# What Method Do You Use?

#### CubeThing

##### Member
These are the methods I use for different puzzles:

3x3x3: Beginner with intuitive F2L

2x2: Few Algorithms Method

Pyraminx: No Algorithms Method/ Intuitive

What methods do you use?

(By The way I am a fairly new cuber, thats why I use no alg methods and beginners etc.)

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#### byu

##### Member
Um....

2x2: Ortega
3x3: Fridrich
4x4: Reduction
Square-1: Jaapsch/Vandenbergh Combo
3x3 BLD: TuRBo/M2/R2/Freestyle Combo

#### JohnnyA

##### Member
3x3: Fridrich full oll+pll
3Fewest Moves: Mixture depending on context. Either optimised fridrich, heise or petrus combined with intuitive blockbuilding.
4x4: Reduction
4Fewest Moves: 2x2 reduction/intuitive blockbuilding
Megaminx: cross+f2l+blockbuild+f2l+commutator

#### soccerking813

##### Member
2x2: First layer+OLL/PLL Haven't bothered to learn any other method.
3x3: Fridrich F2l with 3Look LL.
4x4: IDK what its called. Centers, edges, solve like 3x3.
5x5: Same as 4x4.

#### Kirjava

##### Colourful
2x2x2: LBL
3x3x3: Roux
4x4x4: K4
5+: Random direct solving

#### Buggy793

##### Member
2x2: LBL
3x3: Keyhole for F2L, 2-look OLL, 1 look PLL
4x4: Reduction, I guess
5x5: Same as 4x4
Square-1: Get into square shape, Orient corners and edges, fix parities, permute both layers of corners, orient edges one layer, then the other.

I can't say I'm proud of using Keyhole method for the 3x3, but it works for me for now. Once I get 1-look PLL down confidently, then I'll learn Fridrich F2L.

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#### Yes We Can!

##### Member
2x2x2: First layer, LL: sometimes fridrich, sometimes 2 alg-method (dunno the axact name)
3x3x3: Intuitive Fridrich F2L, then 2 Look OLL, then 2 Look PLL (CFOP)
4x4x4: Intuitive centers and edges, then CFOP (same like 3x3x3)

#### HallowedApple

##### Member
2x2 - Whichever method that'll get the job done fastest, but usually ortega.
3x3 - Fridrich (3LLL) - About to start learning all my OLLs =]
4x4 + 5x5 - Reduction
6x6 + 7x7 - Reduction as well

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#### Marvolo

##### Member
2x2 - Fridrich, Ortega, Guimond, freestyle
3x3speed - fridrich FM - heise BLD - freestyle
4x4 and higher - centers->edges (morris method)->fridrich

#### Lucas Garron

##### Moderator
Staff member
2 - SS
3 - MGLS-F
4+ - Reduction (centers [2-4-6-9 on 5x5, cols for 6+], AvG, MGLS-F)
BLD - 3OP (L2R2)
Megaminx - normal
Pyraminx - Wanna do Petrus, will probably end up using Cooper
Square-1 - Something kinda SSS1M
Clock - Pochmann
Magics - Pochmann

#### KevinK

##### Member
2x2: Ortega
3x3: Fridrich
4x4: Reduction
5x5: Reduction
6x6 and higher: Reduction
Megaminx: Erik's method (not sure what it's called)
Pyraminx: layer method
Magic: learned from Eric Limeback's tutorial
2x2 BLD: mostly Old Pochmann; some freestyle
3x3 BLD: M2/Old Pochmann

#### fanwuq

##### Member
2x2: LBL, ortega, luck
3x3: Cross-Slots, sometimes random blocks for F2L. VHF2L-COLL-EPLL or OLL-PLL.
4x4: opp centers, other centers, 6 edges on M slice, 2 edges, 3x3, parity fix.
5x5 and larger : Same as 4x4, line approach for centers and one tredge at a time.
Pyraminx: my own methods. FL: tips-edges or Japanese. LL: 1LLL. Learning FP.
Megaminx: intuitive F2Ls, Y, N, and T perm edges, corner commutators.
SQ1: intuitive everything until LL. J perm, Uccw, parity fix.

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#### PatrickJameson

2x2: Ortega
3x3: Fridrich
4x4: Reduction(2-2-2-2 edges on M slice)
5x5: Reduction(Freeslice edges on E slice)
6+: Reduction(1x4/5 centers, Freeslice edges on E slice)
Clock: My own method
Sq-1: Group corners for cubeshape, minimum algs for the rest.
Pyraminx: LBL

#### DavidWoner

##### The Punchmaster
2x2: Ortega, CLL, LBL, a bit of EG
3x3: cross on left Fridrich
4x4: reduction, FR edges, opp color neutral fridrich
5x5: reduction, FR edges, opp color neutral fridrich
6x6: reduction, Multi-redux for edges using FR, opp color neutral fridrich
7x7: reduction, Freeslice then FR for last 4, opp color neutral fridrich
BLD: M2, pochmann corners.
Sq-1: Vandenbergh with few algs.
Pyra: Polish V
Clock: semi-freestyle Pochmann.
FMC: petrus start, sometimes EO, finish skeleton to either 5 or 3 corners, insert commutators to cancel. or anything else that looks good.

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#### fanwuq

##### Member
What's Polish V?
I asked Piotoor about a year ago and he just use the regular LBL.
You aren't using Gottlieb "ZB" are you?

#### aznmortalx

##### Member
2x2: first side (NOT LAYER!) -> Oll -> finish the rest.... otherwise known as ortega
3x3: Intuitive f2l -> Oll (sometimes 2-look, mostly 1 look because I still need to learn like 10 of them...) -> PLL 1-look... also known as the Fridrich Method
4x4: Centers-> pair edges (2 pair) -> finish like the 3x3 with parity.... known as reduction method...
5x5: same as 4x4
6x6+ (if I had v-cubes =b): Assuming I had them... I would prob. use redux... like the 4/5x5.
Pyraminx (broken, unfortunately): the awesome method eric limeback teaches you on youtube...
megaminx (I don't have one but my friend does and he lent it to me for a week...): the method Erik teaches you.
Square-one: The one taught by elimescube or somethin.... pretty much it's make it cube'd -> solve corners on one side (one will be permuted and the other will only be orientated) -> orient the edges -> fix the non-permuted corners-> permute corners.

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#### not_kevin

##### Member
2x2: primarily Guimond, 'tho I sometimes use Ortega if I can see the PLL or LBL in the hopes of doing CLL.
3x3: Fridrich
4x4: reduction, Syuhei style (cube rotations instead of D inserts)
5x5: reduction, centers generally by 2,4,6,9, freeslice edges on E
6x6: solved it once (don't own one), used reduction, centers by middle 2x2, extend to central 2x4, 3x4, 4x4, L2C by central 1x4, extend to left 2x4, 3x4, 4x4, freeslice edges on E
7x7: reduction, centers by middle 3x5 and extend, L2C by the one all the good cubers use, freeslice edges on E
3BLD: 3OP
4BLD: most likely commutator centers, r2 edges with commutator algs for any l/r cases, Old Pochmann corners
Megaminx: all but LL using the Erik guide, LL using cutex.info algs
Square-1: Vandenbergh with lots of algs missing
Pyraminx: CF

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#### ostracod

##### Member
2x2: I don't solve this one a lot, but I'd probably do layer by layer....
3x3: ZZ Winter Variation (EOLine, F2L + corner orientation simultaneously, PLL)
4x4 and up: Direct solving method (Solve columns of pieces until you have a last layer, then use lots of commutators. I don't speed solve these puzzles!)