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Team Blindfold

These are the codes I use for team blindsolving. Team Blindfold is an unofficial event in which one person is blindfolded and cannot look at the cube whereas the other person is sighted but cannot touch the cube. Therefore, one person must communicate to the other which moves to perform. Ian Winokur is known for developing this event into what it is today. The more codes you (and your partner) know, the less commands need to be called and therefore your solve will be faster. This method requires the caller to be able to recognize each case and the solver to be able to recall and perform each algorithm. Ideally, both people will know how to solve using CFOP with full OLL and full PLL.

Here's an example of me doing a team blindfold solve in Canada with Craig Bouchard calling back in 2006. We were racing Ian Winokur and Tyson Mao who were doing the same thing back in New York.

Inspection and Cross

During inspection, the caller should identify which face has the center you are using to solve the cross. Since I use a white cross when I call, I would say the cross is on "_____", depending on which face had the white center. The caller would then put that face to the bottom. I use the standard WCA notation for calling and solving the cross. The only exception to this is rotations. Instead of calling y and y' for rotations, I use "spin left" and "spin right."

F2L

For F2L, it is possible to solve using only pushes and pulls so that is an excellent way to start. Each F2L case has its own code. For most cases, if the corner's white sticker is on the right, the code will have a "1," if it is on the front, the code will have a "2," and if it is on the top or bottom, it will have a "3." For hides and splits, the first number indicates the case (1 means the corner or edge is at the back right, 2 means it is at the back left) and the second number indicates how many times the edge or corner needs to move to form the pair (either once or twice).

Diagram Code Diagram Code Diagram Code
Push Right Push Front Push Left
Pull Right Pull Front Pull Left
A1 A2 The move three times
B1 B2
C1 C2 C3
D1 D2 D3
Edge Front Edge Right
Lefty move twice The move twice
The Good E The Good F
Hide 1,1 Hide 1,2
Hide 2,1 Hide 2,2
J1 J2
K1 K2
L1 L2
M1 M2
N1 N2
R1 R2
Split 1,1 Split 1,2
Split 2,1 Split 2,2

OLL Codes

Make sure you and your partner go over the angles for these before you start. Many OLLs can be performed from several reasonable angles so if you don't go over these, you may not solve the case like you were expecting.

2 Look Last Layer

If you're using a 2 look OLL (which is especially recommended for beginners so that you don't have to learn 57 names), you only need to learn "Edges bar," "Edges L," and "Flip all edges" to orient the corners and the 7 corner orientations to finish the OLL.

Edge Orientations

Edges Bar

Edges L

Flip All Edges
Corner Orientations

Superman

Shark

The finger

Sune

Antisune

Pi

Double Superman

1 Look Last Layer


H minus 1

H

X

Superman

Shark

The finger

Sune

Antisune

Pi

Double Superman

Dot1 Front

Dot1 Back

Diagonal

Mickey Back

Mickey Front

Edges Bar, Edges L

Double Runway

T2

Edges Bar

Edges L

Lefty Edges L

D

B

M Right

M Left

31 Back

31 Front

32 Front

32 Back

Righty L

Lefty L

Lefty S

Righty S

C Dot

C Bar

Box Front

Box Back

Bolt Front Sune

Bad Bolt Right

Bolt Back Sune

Bad Bolt Left

Good Flower

Bad Flower

Lefty Y

Righty Y

I Pi

I Bar

I Double Dot

I Double Bar

Right Putter Bad

Right Putter Good

Left Putter Bad

Left Putter Good

Awkward Right Open

Awkward Right Closed

Awkward Left Open

Awkward Left Closed

PLL Codes

Most of these codes are just the standard codes but some needed to be clarified because the reflection has the same name.


Corners Good

Corners Bad

E

Z

H

Edges Bad

Edges Good

J Back

J Front

T

Righty 7

Lefty 7

F

G1

G2

G3

G4

V

N 12

N 21

Y