Variations

Once you understand how HedgeSlammer affects cubies it can be used to solve the cube in a variety of ways. It's your cube. Solve it however you want.

Any Order

Solve the cube in a different order.
You may wish to examine the Reference at the end of this document for useful move-sequences.
If corner-cubies are positioned before edge-cubies, all edge-cubies can be moved to their home positions using nothing but HedgeSlammer.
If edge-cubies are positioned before corner-cubies, the final two edge-cubies may need to swap places in order to move them to their home positions. In such cases, the two edge-cubies can be swapped using (Hs U)3.

Only HedgeSlammers (almost):

Solve the cube using nothing but HedgeSlammers.
In other words, no layer should be turned unless it is being turned as part of a HedgeSlammer. Solving the cube in such a manner is possible, but only if the scrambled cube happens to be in a state that allows it. This only happens about 3% of the time.
If corner-cubies are positioned before edge-cubies, a maximum of three quarter-turns are required in order to get the cube into a state where it can be solved using nothing but HedgeSlammers. The quarter-turns are needed near the beginning of the solve to move the corner-cubies to their home positions. Once all eight corner-cubies have been moved to their home positions, the cube can then be solved using nothing but HedgeSlammers.

Layer By Layer:

Solve the cube layer-by-layer (sort of).
Since HedgeSlammer touches every layer of the cube, solving layer-by-layer in the same manner as CFOP is not really possible, but it can be faked by solving it in a manner similar to the 8355 solution.

R'D'RD

(R' D' R D) is a well-known move-sequence for orienting corner-cubies. It orients corner-cubies in the same manner as orienting corner-cubies using Hs2. The move-sequence is applied until a corner-cubie is oriented (which will require either two or four applications), then the upper layer is turned to replace the newly oriented corner-cubies with an un-oriented corner-cubie. This process is continued until the move-sequence has been applied a total of six times.
(R' D' R D)2 twists the corner-cubie anti-clockwise. Other cubies are disturbed.
If orienting corner-cubies in the bottom layer is desired, the move-sequence can be re-written as (F' U' F U).

Orient corners

It is possible to orient corner-cubies using nothing but HedgeSlammer. No other face-turns are required. This is not an intuitive method.
A pivot re-orients the cube so that the front-right-upper corner-cubie remains the same, but the top changes color. The cube can pivot clockwise (Pc) or pivot anti-clockwise (Pa).
The cube (middle) pivoted anti-clockwise (left) and pivoted clockwise (right).
An orbit is a HedgeSlammer and a clockwise pivot repeated three times in a row: (Hs Pc)3. An orbit moves a corner-cubie around the cube in an anti-clockwise 'circle', returning the corner-cubie to its starting location.
An orbit moves the pink corner-cubie from pink to black to gray and back to pink.
In an orbit, the cube is pivoted clockwise after each HedgeSlammer. If, instead, the cube is pivoted anti-clockwise after each HedgeSlammer (which would move the black corner-cubie in a clockwise 'circle' from black to pink to gray and back to black) all cubies will return to the same position and orientation that they started from. In other words, it's the same as doing nothing at all.
Applying an orbit will twist a corner-cubie in the bottom layer clockwise. It will also twist two other corner-cubies clockwise and flip two edge-cubies. The five cubies that are affected are shown below.
An orbit twists the corner-cubies clockwise and flips the edge-cubies.
Applying an orbit two times in a row, (Orbit)2, will twist three corner-cubies anti-clockwise without disturbing any other cubies.
(Orbit)2 twists corner-cubies anti-clockwise.
When orienting the corner-cubies in the last layer, (Orbit)2 must be applied judiciously in order to achieve the desired effect of orienting all the corner-cubies. Some examples are given below.
Before and after applying (Orbit)2.
Before and after applying (Orbit)2.
Before and after applying (Orbit)2.
Before and after applying (Orbit)2.
In the example below, (Orbit)2 must be applied twice to orient the corner-cubies.
(Orbit)2 must be applied twice to orient the three corner-cubies.
If (Orbit)2 is not applied correctly, no progress will be made.
Before and after applying (Orbit)2.
There is no move-sequence that can ever be devised that will twist exactly one corner-cubie.
A longer, but more intuitive method can be used to orient corner-cubies. When applying an Orbit, if every application of Hs is replaced with Hs3 (e.g. (Hs3 Pc)3), the cube will be affected in exactly the same manner as applying (Orbit)2. Applying (Orbit)2 requires 24 quarter-turns and six pivots; applying (Hs3 Pc)3 requires 36 quarter-turns and three pivots.
HedgeSlammer, (Hs), swaps the pink corner-cubies and also swaps the black corner-cubies. HedgeSlammer applied three times, (Hs3), performs each swap three times.
Hs swaps the pink corner-cubies and also swaps the black corner-cubies. Hs3 performs each swap three times.
Applying Hs3 only affects corner-cubies. All edge-cubies are returned to their starting position and orientation.
Applying Hs3 only affects corner-cubies.
Applying Hs3 two times in a row is exactly the same as applying Hs6 and will return all cubies to their starting position and orientation. In other words, applying (Hs3)2 is the same as doing nothing.
When Hs3 is applied, the facelet of a corner-cubie that travels along a (vertical) edge, flips to the adjacent face.
When traveling along an edge, the facelet of the corner-cubies flips to the adjacent face.
When Hs3 is applied, the facelet of a corner-cubie that travels along a (horizontal) diagonal does not change.
When traveling along across a face, the facelet of the corner-cubie does not change.
By applying any number of Hs3 and pivots, a corner-cubie can be dislodged from its home position, moved around the cube and then returned to its home position. The final orientation of any corner-cubie can be determined by mentally tracing the path that the corner-cubie takes. Each time the corner-cubie travels along an edge, the facelet swaps sides and each time the corner-cubie travels across a face, the facelet remains the same.

No Orbits

If pivoting the cube is not desired, here are two alternate methods that will affect the cube in exactly the same way: ((FR'F'R) (RU'R'U) (UF'U'F)) and (Hs U)6. The first method simply turns the same faces that a pivot would. The second method more than doubles the number of turns that a pivot requires. Neither move-sequence requires re-orienting the cube.

One Sequence

If you have ever wanted to use a single move-sequence to solve the cube, (Hs U) could be a candidate. It can be used to solve the cube without needing to use any other face-turns.
If (Hs U) is used along with additional face-turns, then the total number of turns required to solve a cube can be significantly reduced.
Sequence Cube Description
(Hs U)2 Cycles edges anti-clockwise. Cycles corners anti-clockwise. No other cubies move, but do change orientation.
(Hs U)3 Swap two corners. Swap two edges. No other cubies move but others change orientation.
(Hs U)6 Flips two edges. Twists corners clockwise. No other cubies are disturbed.
(Hs U)12 Twists three corners anti-clockwise. No other cubies are disturbed.
(Hs U)18 will flip two edge-cubies without disturbing any other cubies, but is unneeded since (Hs U)6 also flips two edge-cubies and is 1/3 as long.
Sequence Cube Description
( ( (Hs U)3 z' (Hs U)3 yy (Hs U)2 yyz )2 xxy )2 Cycles edges anti-clockwise. No other cubies move, but do change orientation.
( ( (Hs U)3 z (Hs U)3 z'yy (Hs U)4 yy )2 xyy )2 Cycles edges clockwise. Flips two edges. No other cubies move, but do change orientation.
( (Hs U)3 z' (Hs U)3 z (Hs U)3 )2 Twists two corners. No other cubies are disturbed.
There is nothing particularly special or unique about the (Hs U) move-sequence. There are many other 'single sequence' solutions to the cube. For example, the move-sequence ((R2 U R' U R' U' R U' R2 U' D R' U R D' y)3 y) can also be used to solve a cube without having to use any additional face turns. Additionally, it can be used to solve the cube using any technique that has ever been invented (e.g. layer-by-layer, corners-first, block-building, etc.). The reason is it is able to do so is because it simply turns the top layer of the cube clockwise. In other words, the result of applying the move-sequence achieves exactly the same thing as (U).
((R2 U R' U R' U' R U' R2 U' D R' U R D' y)3 y) is the same as (U)

Reference

Hs = HedgeSlammer = (FR'F'R)
Pc = Pivot clockwise = (xy)
Orbit = (Hs Pc)3
Fc = Flip cube = (xxy)
Sequence Cube Description
Hs Swaps black corners. Swaps pink corners. Cycles edges anti-clockwise.
Hs2 Twists black corners anti-clockwise. Twists pink corners clockwise. Cycles edges clockwise.
Hs3 Swaps diagonal corners. Swaps vertical corners. Swaped corners stay oriented relative to each other. No other cubies are disturbed.
Orbit Twists corners clockwise. Flips edges. No other cubies are disturbed.
Orbit2 Twists corners clockwise. No other cubies are disturbed.
Orbit3 Flips edges. No other cubies are disturbed.
Hs4 Fc Hs2 Fc Hs2 Fc Hs4 Fc Cycle edges clockwise. Edges stay oriented relative to each other. No other cubies are disturbed.
Hs2 Fc Hs4 Fc Hs4 Fc Hs2 Fc Cycle edges anti-clockwise. Edges stay oriented relative to each other. No other cubies are disturbed.
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