跟讀練習: The Best V Perm Algorithms - 通過影片學習英語口語

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The Vperm is notorious for being a bad PLL case.
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Well, now things are different.
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Today I'll be showing you the best Vperms I know, the finger tricks I use for them, and my thoughts on each of them.
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This is a new Vperm algorithm that's quickly gaining popularity.
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Here's how I finger trick it, but there are other ways to do it.
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I start by pushing here. and then middle finger.
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Double flick.
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index middle, and index finger here.
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Thank you.
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Some other ideas for finger tricks are you could start like this instead, and then if you get your finger up here for the U', then you can actually do F wide prime like this.
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Then you would use your middle finger for this next move, and the rest should go the same.
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There is also the inverse of this algorithm, and I don't think it's as good, but I'll show you how I would do it and why it's not as good.
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There are two main ideas for how to finger trick this.
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One is to do this.
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and then do "soon" from here, which needs a ring finger drag like that.
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And then this finger trick I personally would not go for this execution because I think it's very similar to the original,
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but it's just a little bit harder.
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The other way is to do a rolling R' to stay in home grip, and then do all the FY's from home grip now.
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So here is soon from home grip, which is also a bit easier.
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And then here you have to do this or this.
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So I'll show what happens if you do this one first.
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You do F wide like this.
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Or if you do this, you would do the FY like this.
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Thank you.
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The slight advantage of this version is when you do FYs from home grip, you don't need to move your hand backwards to do either of these.
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I don't think that's enough of an advantage to actually use this algorithm, which is why I wouldn't do it.
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So between these two, I would choose the first one and not the inverse.
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This is also a recently discovered algorithm, but it's kind of funny if you just look at the algorithm.
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It doesn't look like it should be any good at all, but somehow it is.
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For this one, you hold the block here, and pay attention to the finger tricks because they are very tricky.
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After the R' you have to do the U' not as how you normally do it, but you have to get your index finger at least touching the top a little bit.
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That way you can go straight into the F' that's coming up.
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And you have to use this finger for the F' because you have this S coming up as well and then here, middle finger for U, and the rest is pretty straightforward.
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And you end with PLL on this side, so any AUF would have to be a right turn.
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I cannot do this fast, but I will try.
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Wow, first try, that never happens.
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This is what usually happens.
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Now why on earth would you use this algorithm?
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Well, the move count is really low, but it's not that simple.
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This actually is slower than it appears from the move count.
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The reason for that is 1, 2, 3, 4, 5, 6.
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All six of those moves were finger turns and not wrist turns.
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For most algorithms, you can kind of judge them by move counts because they are mostly just wrist and finger alternating turns.
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only finger turns, then you have to have a much lower move count to be equally as fast.
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Now all that being said, that doesn't mean this algorithm couldn't be good, I just think it would take you a lot more effort to get it equal to other algorithms.
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Now let's briefly revisit the old standard algorithm.
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This algorithm goes like this: Keep rotation.
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Thank you.
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Index, middle, and then here either index or thumb.
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Not only is the cube rotation slow, but it is very easy to mess up on.
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So instead, you can just face here and do the initial moves as F moves, which gets rid of the cube rotation.
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And that would look something like this.
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and then index here, and push back.
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This is just one way, I'll show another way afterwards.
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middle finger.
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And then the rest is the same as usual.
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Thank you.
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Another way you could do this starts the same way, but then here instead of this, you would do this middle finger and then do this.
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and index, and then the rest is the same.
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Thank you.
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Either way, the total number of hard finger tricks is the same and there's no finger overworks, so you can pick whichever one you want.
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Eliminating the rotation is nice, but it's not as good as it seems, and that's because of these four difficult flick turns in a row.
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And then there's also the factor of doing the AUF before the algorithm.
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For example, if you're going to start with the block here, then you have to do this and then this, which you could do like this, but then that is also kind of difficult.
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Usually that would be better, but in this case you're going to overwork fingers if you don't start like this.
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One extra thing I want to add is this algorithm includes a lefty thumb move in both directions, and a lot of people can't do this with their left hand.
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You can just do the right hand instead.
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So that means instead of RUF, you would do it LUF, and that would make it easier for right hand thumb moves if that's the only one you know.
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Now this is the V -Perm I've been using for a while, and there actually are four variations of this algorithm that are all very good.
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and it goes like this: regrip during this first U' move, which is a big regrip, so instead you can do it like a rolling R, so your thumb stays on front, then this is a smaller regrip.
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these two at the same time.
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Drag ring finger.
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This I do with both fingers at the same time just because it's more consistent.
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Thank you.
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Another way you can do this that eliminates the re -grip goes like this.
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Do the rolling R to begin as well.
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and then the rest of this is just from this grip.
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Thank you.
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And then like this, and here go up or down, I'll show down.
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So for two harder finger tricks and two harder grips later on, to save a slight amount of time during that re -grip, I don't think that's worth it and I go for the simpler version, but if you think that's worth it,
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then I think that's a really good execution as well.
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It may be even faster, but I just would mess up more on it.
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This one is also very popular, block here, and you start with a re -grip.
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Re -grip during that D move to here.
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and then push here and push here at the same time.
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Thank you.
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The re -grip in the beginning looks bad, but it's actually not quite so bad when it's at the start, because if you begin out of line,
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which you usually will three out of four times, then you can just do the U -move as you re -grip.
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So this becomes a soft re -grip instead of a hard re -grip.
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However, if you start right from this angle, then this will be a hard re -grip.
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So it's still worse than not having a re -grip, but it's not as bad as it seems.
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There are two reasons I don't use this algorithm.
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One is the initial re -grip.
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I just prefer when there isn't, if there's an equally fast algorithm.
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And the other one is right here.
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I don't like this sequence of moves.
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I mess up on it a lot.
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This one is the inverse of the one I use, so you start with a rolling R2, which means like this, you end with your thumb on top, and you do the R2 with your index finger.
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Then here, And here you can do this and this at the same time,
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or if you can, you can also do these two at the same time.
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And during this Gmove regrip,
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One little thing is these two moves at the same time, at least for me, it is very difficult to get that fast and consistent.
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But if you can do that part really well, I think this algorithm is really good.
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This one is the inverse of the second one I showed, so it goes like this.
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In terms of how easy the finger tricks are, this is actually the best one because this is the only somewhat difficult turn, and every single other one is really easy.
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It does get a bit harder once you try to avoid the re -grip, and I'll talk about why avoiding this re -grip is actually kind of important.
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How to avoid the re -grip is like this: So the first two R2s you do not re -grip, but then for this one you have to do a middle finger rolling R2 prime,
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which means you're going to go down for R prime, and the second R prime is going to be middle finger only.
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After this your thumb's still on the bottom and everything is the same as before.
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So if you get it from here or from here, you can just do the U move as you re -grip, and you can get the easy finger trick version.
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But if you get it from here, you don't want to waste time re -gripping, so it's nice to have a re -gripless option.
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But if you get it from here, then this is where you have to avoid the re -grip.
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If you do U2 with this hand, then you don't have time to re -grip.
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But if you do U2 with the other hand, which is what you might think, you actually don't have a move for the coming D prime.
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or you just U2 with this hand and go into the re -gripless version.
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And one more downside to this algorithm is if you have an AUF afterwards, it can be more difficult than with other algorithms.
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So out of these four, the most straightforward finger tricks wise is actually going to be the first one, but there are pros and cons to all the other ones, so you may pick those instead and they're perfectly fine as well.
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There are two more algorithms I want to mention, I won't go too much into them.
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The first one is all R and U moves except for one regrip in the middle, and I think this one is quite good, except that it's a little bit long if you count the moves.
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Thank you.
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Then there's the fastest known Vperm, which we've known for a long time, except it has a cube rotation before you start.
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Even with the cube rotation, it can be quite fast, but I don't think it's worth the risk.
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Thank you.
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Thank you.
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So there are a lot of Vperms here, and I'm going to narrow it down to my recommendations, so I'll start by removing these ones.
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Not that they couldn't be good, I could be wrong, and maybe you really believe in one of those and you can just go for it, but I just wouldn't be comfortable recommending these ones to other people because I don't think it's as good.
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finger tricks just feel a lot faster to you than other sets of finger tricks.
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There is no objectively right answer for what to choose, and between all of these, there's such a big variety that I think everyone should find one you could at least be very comfortable with.
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And if you want to be as fast as possible, you may just pick a different algorithm depending on the situation.
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There are so many good vperm algorithms now, but let's be honest, vperm is never going to be fast, at least now it's acceptable. And consistent.
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Sometimes.
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Thank you.
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So I actually made this video because I was going to do one for all the PLLs, but then I realized there were just too many for Vperm that it probably had to be its own video.
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And that's kind of crazy, because Vperm used to be that case that only had one good algorithm.
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Thanks for watching, and I'll see you all next time.

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推薦影片

為什麼用這個影片練習英語口語?

想要提升英語口語練習效率,選對素材很關鍵!這個講解魔方V perm演算法的影片,語速適中、邏輯清晰, speaker 會自然使用“here's how I...”“the reason for that is...”等實用表達,非常適合用來做英語影子跟讀。跟著影片模仿,不僅能練發音和語調,還能學習如何用英語清晰描述步驟,一舉多得。無論是新手還是想精進的學習者,都能從中學到實用技巧,快速收穫進步。

語境中的語法與表達

影片裡藏著不少高頻表達,快記下來!

  • “This is a new Vperm algorithm that's quickly gaining popularity.” 定語從句的妙用,描述事物特徵時超實用,影子跟讀時注意“gaining popularity”的連讀。
  • “I don't think it's as good, but I'll show you how I would do it.” 否定轉移+賓語從句,口語中表達觀點的經典結構,模仿時注意語氣的自然轉折。
  • “The reason for that is 1, 2, 3, 4, 5, 6.” 解釋原因的簡潔表達,比“because”更高階,適合在shadow speak中練習邏輯輸出。

發音陷阱需注意

影片裡有些單詞的發音容易出錯,快來避雷!

  • “algorithm” 重音在第二個音節,別讀成“algoRITHM”,影子跟讀時跟著 speaker 慢慢練。
  • “finger” 中的“ng”發音要飽滿,別發成“finer”,可以多聽幾遍影片糾正。
  • “execution” 中的“x”發“ks”音,注意不要吞音,這對提升口語流暢度很重要。

想要練好這些表達,不妨試試shadowing site,跟著影片逐句模仿,堅持一週就能明顯感受到進步。記住,shadowspeaks的關鍵是“先聽後說”,多重複才能掌握精髓!

影片中的語法

說話人最常用的結構,並附上影片中的原話:

結構影片中的用法
條件句 if + 從句,will/would + 動詞 — 條件及其結果if you do this, you would do
定語從句 who / which + 從句 — 補充說明人或事物grip, which is · algorithm, which is · move, which is

什麼是跟讀法?

跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。

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