Compiling: List of methods

I didn't put all methods in existence here; as you can see, it says "e.g.", meaning example.

ZZ and ZB would probably fall into the "Pseudo block building" category, but could also extend into others (a little bit edges first, even, because of EOLine).

I put Ortega on there....

As for TFM and Tripod, I honestly do not know much about them, except that they probably cover several categories.

wouldnt ZZ rather fall under "Reduction"? after all, Edge Orientation reduces the cube do a state where it is solveable with only L/U/R/D.
After Edge Orientation, its more Block Building though.. with a layer by layer style last layer. why are you trying to "order" the methods in these subsets completely?
 
What about BLD mathods ? I don't see any in this thread, and they definitely qualify as "different ways to solve a 3x3x3 cube".

3OP, Old Pochmann, M2/R2, BH, TuRBo, DIADEM, and so on. and of course any combination of one of them for corners and the other one for edges.
 
What about BLD mathods ? I don't see any in this thread, and they definitely qualify as "different ways to solve a 3x3x3 cube".

3OP, Old Pochmann, M2/R2, BH, TuRBo, DIADEM, and so on. and of course any combination of one of them for corners and the other one for edges.

we'll put them under a category like "Commutators/Conjugates"
 
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The usual A-perm is actually a commutator. About the U-perm, it depends on which alg you're using (the usual MU alg is a commutator; the usual RU alg can also be viewed as a commutator but in a more contrived way).

And this is only the basic 3OP method. More advanced 3OP users usually use more algs than just A- and U-perms to permute pieces, and most of these algs are comms.
 
Different Methods for Solving 3x3

Ok. There was another thread about this but it was bad. So I made this one.

Big 4

The 4 most common speedsolving methods:

CFOP

Also known as Fridrich. The most common method among speedsolvers. The WR single and average for 3x3 and OH were set with this method. Has 4 steps, Cross F2L OLL PLL. That is why it received the name. First you solve four edges about a center. Then you finish the first two layers by pairing a corner and edge and placing them. Oll makes all top color stickers face up. 57 oll algorithms. Pll places or permutes the pieces of the last layer.

Roux

Roux is pretty cool. Gilles Roux got an official sub-15 average with his method. The third fastest solver in the world, Alex Lau AKA 5BLD, uses roux. Roux has four steps. First you build a 1x2x3 block on L. Next you build another 1x2x3 on the R avoiding breaking the first block. Next step is cmll. Uses 1 of 42 algorithms to orient and permute the corner of the last layer. The final step is last six edges. Uses only M and U moves to finish the cube. Very cool looking in fast solves.

Petrus

Arguably the slowest of the big 4 but one of the most efficient. I don't believe there have been any sub-10 averages with this method. This method uses a lot of blockbuilding. First build a 2x2x2 block. Then extend it to a 2x2x3. Next orient the remaining edges. Finish the f2l with only R U moves. Finally, solve the last layer. There are many approaches to last layer. OLL/PLL, COLL/EPLL, ZBLL, and others.

ZZ

A relatively new method with lots of potential. The third fastest oh solver uses zz. It can be hard to get used to at first but once you do, it is really awesome. The first step is the eoline. All edges are oriented and DF and DB are placed. Next solve the f2l using only RUL moves. No F or B and no rotation. F2L is supposed to be done through blockbuilding. For noob cfoppers (this is not recommended) the other cross edges are placed and f2l is solved like fridrich with no rotations. Then there is last layer. Most common methods are OLL/PLL and COLL/EPLL.

Other Blockbuilding

Heise

Heise is a good method for fewest moves especially though sub-20 averages have been recorded. First you build four 1x2x2 squares. These all have to exclude one color. Next the squares are lined up and the edges are oriented. Then 5 edges and 2 corners are solved. Finally, the last three corners are solved with a commutator.

Tripod

Not much to say. 2x2x2 block. Build a 1x2x2 square on each side. Now finish the f2l with R,F,U preserving all blocks. Finally solve last layer.

LS/LL

Methods for last slot that effect last layer.

ZB

Orients edges while solving the last f2l pair. Like 300 something algs. People have learned though. Then ll is solved in one of 493 (?) algorithms. Few or none have learned all 800 something algorithms.

VH

Dumbed down version of zb. Setup the final f2l pair. Then orient edges while you insert it.

MGLS

First orients the edges while placing the last f2l edge. Then corners are oriented while placing the final f2l corner. About 100 algs total. Just leaves PLL. Some use a subset for when corner is in its place but twisted wrong.

Winter Variation

Orients corners while placing final f2l pair. Used in methods where edges are preoriented. 27 algorithms. Leaves pll.

Lol Methods

Methods that are joked about but never really used.

TICT

Bad method created by Feliks Zemdegs. One would expect more from a WR holder. Not going to go into detail.

MOIST

Joke method. Solve cube in one alg.

Lots of other methods

Lots of other methods are created but no one uses them for real.

Corners First

Used to be more common. Not so much now. First corners are solved. Then somehow edges are solved. Many different variations. Minh Thai used this to win the first world championship. Marc Waterman uses a good variation. Requires 100+ algs though

Columns First

Solve 4 f2l pairs. Orient the corners of the last layer. Solve the last 8 edges. Different variations are used for l8e.

Potential but Rarely Used

These have potential but few use.

CFCE

Used by Guus Razoux Shultz to place second in the first world championship. Like CFOP but solves last layer differently. First solves the corners. Then solved the edges. Like 78 algorithms iirc

L2L4/k

Created by Duncan Dicks. Developed and changed by Stachu Korick. Basically you solve the first layer then solve the last 2 layers in 4 steps. Like 210 algs so kind of ridiculous.

Triangular Fransisco Method

Kind of a joke. But sub-15 averages have been posted. First, solve a triangle. Three corners two edges. Next place edges of e layer. Now place the last corner of first layer while orienting other corners. Finally solve the last six edges.

Belt

Not sure where to put this. Solve the e slice. Seperate U and D pieces. Orient and Permute U and D layers. Has potential I guess.

Those are most of the common "speedsolving" methods. Did I forget any? This took about 45 minutes lol.
 
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