
Hints and Tips
This sub-section called "Hints and Tips" is to offer what the name suggests. That is tricks to help you at solving the Cross, F2L, OLL and PLL. So have a browse through and hopefully you'll learn something new.
Cross:
When solving the cross their are several traits you must posses in order to get good at it or "master" it. Those are:
1. Move count
2. Cross position
3. Execution Speed
4. Possible X-Cross
Move Count: It is ideal that move count for the cross is optimal - less then 7 or 8 moves. This obviously will decrease your time, compared to a cross with 15 moves (Assuming TPS are equal).
Cross Position: This basically means what side you solve the cross on. Elite 3x3 cubers solve the cross on the bottem as it gives a fast transition into F2L. So if your solving the cross on the bottem, you can easily look ahead into F2L whilst solving. Instead of if you did at on top, then had to flip it over, then start looking for c/e pairs.
Execution Speed: You must aim to execute the cross within 2 seconds in order to obtain fast times (Presuming your other stages are of equal strength). This is done depending on your overall turniing/solving style. For example- Yu Nakajima of Japan [Current WR (Avg)] is known to have a "Fast-choppy" turning style. That is he turns extremely fast with short pauses in between. Whilst Edouard Chambon on the other hand is renowned for having a slow smooth turning style with no pauses. It doesn't matter what style you adopt, as its natural, but you should be looking ahead whilst executing at a decent speed.
Possible X-Cross: Whilst inspecting your cube for your 15 seconds inspection time, keep your eye out for already made F2L pairs. You should try to preserve them whilst making your cross, so your first pair is easy to obtain. On more of an X-Cross (Extended Cross) note, if you see a corner or edge of a c/e pair (Corner/Edge Pair or F2L Pair) in its correct position, whilst making the cross try to put in the remaining piece of the c/e pair to form an X-Cross.
NOTE: Cross is counted as F2L because it's apart of the First 2 Layers, but for complication purposes we'll isolate it for as it's own seperate step.
F2L:
The first two layers of the rubik's cube is the most important, generally because it takes the most time. Ways in which to improve your F2L, to be able to get ~2 seconds a slot, would be as follows:
1. Turning speed
2. Look Ahead
3. Practice
Turning Speed: To get fast F2L times it's not necesary to have a high TPS (Turns Per Second). If you turn slow but smoothly and stay calm you know more about what your doing and therefore can still achieve times similar to turning incredible fast.
Look Ahead: Looking ahead is a vital part of F2L as it reduces pauses, thus reducing your overall time. It basically means looking for your next C/E pair whilst solving one. As said before this allows you too never stop turning which reduces your times.
Practice: The most important part of F2L is practice. This is probably the best piece of advice you could get. Those other tips will only help you to an extent. Practice is what drives you to reach your full potential, and develop this awesome skill.
OLL
Orientation of the Last Layer, or more commonly OLL occurs after F2L and consists of a frightning 57 algorithms. Some hints to solving OLL more faster and efficiently are as follows:
1. Recognition
2. Execution Speed
3. Algorithm Angles
Recognition: Recognition can cost quite some time when speedcubing, especially for beginners. This can only be improved my running into the specific case more often. Which means more solves, which means practice. See everything leads back to practice :D
Execution Speed: Everything to do with execution speed involves fast fingers. To be able to move the faces fast you need too learn finger tricks. If you don't know finger tricks i suggest you go visit the "Finger-Tricks" section. When executing your OLL algorithm it's better to do it in a more smooth turning motion so you can recognise your upcoming PLL and so that you don't risk a POP.
Algorithm Angles: This hint is quite advanced and isn't nessecary to achieve fast times, but can help a bit. It essentially means learning mutliple algorithms for the same case, so you can execute them from different angles without a cube rotation. The only thing it's saves is a one move really. It sounds pretty silly. BUT if your a person who rotates to have the case how you want it to appear instead of a AUF ie U', U or U2 it may be worth looking into after you have "mastered" the method.
PLL
Permutation of the Last Layer, or more commonly PLL occurs after OLL and consists of a frightning 21 algorithms. Some hints to solving PLL more faster and efficiently are as follows:
1. Recognition
2. Execution Speed
3. Algorithm Angles
Recognition: Recognition is a very important aspect of PLL as it is necessary to start executing the algorithm as quickly as possible to achieve a good time. This can only be improved my running into the specific case more often. Which means more solves, which means practice. See everything leads back to practice :D
Execution Speed: When executing your PLL you can execute it as fast as you want without having to worry about a next step or looking ahead. Make sure you know "finger trick friendly" algorithms, that is algorithms which allow you to go fast based on your moves preference (RUF or RU moves).
Algorithm Angles: Algorithm angles is much more crucial for PLL compared to OLL, because when executing PLL algorithms you want to finish as fast as possible. So after you've gotten around the 13 second range, learn algorithms from opposite sides for certain cases or even all cases. This reduces cube rotations and AUF, which reduces your times.
Have fun!
Created by Levi Reichelt