#### webyou

##### Member

This method is invented by my self and i call it 3EF (3Cycle Easy and Fast)

This method is based on 3cycle pieces together. And we can say it’s a Combination of Classic Pochmann, Turbo and BH.

In 3EF , algorithms take the form of a commutator. A commutator takes the form:

X[YZY’Z’]X’

In Turbo method, the two pieces that are going to be placed on their own position should be moved to U layer and then we execute the algorithm and after that we return the pieces to their own place But in this method we move only one piece to the U layer.

For solving corners we must move one of the corners to DFR (like old pochmann) and then use the BH’s method algorithms.

But the description: (Edges)

Our Buffer is UF.

As I told you this method is based on 3cycle pieces so first we should move the third piece to UL (X) and then we execute the related Moves (YZY’Z’) and then we return the piece that we brought to UL.(X’)

Let me explain it on an example solve:

SCRAMBLE = U' B' L B' L F2 L U' L F D2 L' U2 L' U' L2

Starting with the Buffer we have this cycle : ( using the BH’s algorithms)

UF -> DR -> BR = R' U R U R U R' U' R' U'

But I change the cycling by this way:

UF -> DR -> UL (BR) = B2 L [ r2 U M U2 M’ U r2 ] L’ B2

This means that the we take the position of the BR edge to UL and then instead of first cycle we execute the new cycle. And in the end we return the position of the BR (that was brought to UL ) to its own place.

In this method we Move all the third cycles to UL (like BR in my example) and we execute the algorithm and we return the piece. In this scenario the second piece which is cycling goes to its own place. (like DR in the example)

Now I solve the corners of my example

Our Buffer is ULB

If we start from the Buffer we have this cycling:

ULB -> UFL -> DRB

I change it this way:

ULB -> UFL -> DFR (DRB) = D’-X'[L' U' L, D2] X –D

This means that we Move the DRB position to DFR position and instead of first cycle we execute this cycle.

In order to solve the Corners we move all the third pieces to DFR position and we execute the algorithm and we return them to their previous place.

This method has 18 algorithms for the corners and 20 algorithms for the edges. The number of algorithms are very very low for cycling 3 pieces.

It’s true that Turbo has less algorithms But we should move two pieces to U layer so it deserves more thinking.

methods that cycles 3 pieces have many many algorithms.

If the description was poor and you didn’t get the methods please ask questions or give me scrambles to solve them!

By the way algorithms are the same as BH that I took from the site, but i did some changes on them.

here is the link to the algorithms:

http://methods.ir/forum/3EF-CORNER.html

http://methods.ir/forum/3EF-EDGE.html

I’d be happy to hear your ideas.

Mohamad Aghaei

This method is based on 3cycle pieces together. And we can say it’s a Combination of Classic Pochmann, Turbo and BH.

In 3EF , algorithms take the form of a commutator. A commutator takes the form:

X[YZY’Z’]X’

In Turbo method, the two pieces that are going to be placed on their own position should be moved to U layer and then we execute the algorithm and after that we return the pieces to their own place But in this method we move only one piece to the U layer.

For solving corners we must move one of the corners to DFR (like old pochmann) and then use the BH’s method algorithms.

But the description: (Edges)

Our Buffer is UF.

As I told you this method is based on 3cycle pieces so first we should move the third piece to UL (X) and then we execute the related Moves (YZY’Z’) and then we return the piece that we brought to UL.(X’)

Let me explain it on an example solve:

SCRAMBLE = U' B' L B' L F2 L U' L F D2 L' U2 L' U' L2

Starting with the Buffer we have this cycle : ( using the BH’s algorithms)

UF -> DR -> BR = R' U R U R U R' U' R' U'

But I change the cycling by this way:

UF -> DR -> UL (BR) = B2 L [ r2 U M U2 M’ U r2 ] L’ B2

This means that the we take the position of the BR edge to UL and then instead of first cycle we execute the new cycle. And in the end we return the position of the BR (that was brought to UL ) to its own place.

In this method we Move all the third cycles to UL (like BR in my example) and we execute the algorithm and we return the piece. In this scenario the second piece which is cycling goes to its own place. (like DR in the example)

Now I solve the corners of my example

Our Buffer is ULB

If we start from the Buffer we have this cycling:

ULB -> UFL -> DRB

I change it this way:

ULB -> UFL -> DFR (DRB) = D’-X'[L' U' L, D2] X –D

This means that we Move the DRB position to DFR position and instead of first cycle we execute this cycle.

In order to solve the Corners we move all the third pieces to DFR position and we execute the algorithm and we return them to their previous place.

This method has 18 algorithms for the corners and 20 algorithms for the edges. The number of algorithms are very very low for cycling 3 pieces.

It’s true that Turbo has less algorithms But we should move two pieces to U layer so it deserves more thinking.

methods that cycles 3 pieces have many many algorithms.

If the description was poor and you didn’t get the methods please ask questions or give me scrambles to solve them!

By the way algorithms are the same as BH that I took from the site, but i did some changes on them.

here is the link to the algorithms:

http://methods.ir/forum/3EF-CORNER.html

http://methods.ir/forum/3EF-EDGE.html

I’d be happy to hear your ideas.

Mohamad Aghaei

Last edited: Aug 29, 2012