Introduction: This guide will hopefully give you some insight into blindfold cubing. There is something important I have to say before I begin. There are 2 types of Blindfold cubing: speed blindfold cubing and blindfold cubing. Speed BLD is where only the solving part is timed. However, in the normal blindfold cubing, both the memorization time and the resolution are timed. I will only explain the normal blindfold cubing. Blindfold cubing is not hard at all. It just takes some practice and patience.
Orientation of the edges: You need to correctly orient your edges. In other words, make sure that you can solve that edge without doing an R or L move. If you need to do an R or L that means it is incorrectly flipped according to your color scheme. The most simple algo is: M U M U M U2 M' U M' U M' U2. This alg flips your front top edge and the back top edge. If you do this a while you should be able to pinpoint the misoriented edges naturally. You can use any moves to set the 2 edges up in the front up position and back up position. Just do the inverse of the moves, so like if I did R U B to set it up, I would do B' U' R' to reverse the setup.
Orientation of corners: So after orienting the edges the next step is to orient the corners. First, look at the correctly oriented corners. For example, if my top face is yellow I look at any corner that has yellow or white facing up. Basically, the top or bottom face sticker. That means it is correctly oriented correctly. The remaining corners are misoriented. To orient them, we use the R' D' R D commutator. If the yellow or white sticker of a misoriented corner faces the right, then that corner needs a anti clockwise twist. This mean its sticker's need to be rotated in an anti clockwise way to get it oriented correctly. The other case is where the yellow or white sticker of a corner faces the left. Then a clock-wise twist to get it to be correctly oriented. For an anti clockwise twist you need to do the R' D' R D algo twice. For a clockwise twist you do the inverse of the commutator stated previously. Which is D' R' D R. Lastly; you solve the anti clockwise and clockwise in 1 pair. 1 anti clock wise and 1 clockwise. Not the kind those are same. So no clock wise and clock wise together. You can do the same kind, but you need 3 not 2. You can set them up any way you like but, make sure where you the commutator is one fixed place, like on the orienting corners of the last layer in my 3x3x3 guide. Reverse the setup moves right though.
Permutation of corners: We move the corners in what us cubers call "cyclesā€¯. Since it is the 3 cycle method we solve one 3 cycle at a time. A 3 cycle consists of the start piece which needs to be moved somewhere and then that piece needs to be moved where the first piece was originally located. Unfortunately, the corner cycles do not involve just 3 corners. Sometimes more and less. So what should be done? Well, the basic idea is that if we have a cycle of 1-2-3-4-5 after doing the cycle of 1-2-3 the cycle of 5 pieces reduces to 1-4-5. This is because the piece 3 gets into piece 1's position. So that is basically it. Oh start with the lowest numbered corner to memorize the cycles. That means if there is still corner 3 remaining do not start memorizing a cycle from corner 7. That would create confusion, which is totally unnecessary. For corners we use the same to algs described in my beginner solution. R B' R F2 R' B R F2 R2 is the 1-2-3 alg. That is all we need to permute corners. The 1-2-3 is where the Left front corner goes to the Right front corner which goes to the Right back corner which goes back again to the Left front corner. We can only rotate the U an D slice as we want during setting up corners, we cannot do an R or L move, or F or B. No single face turns on the R/L or F/B layers. If you do a single face turn for those layers. You would totally kill the orientation of those 3 corners you are cycling. So use only double move for R/L and F/B , you can rotate the U and D layer to your liking.
Permutation of edges: Same ideas and concept as listed above. The main difference is you are dealing with more pieces so you can mess up more easily this time. The algo for the 2-4-3 is R2 U' R' U' R U R U R U' R. You can use single F/B or/and R/L turns while setting up the edges. The freedom of turning the U and D layers is still in effect.
Permutation Parity: What if your number pieces in your cycle are even? Well you are left with a 2 cycle then. A two cycle can be solved by using the H Perm (edges) or the T perm (corners). (Set up the 2 2 cycles with the 2 pieces that you need to switch across from each other on the top face). For corners that means across not diagonal across (Well actually you can do diagonal, but you need another algo for it) Or by parity. A perm. Parity is where you need to switch two corners and two edges. We use the T perm to switch 2 corners and 2 edges. Set the corners across from each other (not diagonally) and set the edges up so that the edges are across from each other and one edge is between the 2 corners. Hence the "T" in T perm. So the algo for the T perm is R U R' U' R' F R2 U' R' U' R U R' F'.