Lesson 3

Edge Solving

In Old Pochmann, we solve edges one piece at a time using the UF edge as a buffer. We read the sticker at UF, find where it belongs, move that target piece to UR, perform a J-perm, and undo the setup.

The Edge Cycle

  1. Look at the UF edge. Read its letter — this is your first target.
  2. Find that target piece and use setup moves to bring it to the UR position.
  3. Execute the J-perm to swap UF and UR.
  4. Undo the setup to restore everything except the solved edge.
  5. Repeat with the new piece in UF until all edges are solved.

Edge Swap Algorithm (J-Perm)

R U R' F' R U R' U' R' F R2 U' R' U'

This swaps UF and UR edges. It also swaps two corners, but that is harmless because we solve corners afterward.

Setup Move Examples

A setup move brings the target edge to UR. The setup must not disturb the UF buffer. After the J-perm, undo the setup.

UR (B)
(none)
Already in place
BR (E)
D' L2
Bring BR to UR
FR (G)
D L2
Bring FR to UR

Special Case: Flipped Edges

Tracing only skips edges that are fully solved — correct position and correct orientation. An edge sitting in its own slot but flipped is not solved, so it never shows up in your main cycle. You catch it the same way you catch any leftover piece: as a new cycle (cycle break).

  • Start a new cycle on the flipped edge, then read through it. You'll shoot both of its stickers — two targets — which flips it into place.
  • So a single flipped-in-place edge still costs you two lettersof memo, even though nothing looks “out of position.”
  • Beginner trap: scanning positions only and thinking “everything's home, I'm done.” Always check orientation too.

Scramble the cube and look at the BL edge (its stickers are Q / X). It is in its slot but flipped:

Resulting edge memo:
LOMVAJNBDUGHFRQX

The main cycle solves every displaced edge, then closes. The flipped BL edge is picked up last as its own short cycle — Q then X, the piece's two stickers.