Caleb Valenzuela
Legend
For the entirety of speedcubing’s existence, every method out of the dozens of them always have atleast one flaw. CFOP has high TPS potential, but a higher movecount. Roux has a lower TPS potential, but a lower movecount. And ZZ… it’s kinda like CFOP but with better(?) ergonomics. These methods all follow a certain “rule”. If X(TPS) increases, Y(movecount) increases as well. And if X decreases, Y decreases too. But what if i told you that it doesn’t have to be this way? What if X increases and Y increases? What if i told you that the best method already exists among the dozens of methods, and has been presented to the public for 5 years? I’ll be explaining the story and overview of what is, in my opinion, the best 3x3 method created: APB.
Overview
APB is a heavily algorithmic method in it’s full form, and averages around 47-50 moves. The method is divided into 5 steps
1.) 2x2x3
This step is intuitive. The most common way cubers solve this step is by forming a 1x2x3 (as in roux), then solving the DFDB edges intuitively. Other methods of block building may be used, but 1x2x3 -> DFDB is the most popular. This step averages around 12-15 moves. This is a large step of the method and is one of the main areas of improvement for APB users.
2.) BR Pair
This step is usually done intuitively, but there is also an alg set for it if you want to learn it. For most solvers, they will be able to figure it out with their knowledge from the methods they already use (assuming you’re switching from a method). This step takes around 6 moves on average.
Optional Step: EOPair
This used to be the second step of the APB method, however, cubers realized that this alg set did not benefit the solver significantly, saving a shocking amount of 0.3 moves. It was decided that doing BR Pair and EO separately was just as good as EOPair. This alg set is not recommended.
3.) EO
This is done through one of eleven EO algs, averaging around 5 moves (rounded from 4.94 moves). These algs are easy to memorize, and most people can probably learn this alg set in a day.
4.) LXS (Last Extended Slot)
This is regarded as the best step of APB. Since EO is already solved, you can solve the rest of the cube with just RU gen moves. This step averages around 9 moves (including AUF). There is also an algorithm set for this step, which has around 116 algorithms. However, these algs are all easy to learn and are intuitive, making the 116 algorithms less intimidating. This step can still be done using your knowledge from other methods.
5.) ZBLL
Since we oriented the edges at step 3, that means the cross on top will be solved. ZBLL requires you to do 1 of 493 algorithms. On average, this step takes around 15 moves (including AUF) to solve.
In total, the full version of APB uses 620 algorithms. However, this algorithm count can be reduced to 11 algorithms. BR Pair and LXS can be done similarly to F2L in CFOP. Instead of ZBLL, you can use OLL and PLL, which you probably already know. All in all, the only algs you need to end up learning are the EO algs, which are easy to learn. However, do note that using OLL+PLL instead of ZBLL will significantly increase your movecount (in my experience, it seemed to have made my average movecount around 55-60 moves instead of 48-50).
Short Biography of the Inventor of the APB method (James Straughan)
James Straughan, also known as @Athefre, is the inventor/developer of APB. He’s made many meaningful contributions to the cubing community, from methods used by top solvers such as LEG-1 and EOLR, to recognition methods like Straughan Recognition and DFDB recognition for Roux. His method development journey started in 2006, where he developed two methods that you may or may not know about: MI1 and Nautilus (which would later be inspiration for other methods of his). He continued to pursue this passion, creating dozens of steps, recognition methods, and speedsolving methods. And in 2021, he proposed the APB method. Needless to say, James Straughan is arguably one of the most influential cubers in the community.
What makes APB the best method
Being an algorithm-based method, it ensures that you get the best (or close to the best) solution for a solve. Algorithms are usually faster than solving intuitively, unlike other methods. In CFOP, the speed of the solve is most likely determined by your F2L solution. The “best” solution to F2L is usually difficult to find. In APB, you can just spam algorithms for the entirety of the solve (assuming you use the full version of it). These algorithms are also optimized for ergonomics AND movecount, which makes the method even better. Most of the algs (aside from ZBLL) are also easy to learn, being only a few moves long.
Summary
APB is the best method
note: sorry for any typos you might find
Overview
APB is a heavily algorithmic method in it’s full form, and averages around 47-50 moves. The method is divided into 5 steps
1.) 2x2x3
This step is intuitive. The most common way cubers solve this step is by forming a 1x2x3 (as in roux), then solving the DFDB edges intuitively. Other methods of block building may be used, but 1x2x3 -> DFDB is the most popular. This step averages around 12-15 moves. This is a large step of the method and is one of the main areas of improvement for APB users.
2.) BR Pair
This step is usually done intuitively, but there is also an alg set for it if you want to learn it. For most solvers, they will be able to figure it out with their knowledge from the methods they already use (assuming you’re switching from a method). This step takes around 6 moves on average.
Optional Step: EOPair
This used to be the second step of the APB method, however, cubers realized that this alg set did not benefit the solver significantly, saving a shocking amount of 0.3 moves. It was decided that doing BR Pair and EO separately was just as good as EOPair. This alg set is not recommended.
3.) EO
This is done through one of eleven EO algs, averaging around 5 moves (rounded from 4.94 moves). These algs are easy to memorize, and most people can probably learn this alg set in a day.
4.) LXS (Last Extended Slot)
This is regarded as the best step of APB. Since EO is already solved, you can solve the rest of the cube with just RU gen moves. This step averages around 9 moves (including AUF). There is also an algorithm set for this step, which has around 116 algorithms. However, these algs are all easy to learn and are intuitive, making the 116 algorithms less intimidating. This step can still be done using your knowledge from other methods.
5.) ZBLL
Since we oriented the edges at step 3, that means the cross on top will be solved. ZBLL requires you to do 1 of 493 algorithms. On average, this step takes around 15 moves (including AUF) to solve.
In total, the full version of APB uses 620 algorithms. However, this algorithm count can be reduced to 11 algorithms. BR Pair and LXS can be done similarly to F2L in CFOP. Instead of ZBLL, you can use OLL and PLL, which you probably already know. All in all, the only algs you need to end up learning are the EO algs, which are easy to learn. However, do note that using OLL+PLL instead of ZBLL will significantly increase your movecount (in my experience, it seemed to have made my average movecount around 55-60 moves instead of 48-50).
Short Biography of the Inventor of the APB method (James Straughan)
James Straughan, also known as @Athefre, is the inventor/developer of APB. He’s made many meaningful contributions to the cubing community, from methods used by top solvers such as LEG-1 and EOLR, to recognition methods like Straughan Recognition and DFDB recognition for Roux. His method development journey started in 2006, where he developed two methods that you may or may not know about: MI1 and Nautilus (which would later be inspiration for other methods of his). He continued to pursue this passion, creating dozens of steps, recognition methods, and speedsolving methods. And in 2021, he proposed the APB method. Needless to say, James Straughan is arguably one of the most influential cubers in the community.
What makes APB the best method
Being an algorithm-based method, it ensures that you get the best (or close to the best) solution for a solve. Algorithms are usually faster than solving intuitively, unlike other methods. In CFOP, the speed of the solve is most likely determined by your F2L solution. The “best” solution to F2L is usually difficult to find. In APB, you can just spam algorithms for the entirety of the solve (assuming you use the full version of it). These algorithms are also optimized for ergonomics AND movecount, which makes the method even better. Most of the algs (aside from ZBLL) are also easy to learn, being only a few moves long.
Summary
APB is the best method
note: sorry for any typos you might find