpedoes Once I get when I grab them. So they added these torpedoes in order to keep pops down. So what it would do is it would typically stop edge piece, which is normally the culprit of a pop. It'll keep the edge piece in place and keep it from coming out. And I'll show you exactly how it was set up. So, uh, set up just like this and I'll see you can get it close to the camera for you. So the edge piece being this one right here in the middle, would wanna pull out. But it has that torpedo. Let's pressing against the corners. That's keeping that from happening. Before the advent of torpedoes are the invention of torpedoes. Pops would happen very frequently. And now, when it comes to speed cubes, torpedoes are considered a standard. If it doesn't have it. It's kinda like if you buy a car without abs and it's a newer model, it's pretty much not going to happen. That's so no one's gonna want to buy it. Similar to this, when you get a stupid cubed, when he got his Newspeak, you, you expect there to be torpedoes plus two. A plus two is something that Cuba is absolutely hate because when you are solving in a competition and you're one move away from completing your solver, but you put your hands down on the timer to stop the timer. It's considered a plus two, meaning they're going to add two seconds to whatever your time was. Slice. And M slice is simply when you are doing a middle movements where you're just going to move the middle layer. We typically call it a slice. Some people will call it a slice if it's only one move. But I think the standard is when you move it two times considered in em slice, which is used in some algorithms like the H prime in the z perm, which is a very, very fast algorithm in order to perform to get your cube completely solved. F20. F20 is a way of solving the cube, deviating from the beginners method, where you would typically solve all of your corners first, after you get your cross. Then you would flip the whole cube over. And then you would solve your Middle layer all the way around, and that'll get your first two layers. F20 was invented by Jessica Frederick, where it actually does both of those steps. The corner in the edge at the same time. F2 l is the most widely used cube solving method, at least for the first two layers. It's very efficient and very quick. It's very intuitive and it can be done very, very efficiently. So for example, this corner belongs in this slot between orange and blue. And this edge will go above it, since there's orange and blue right here. So this edge is orange and blue. So these two are what we call an F2 L pair. And in order to pair these up, there's a couple of different configurations that they have to be in order for us to insert them at the same time. And that will solve this entire block. All we have to do is find the other F2 L pairs like this one. We're going to insert that entire section into this one. And then I'm gonna do the same thing for this F20 pair. And this all takes practice. So don't worry if it's confusing now. And that will solve your first two layers more efficiently than solving the corners then the edges one by one. Very, very good method. It takes some practice, but it's very efficient and it'll help you drop your times very, very quickly. Sledgehammer. Sledgehammer is a very common way of inserting an F2 L pair. It's used in some algorithms as well, as far as all hell and PLO are concerned, are concerned, but it's mainly denoted in F2. Well, when it comes to inserting a pair, not the traditional way. So if you're familiar with F2 L, you haven't F20 pair here. You're going to stop it aside, open the door, step in and close the door. And that's a typical way to insert that pair. But sometimes you want to orient more edges on top or it's more finger trick friendly for you, whichever the case may be. But sledgehammer is the algorithm trigger set R prime, f, our f prime. And that will still insert that. But it will make it where you can orient some more edges so that way your Ola will be a little bit more efficient if you're not very good with dot all l's and such like that. So it's a really, really good algorithm set to have and it will be able to make your F20 more efficient head Schlemmer. So now let's, you know, sledgehammer. Now we're going to talk about hedge slammer. Hedged climber is the reverse of sledgehammer. It can be used in some instances. For instance, here, let's say we have a beginners method as second layer edge insertion here. So we do our first initial form moves in order to get that F2 L pair setup. Now instead of rotating and then inserting it the traditional way, we can actually cut that rotation out by doing a hedge slammer here. For instance, the head Schlemmer algorithm is going to be a F r prime. F prime are simple as that and it'll still insert that. However, I didn't have to do a cube rotation in order to insert it, which will reduce my time a little bit. It can be used in a lot of different algorithms and you'll find it denoted in many different cases. Although it's not super common, it can be used to help you out.
3. Less known Rubik's Cube Terms: Sexy. Sexy is a algorithm move set that is r u r prime u prime. And I'll show you that in a second. This is a good situation for it, where you have to do the algorithm three times in order to insert this particular F20 case. And when you're in the middle of a speed solve whenever you see this pattern, a lot of people call it sexy because it's, it's a sexy algorithm, it's quick, it's fast, efficient. And it takes a second of your salt to just really quickly knock out this case. But it will look like this. And you just do it three times in order to insert that and then you can do it three more times in order to reverse the case. But in the middle of a speed solve, whenever you come across this, anyone's gonna think, man, that sexy? And I actually called it that before I even knew what it was called. And there's a couple of different variations, but typically RU, R prime, U prime is what it's supposed to be. But for instance, on this case, I do a u r prime, r prime, same thing, just in a different order, but it's just as fast, just as efficient, and just as sexy. Dnf. A DNF is when you're in the middle of a speed solve. And then you weren't able to actually finish the solve because you didn't algorithm and properly. Or you ended up getting a pop and you just couldn't fix it in time and you just decided to basically just scrap that salt. It's going to be considered a DNF or it did not finish. To gen, to Jen is when you are doing an algorithm and it requires only the use of two layers in order to solve it. For instance, this is what we call an F perm. And this algorithm requires three. So we would typically call this a three gen algorithm, but a two gen algorithm, which would be something like this. This is what we call a Joop erm. I can only solve, I could only solve it with just the right side and the top side. And that's what we call a two gen algorithm, which is typically what people who solve one handed or trying to look for because they can manipulate just two sides pretty efficiently. I don't solve two handed, by the way, are one-handed. So to Jen just means you're solving using only two sides for an algorithm. Cubist average. Alright, when we're talking about the cubist average, it's basically an average. Honestly, the definition of average hasn't been changed here. But put simply, you're going to get a average of, let's say five solves. What they doing competitions as you solve five times, they're gonna take your best time, and they're gonna take your worst time. And they basically delete them. And they're going to average the remaining three times that you have in order to get your cubist average. Or at least what some people like to call a cubist average. This is going to be a good determiner because your worst time may not necessarily reflect what your average time is in neither would your best time. So they're just gonna get rid of both of them and give you a pretty solid average of everything that you did in the Middle. C, all they'll see ILL basically means corners of the last layer. It essentially means that when you're going to solve your OL, you can also solve the corners of your last layer. So that way you're left with a pretty easy PLL In the end, it's typically going to be. Maybe a modified algorithm of what you already know if you already know some old cases. However, like for instance, this one, I have all corners already solved when that doesn't always happen. And then I'm left with a pretty quick and pretty easy PLL. In order to finish off the cube, you'll typically see CLL or Ohel LCP use interchangeably. They're basically the same thing. Will LCP stands for corner orient ARM, sorry, orientation of the last layers with corner permutation. And basically you could abbreviate it to CEO ILL, which is corners of the last layer. Pretty much same thing. Wcag. The WCAG is also known as the world cube association. Wcag is a worldwide organization that governed speed solving competitions and a WPA sanction competition. They are recognized by the Guinness Book of World Records. If a speed solving record has been set, pretty much said, if you're going to a competition and it has sponsored or sanctioned by the WCAG AA, that means that if you end up sending a world record is considered official. So they are an official governing body of cube competitions, winter variation. Winter variation is a set of algorithms where if you get your first two layers completely solved except one slot, and you have the pair that has already formed. All of your edges are already oriented for your last layer. Then you can perform an algorithm that we'll skip your ol L while at the same time inserting your final F20 pair. It's lung along algorithm list. However, it can be useful given that you can recognize the case fairly quickly. So for instance, in this case, instead of simply doing a r prime, r prime, which will give me an old case. I could instead insert it this way. And I will skip that all l case entirely, and I will insert that F2 L pair. Now let's talk about some variation. Summer variation. Summer variation, similar to winter variation is when you have all of your F20 pair solved except one. However, instead of your F20 pair already being paired, they are separated by a simple three move insert. And of course your edges must be oriented in your top layer. This will skip your LLL that you will have. As you see, I have a three move insert here, and I'd be left with this case, which isn't bad. However, instead of doing that, I could insert it a different way in completely skip my old El entirely, simply like this. And that will skip my old pal and still insert that part. So winter variation is a little bit more common than summer variation. And there's a pretty decent subset of algorithms for both of them. But I would say if you're going to choose one to learn, most likely winter variation will benefit you more. X cross. X cross is also known as the extended cross. This is a more advanced technique in which you can get not only your cross, but also your first F20 pair planed and inspection and handled at the same time. It's actually pretty awesome whenever you can get it done. So for instance, here we have a scramble here. And if you notice we have one that's already ready to go for that. This will line up perfectly for that one. Once we lined that up, this one can go down and we'll line up here along with everything else. And then this one will be setup for an easy insert, which I'll show you in a second. But if you notice, we have this block right here that's already solved once we just bring this down. So if we are going to get that orange and green edge, solve our corner solved here. We would want to see if we can get the orange and green edge above it solved before we move that in place, which fortunately it's here and when we bring the blew down, it will already be solved. So here's how this would play out. We would bring the blew down like this, which will also get that edge in place. We will bring the green down or you can bring read in like that, then bring green down. And when we align it, we will align our cross completely, as well as getting our first F20 pair. This is a very, very advanced technique that requires a lot of practice in an order for you to get your cross as well as your first F20 pair planned out in the 15 seconds worth of inspection that you have available to you in a competition. It's a little difficult. But as you can see, it can be done, especially if you get presented with a very easy case. And this will make it where you can easily look forward to your next F2 L pair and inspection. So that way this case will be really easy. And in the time it took for you to only get your cross, you could have two F2 L pairs already done. Takes a lot of practice, like I said. But if you get a good case, it's going to really benefit yourself. Color neutral. Color neutral is when you have the ability to solve any color that you want in order for you to get the most efficient cross and hopefully the most efficient solve, granted that you could look that far ahead. So for instance, I personally solve green all the time. But when I do these videos, I show you guys everything on the white cross first because that seems to be more universally accepted. So let's just take a look at the green cross real quick. So there's this one, that one, this one up here that's ready to go and this one down here. So if you can tell this is a really nasty cross, it's really bad. And since I'm personally not color neutral, I would be stuck with that really bad across. However, someone whose color neutral would be able to solve any color they want. And if I was color neutral, I would look at this white cross. Because these two are opposites of the colors up there on. This one can go in with one move. And then we have, where's that other one right over here? That one super easy to get put in right there. So I would literally just do this D2, bring this one down, bring that one down. And I have a super, super easy cross. And as you can see, I haven't ended up with two corners, which I probably could've even slipped in and extended cross there. So color neutral really benefits you as long as you can keep track of the colors you're supposed to be solving. Alright, you guys, that is the end of my course. I hope I was able to demystify some of these cubic terms for you. I know it could be a little overwhelming, especially for some newer keepers. The Cube world has tons of cubes, tons of puzzles, tons of terms and roles, and it's insane. It's never ending. So hopefully you guys were able to get some kind of value out of this. But please take the time to go down and give me a review. Let me know if I'm doing something good, if I'm doing something bad, and that way I can improve my videos to give you guys some better quality content in the future. It's been a pleasure, and I'll see you guys in the next video. I will be posting some more videos regarding, I would say cube competition regulations and a few other things. And especially if there's something that you want to see, just let me know down in the discussions area. And I can probably throw this together. This whole course was actually recommended by one of my students. So I hope I was able to help you guys out and do you do a solid so go ahead and click and follow me and I'll see you guys in the next course.