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| How to solve the Rubik's Cube blindfolded |
Title : How to solve the Rubik's Cube blindfolded
Duration : 36:18
Channel : Zane C
Label : bld, tutorial, zane, carney, 3x3, seconds, speed
Duration : 36:18
Channel : Zane C
Label : bld, tutorial, zane, carney, 3x3, seconds, speed
![]() |
![]() |
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| How to solve the Rubik's Cube blindfolded |
A complete tutorial for solving the Rubik's Cube blindfolded using the 'Classic/Old Pochmann' method. ***Summary and helpful links are below*** Key parts: Intro: 0:00 Conjugates and setup moves: 6:20 The buffer and targets/cycles: 8:22 Recap: 10:10 Solving the edges: 10:39 Solving the corners: 16:07 Flipped/twisted pieces: 19:10 Parity: 21:38 Example solve: 23:07 Memorising: 32:47 Link to speedsolving.com thread (additional example solve + much better layout): http://www.speedsolving.com/forum/showthread.php?34298-How-to-solve-a-Rubik-s-Cube-BLD-Progression Rubik's cube turning notation: http://www.speedsolving.com/wiki/index.php/3x3x3_notation How to improve: https://www.youtube.com/watch?v=xFjkMSpwl9A Memory methods: http://www.speedsolving.com/wiki/index.php/BLD_Memorization Lettering scheme: http://www.speedsolving.com/wiki/index.php/Speffz Tutorial on how to memorise letters (you first need a lettering scheme): http://www.speedsolving.com/forum/showthread.php?40541-Letter-Pairs-images-sentences-and-audio-%28Tutorial%29&p=825192#post825192 Joël's tutorial (sorry, I think this is no longer active) http://www.solvethecube.110mb.com/blindfold.html ------------------------------------------------- Algorithms: T-perm: R U R' U' R' F R2 U' R' U' R U R' F' J-perm: R U2 R' U' R U2 L' U R' U' L L-perm: R' U2 R U R' U2' L U' R U L' Y-perm: R U' R' U' R U R' F' R U R' U' R' F R R-perm: L U2 L' U2 L F' L' U' L U L F L2 U ------------------------------------------------------------- Solution for edge targets: UF = J-perm UL = T-perm UB = L-perm FU = Lw' (L-perm) Lw FR = Dw2 L (T-perm) L' Dw2 FD = Lw' (J-perm) Lw FL = L' (T-perm) L LU = L' Dw L' (T-perm) L Dw' L LF = Dw' L (T-perm) L' Dw LD = D Lw' (J-perm) Lw D' LB = Dw L' (T-perm) L Dw' BU = Lw (J-perm) Lw' BL = L (T-perm) L' BD = Lw (L-perm) Lw' BR = Dw2 L' (T-perm) L Dw2 RB = Dw L (T-perm) L' Dw' RD = D' Lw' (J-perm) Lw D RF = Dw' L' (T-perm) L Dw DF = D' L2 (T-perm) L2 D DL = L2 (T-perm) L2 DB = D L2 (T-perm) L2 D' DR = D2 L2 (T-perm) L2 D2 Solution for corner targets: UBR = R D' (Y-perm) D R' or U (L-perm) U' UFR = F (Y-perm) F' UFL = F R' (Y-perm) R F' FLU = F' D (Y-perm) D' F FRU = R2 D' (Y-perm) D R2 FRD = R F (Y-perm) F' R' FLD = D (Y-perm) D' LFU = F2 (Y-perm) F2 LFD = D2 R (Y-perm) R' D2 LBD = D2 (Y-perm) D2 BUR = R' F (Y-perm) F' R BDL = D' R (Y-perm) R' D BDR = D' (Y-perm) D RUF = R' (Y-perm) R RUB = R2 (Y-perm) R2 RDB = R (Y-perm) R' RDF = Y-perm DFL = F' (Y-perm) F DFR = F' R' (Y-perm) R F DBR = R2 F (Y-perm) F' R2 DBL = D F' (Y-perm) F D' ------------------------------------------------- Example solve: Scramble cube in the orientation you wish to solve it in. R L U2 D2 L2 B2 R' B2 U2 F2 L2 B D' B' D' L' U' L2 B' D2 R Corners: UBR = R D' (Y-perm) D R' DBL = D F' (Y-perm) F D' FLU = F' D (Y-perm) D' F FRU = R2 D' (Y-perm) D R2 DFL = F' (Y-perm) F DFR = F' R' (Y-perm) R F RBD = R (Y-perm) R' Fix parity: y' (R-perm) y Edges: DL = L2 (T-perm) L2 DF = D' L2 (T-perm) L2 D Since the blue/yellow edge is now at the buffer, you need to break into a new cycle, I have arbitrarily chosen to shoot to UB... UB = L-perm RD =D' Lw' (J-perm) Lw D BR = Dw2 L' (T-perm) L Dw2 DB = Lw2 (J-perm) Lw2 or D L2 (T-perm) L2 D' LB = Dw L' (T-perm) L Dw' UF = J-perm FL = L' (T-perm) L FR =Dw2 L (T-perm) L' Dw2 UB = L-perm Flip UL: shoot to UL: T-perm shoot to LU: L' Dw L' (T-perm) L Dw' L ----------------------------------------------------- Formula to reassure all pieces have been cycled: t = u + c If t=u+c you have cycled all the pieces. *Please don't get confused/distracted by this formula, you certainly don't need it, it's only if you want to be super safe.* Where: t = No. of targets (excluding targets associated with flipping edges or twisting corners) u = No. of unsolved pieces (excluding buffer and flipped/twisted pieces) c = No. of cycle breaks (ie. how many times you break into a new cycle) Don't feel compelled to use this formula, it's just something you can use. Another way to make sure you've cycled all the pieces, is to simply study your memorisation, and check that no unsolved pieces are left out. ------------------------------------------------- Image suggestions for edge targets: UF = UFO UL = Ultra-quick (the Flash) UB = sUBmarine FU = Fugitive/Fuck you FR = Fridge/fruit FD = Food FL = Flower/flour/flood LU = Lute LF = Leaf LD = Lead LB = Lobster BU = Bull BL = Blood BD = Bed BR = Bear RB = Robber RD = Rubber Duckie/road RF = Roof/rifle DF = Dolphin DL = Doll DB = Disco Ball DR = Dragon Memo can be easier to recall if you interact 2 images per location. For example: BR+LB could be imagined as a bear eating a lobster.



