Erzz
Premium Member
qqwref is the creator of the Triangular Francisco Method. You can find his guide here. I'll expand on that in this thread, with some examples.
You may not like these algs, I'm not the biggest <R, U> 2-gen fan. If you have any better, you can post here. These also might be useful for free-FOP.
These algorithms are to be done before ESO, since they will probably mess up edge orientation.
First off, download Statue's CLS sheet .doc here. I edited my algs into the doc. You can do the same if you like mine better. The columns will be A through D, and the rows 1 through 7. It should be easy to understand. I'll only post the ones that I changed.
CSO Algorithms
+ cases
A4: U' F' L2 U' L2 U' L2 U2 L2 F
A5: maybe F' L F U L2 U L' U2 L'
A7: y' U R' U R U' R U2 R U2 R'
B1: U F' U L' U L U' F
B2: U2 M' F' M U2 M' F M could be good.
B7: L F U F' L U L' U2 L'
C2: L U F L' U L U2 F' L'
C3: L D' L2 U' L U2 L D L'
C4: y' R' U R' U2 R U R' U R2
C7: L U F U' F2 R' F2 R F' L' - Keep thumb on FRU sticker until end of first F2
D1: U2 r U' r' U' r U r' - credit to qqwref
D2: U L D' L2 U L2 D L'
D4: y' R' U R U' F U R U' R F'
D6: U F' U F U' L F L'
- cases
A2: U' F' U2 L' U2 L F
A5: L F' L' U F' L' U' L U' F or r U' r' U F' L' U' L U' F
A6: U2 F U2 L' U L U F'
A7: y' U R U2 R U2 R' F R' F' could be fast
B1: U2 F2 U F R’ F2 R F’
B2: L' F U2 F' U2 L' U' L2
B3: U L F L' U' L F' L'
B7: L F' L' U2 F' L' U2 L F or r U' r' U2 F' L' U2 L F or end with r U
C3: y' U' R' U' R U2 R' U' R preference
C4: F R U' R' U L F' L2 U L
C7: L F' M U F2 U2 R U l2 interesting alg, might be fast
D2: U' L F L' U2 L F' L' or U' r U r' U2 r U' r'
D3: L' U2 L F L' U2 L2 F' L' or L' U2 r U r' U2 L2 F' L'
D6: y' U' F R' F' U R' U' R
O cases
A2: y' R' U R2 U2 R U2 R2 U' R
A3: r B U’ L U2 r’ F’ U’ L’ or L U F’ r U2 r’ F’ U’ L’
A4: L' U' L U2 F' L F L2 U' L or L d R2‘ U‘ R2 U R2‘ U‘ R2 F‘
A5: y' R U' R2 U2 R U' R2 U' R'
A7: y' F R F' R' U' R2 U2 R' U2 R or r U r’ F’ d’ L2 U2 L’ U2 L’
B1: R2 U R2 U R2 U2 R2 or y R2 U‘ R2 U‘ R2 U2 R2
B2: U' F' U L' U2 L U' F or d‘ L‘ d L‘ U2 L d‘ L
B3: U2 F U' L' U' L U2 F'
B4: y' U R' U' R U' R' F' U2 F R
B5: U2 r U r' U r U' r' -- credit to qqwref
B6: y’ R U2 R’ U2 (R’ l’) U R’ U’ (R l)
B7: F’ L’ U2’ L U2 L’ U2’ L U2 F
C1: U2 F' U L' U' L U' F or y' U2 R' D R' U' R D' R
C2: y' U R2 U R F R2 F' R' or y‘ U R2 U l D R2 D‘ l‘
C3: L D' L2 U2 L2 D L'
C4: y' U F R' U R2 U' R F'
C7: U2 F' R U' L' U M' U or U2 L F U r U‘ r‘ U‘ L‘
D1: U' L U' F2 U' F2 U L or U’ L d’ L2 U’ L2 d L’
D2: L U2 L' U' r U2 B' U2 L' or L U2 L‘ U‘ L F2 U‘ F2 L‘
D3: U2’ L U2 L’ U2’ r U L U’ (L’ r’)
D4: L U E F2 L2 U' L2 D F - could also try U2 u' instead of U E or y’ R U R’ U’ R2 U’ F R’ F’ R2
D5: y' R F2 U R' U R U2 F2 R'
D6: r’ D’ r U2 L2 U L d R d’ L
I cases
A2: r' U r2 U L D' L2 B2 U' - I feel this could be made better with some more r moves, but I kept messing up, so this is as far as I got.
B2: L D' L2 U L U2 L D L'
C1: R2 U2 R' U' R U' R' U2 R'
C2: L F L2 U' L U' F' L' U2 L - can also end as R' F2 R instead of L' U2 L
or try r U (r' L') U' L U' F' L' U2 L
D2: F' U L' U L U' L' U2 L U2 F could be good
Im cases:
A1: r U r' U (L r) U' R' U L2 l
B2: y' L2 U L2 U L' F' L2 F L' or L2 D' L' U L2 D L2 U' L'
D1: r U r' U M2 F' U2 F M2 might be good
D2: y L' U L U' L2 U2 F' L F U2 L2 or y' F R' U R' U' R U R2 U' R2 F'
If you are new to TF, just insert the corner and use an OLL to orientate the corners. For example, if you get headlights, you can use F R U R' U' F'. Use whichever OLL is your fastest for that corner case.
Most ESO algorithms I have were made by hand with different combinations of M' U M, M' U2 M, etc. None of these algorithms affect corners. You can insert the DR edge. and then do the One Edge Already Solved algorithms and you will only lose a second or so. You can insert the DR edge before CSO if you find it easier.
A 1 means the edge is orientated, a 0 means it is not. The numbers go in the order of UL -> UB -> UR -> UF.
These weren't all obtained by me, some were found here.
ESO Algorithms:
One Edge Already Solved
Both Edges In D
For those of you who are new, you can either do M' U' M, M' U M, M' U2 M, U, U', etc until you get one of the two easy cases ((U) M' U' M and M' U2 M), or just insert it and do an OLL.
That concludes this for now. If there are any errors please tell me.
Example solves!
1) The Triangle
The triangle is the first step, and there are two main ways to start: A 1x3 or 2x2 block. In the spoiler there is an example for each, plus a little trick to skip a step later on. Triangle on bottom. You can also check out Lars's site for some blockbuilding tricks. This site is also very useful, nearly infinite examples. Click "B2 Bomber" for the full triangle, or "1x2x2" for just the 2x2 start.1x3 example:
Scramble: L' U' D' B D' B2 U' L' D2 F B R L F' B D2 L2 B2 D2 R F U2 R D2 U2
1x3: U' R U R' B' M2
Now attach an edge to the D colour and insert the 1x3: B2 F L'
And attach the final corner: l2 U R'
2x2 example:
Scramble: R B2 U B' R2 B' R F2 D' R' L' U2 D R D R' B' D B R B2 F2 L F2 U2
Two ways to do it. We can either use the 2x1 that we see, or set up a different. Let's use the one we can see first.
2x2: F' R2 D' L
Add a corner: B' U2 R'
Other corner: U B
The other way to do this scramble:
2x2: U' F' L2 U2 R2
Corner: L U' L2
Other corner: U' F
But wait! Undo that F! What if we do an E2 before the F? Try it!
This actually comes up a lot, it's quite useful. Always look for it if you notice your corner is attached to an E edge.
Scramble: L' U' D' B D' B2 U' L' D2 F B R L F' B D2 L2 B2 D2 R F U2 R D2 U2
1x3: U' R U R' B' M2
Now attach an edge to the D colour and insert the 1x3: B2 F L'
And attach the final corner: l2 U R'
2x2 example:
Scramble: R B2 U B' R2 B' R F2 D' R' L' U2 D R D R' B' D B R B2 F2 L F2 U2
Two ways to do it. We can either use the 2x1 that we see, or set up a different. Let's use the one we can see first.
2x2: F' R2 D' L
Add a corner: B' U2 R'
Other corner: U B
The other way to do this scramble:
2x2: U' F' L2 U2 R2
Corner: L U' L2
Other corner: U' F
But wait! Undo that F! What if we do an E2 before the F? Try it!
This actually comes up a lot, it's quite useful. Always look for it if you notice your corner is attached to an E edge.
2) The E Layer
Next is the E-layer. It's pretty straight forward, qqwref gives the basics and a couple tricks on his site. Here are some more little tricks/algorithms:Switch RF and RB: R2 U R2 U' R2
Switch and flip RF and RB: R' U M' U R2 U' M U' R
Flip RF and RB: R' U R2 U M' U r' R' U' R
Bring and flip DR to FR: R u' R' U' R u R'
Bring DR to FR: R' U' R U R
Elaboration on qqwref's R2 E R2:
Look up to the first 2x2 block example. Instead of inserting the first corner with B' U2 R', insert it with B' U2 E' R'. Then insert the second corner the same way. Do a y rotation. Look at the E layer. Watch what happens when you do R2 E R2. Two edges get solved! This also happens pretty often.
Switch and flip RF and RB: R' U M' U R2 U' M U' R
Flip RF and RB: R' U R2 U M' U r' R' U' R
Bring and flip DR to FR: R u' R' U' R u R'
Bring DR to FR: R' U' R U R
Elaboration on qqwref's R2 E R2:
Look up to the first 2x2 block example. Instead of inserting the first corner with B' U2 R', insert it with B' U2 E' R'. Then insert the second corner the same way. Do a y rotation. Look at the E layer. Watch what happens when you do R2 E R2. Two edges get solved! This also happens pretty often.
3) Corner Slot + Orient
The next step is to insert the last D layer corner while orientating the U layer corners.You may not like these algs, I'm not the biggest <R, U> 2-gen fan. If you have any better, you can post here. These also might be useful for free-FOP.
These algorithms are to be done before ESO, since they will probably mess up edge orientation.
First off, download Statue's CLS sheet .doc here. I edited my algs into the doc. You can do the same if you like mine better. The columns will be A through D, and the rows 1 through 7. It should be easy to understand. I'll only post the ones that I changed.
CSO Algorithms
+ cases
A4: U' F' L2 U' L2 U' L2 U2 L2 F
A5: maybe F' L F U L2 U L' U2 L'
A7: y' U R' U R U' R U2 R U2 R'
B1: U F' U L' U L U' F
B2: U2 M' F' M U2 M' F M could be good.
B7: L F U F' L U L' U2 L'
C2: L U F L' U L U2 F' L'
C3: L D' L2 U' L U2 L D L'
C4: y' R' U R' U2 R U R' U R2
C7: L U F U' F2 R' F2 R F' L' - Keep thumb on FRU sticker until end of first F2
D1: U2 r U' r' U' r U r' - credit to qqwref
D2: U L D' L2 U L2 D L'
D4: y' R' U R U' F U R U' R F'
D6: U F' U F U' L F L'
A2: U' F' U2 L' U2 L F
A5: L F' L' U F' L' U' L U' F or r U' r' U F' L' U' L U' F
A6: U2 F U2 L' U L U F'
A7: y' U R U2 R U2 R' F R' F' could be fast
B1: U2 F2 U F R’ F2 R F’
B2: L' F U2 F' U2 L' U' L2
B3: U L F L' U' L F' L'
B7: L F' L' U2 F' L' U2 L F or r U' r' U2 F' L' U2 L F or end with r U
C3: y' U' R' U' R U2 R' U' R preference
C4: F R U' R' U L F' L2 U L
C7: L F' M U F2 U2 R U l2 interesting alg, might be fast
D2: U' L F L' U2 L F' L' or U' r U r' U2 r U' r'
D3: L' U2 L F L' U2 L2 F' L' or L' U2 r U r' U2 L2 F' L'
D6: y' U' F R' F' U R' U' R
A2: y' R' U R2 U2 R U2 R2 U' R
A3: r B U’ L U2 r’ F’ U’ L’ or L U F’ r U2 r’ F’ U’ L’
A4: L' U' L U2 F' L F L2 U' L or L d R2‘ U‘ R2 U R2‘ U‘ R2 F‘
A5: y' R U' R2 U2 R U' R2 U' R'
A7: y' F R F' R' U' R2 U2 R' U2 R or r U r’ F’ d’ L2 U2 L’ U2 L’
B1: R2 U R2 U R2 U2 R2 or y R2 U‘ R2 U‘ R2 U2 R2
B2: U' F' U L' U2 L U' F or d‘ L‘ d L‘ U2 L d‘ L
B3: U2 F U' L' U' L U2 F'
B4: y' U R' U' R U' R' F' U2 F R
B5: U2 r U r' U r U' r' -- credit to qqwref
B6: y’ R U2 R’ U2 (R’ l’) U R’ U’ (R l)
B7: F’ L’ U2’ L U2 L’ U2’ L U2 F
C1: U2 F' U L' U' L U' F or y' U2 R' D R' U' R D' R
C2: y' U R2 U R F R2 F' R' or y‘ U R2 U l D R2 D‘ l‘
C3: L D' L2 U2 L2 D L'
C4: y' U F R' U R2 U' R F'
C7: U2 F' R U' L' U M' U or U2 L F U r U‘ r‘ U‘ L‘
D1: U' L U' F2 U' F2 U L or U’ L d’ L2 U’ L2 d L’
D2: L U2 L' U' r U2 B' U2 L' or L U2 L‘ U‘ L F2 U‘ F2 L‘
D3: U2’ L U2 L’ U2’ r U L U’ (L’ r’)
D4: L U E F2 L2 U' L2 D F - could also try U2 u' instead of U E or y’ R U R’ U’ R2 U’ F R’ F’ R2
D5: y' R F2 U R' U R U2 F2 R'
D6: r’ D’ r U2 L2 U L d R d’ L
A2: r' U r2 U L D' L2 B2 U' - I feel this could be made better with some more r moves, but I kept messing up, so this is as far as I got.
B2: L D' L2 U L U2 L D L'
C1: R2 U2 R' U' R U' R' U2 R'
C2: L F L2 U' L U' F' L' U2 L - can also end as R' F2 R instead of L' U2 L
or try r U (r' L') U' L U' F' L' U2 L
D2: F' U L' U L U' L' U2 L U2 F could be good
A1: r U r' U (L r) U' R' U L2 l
B2: y' L2 U L2 U L' F' L2 F L' or L2 D' L' U L2 D L2 U' L'
D1: r U r' U M2 F' U2 F M2 might be good
D2: y L' U L U' L2 U2 F' L F U2 L2 or y' F R' U R' U' R U R2 U' R2 F'
If you are new to TF, just insert the corner and use an OLL to orientate the corners. For example, if you get headlights, you can use F R U R' U' F'. Use whichever OLL is your fastest for that corner case.
4) Edge Slot + Orient
Now we insert the last D layer edges while orientating the U layer edges.Most ESO algorithms I have were made by hand with different combinations of M' U M, M' U2 M, etc. None of these algorithms affect corners. You can insert the DR edge. and then do the One Edge Already Solved algorithms and you will only lose a second or so. You can insert the DR edge before CSO if you find it easier.
A 1 means the edge is orientated, a 0 means it is not. The numbers go in the order of UL -> UB -> UR -> UF.
These weren't all obtained by me, some were found here.
ESO Algorithms:
One Edge Already Solved
Edge already in D layer but mis-orientated:
1000 M' U2 M U' M' U M
0111 M' U' M U M' U M U2 M' U' M
Edge in UF, orientated:
1111 M' U2 M
1101 (U') M' U' M U' M' U M
1001 M' U' M U2 M' U M
1011 (U') M' U2 M U' M' U' M U2 M' U M
0101 (U) M' U M U' M' U M
0001 (U2) M' U M2 F2 M' F2 or (U2) M' (U'/U) M U2 M' U2 M (with U)
Edge in UF, mis-orientated:
1100 M' U M U M' U M U2 M' U' M or (U2) M2 U M' U M U M' U M'
1110 (U) M U M U2 M' U M' or (U2) M' U' M U' M' U' M (can be Us instead of U's)
1010 (U2) M' U M U' M' U' M
1000 (U) M' U' M
0100 F2 M' U' M U F2 or M' U' M U' M' U2 M (can be Us instead of U's)
0000 (U') M' U2 M U2 M' U M
1000 M' U2 M U' M' U M
0111 M' U' M U M' U M U2 M' U' M
Edge in UF, orientated:
1111 M' U2 M
1101 (U') M' U' M U' M' U M
1001 M' U' M U2 M' U M
1011 (U') M' U2 M U' M' U' M U2 M' U M
0101 (U) M' U M U' M' U M
0001 (U2) M' U M2 F2 M' F2 or (U2) M' (U'/U) M U2 M' U2 M (with U)
Edge in UF, mis-orientated:
1100 M' U M U M' U M U2 M' U' M or (U2) M2 U M' U M U M' U M'
1110 (U) M U M U2 M' U M' or (U2) M' U' M U' M' U' M (can be Us instead of U's)
1010 (U2) M' U M U' M' U' M
1000 (U) M' U' M
0100 F2 M' U' M U F2 or M' U' M U' M' U2 M (can be Us instead of U's)
0000 (U') M' U2 M U2 M' U M
Both Edges In D
Both edges in correct places, both misorientated
0000 R' r' U2 M U M2 U2 M' U' L2 D M' x2
0011 R2 U' M' U2 M U M' U' M U' R2
1010 x2 M' U' M' U' M' U' M' U' x2 (or just D' instead of U', no rotations)
1111 M' U' R2 U' M2 U2 M' U' r2 U' M2
Both edges misorientated, wrong places
0000 R r U2 M U2 M' U M2 U' R2 U M'
0011 r2 U2 M U M2 U r2 U2 M or reverse: M' U2 r2 U' M2 U' M' U2 r2
1010 R2 U M' U' R2 M U' M' U2 M
1111 M' D' M' U2 M D M
DF misorientated, wrong places
0100 M' U R' r' U M' U2 M U R2
1110 R2 U M' U' R2 U' M
DR misorientated, wrong places
1000 M' U' M U2 R r U M U' R2
1110 U M' U R2 U M U' R2
Just wrong places
0000 I got 106 optimal solutions to this case... I like M' U2 M' U M U' R r U' M' U R r
1010 x2 M' U' M' U M U' M U x2 (or Ds instead of Us, no rotations)
1100 M' D M U M' U M U M' D' M I do the D and D' with my left hand, all else with my right.
1111 M2 D M U2 M' D' M2
0000 R' r' U2 M U M2 U2 M' U' L2 D M' x2
0011 R2 U' M' U2 M U M' U' M U' R2
1010 x2 M' U' M' U' M' U' M' U' x2 (or just D' instead of U', no rotations)
1111 M' U' R2 U' M2 U2 M' U' r2 U' M2
Both edges misorientated, wrong places
0000 R r U2 M U2 M' U M2 U' R2 U M'
0011 r2 U2 M U M2 U r2 U2 M or reverse: M' U2 r2 U' M2 U' M' U2 r2
1010 R2 U M' U' R2 M U' M' U2 M
1111 M' D' M' U2 M D M
DF misorientated, wrong places
0100 M' U R' r' U M' U2 M U R2
1110 R2 U M' U' R2 U' M
DR misorientated, wrong places
1000 M' U' M U2 R r U M U' R2
1110 U M' U R2 U M U' R2
Just wrong places
0000 I got 106 optimal solutions to this case... I like M' U2 M' U M U' R r U' M' U R r
1010 x2 M' U' M' U M U' M U x2 (or Ds instead of Us, no rotations)
1100 M' D M U M' U M U M' D' M I do the D and D' with my left hand, all else with my right.
1111 M2 D M U2 M' D' M2
For those of you who are new, you can either do M' U' M, M' U M, M' U2 M, U, U', etc until you get one of the two easy cases ((U) M' U' M and M' U2 M), or just insert it and do an OLL.
5) Permutation of the Last Layer
Just go to the PLL section of the SpeedSolving wiki (here) for the algorithms. This is the same as the last step of Fridrich.That concludes this for now. If there are any errors please tell me.
Example solves!
Finishing the scrambles from before:
Scramble: L' U' D' B D' B2 U' L' D2 F B R L F' B D2 L2 B2 D2 R F U2 R D2 U2
Triangle: U' R U R' B' M2 B2 F L' l2 U R' (12 STM) - This could be shorter.
E layer: y u2 R' U' R U R u' U2 R U' R' u2 R U M' U r' (17/29)
Edge insert 1: y M' U2 M (3/32)
CSO: y' L D’ L2 U2 L2 D L’ (7/39)
ESO: U' M' U M U2 M' U' M (8/47)
PLL: E2 Ja-perm (12/59)
Scramble: R B2 U B' R2 B' R F2 D' R' L' U2 D R D R' B' D B R B2 F2 L F2 U2
Triangle: F' R2 D' L B' U2 E' R' U B (10 STM)
E layer: y R2 E R2 R U' R' u' R U' R' (10/20)
Edge insert: y' U' M' U' M (3/23)
CSO: y' (R U R' U')x2 R U R' (11/34)
ESO: M' U' M U' M' U' M U2 M' U M (11/45)
PLL: E E-perm (17/62)
New ones:
Scramble: R2 L U' B2 F L' F U' D' R U' D2 L R2 U F B' R D F' B L2 U2 B U'
Triangle: F2 D R' U' B' L (6/6)
E layer: y2 u R U' R' (4/10)
u R U R' (4/14)
u R' U' R U R (6/20)
u r U r' U' r U r' (8/28) (22/28)
CSO: u2 U r U r' U M2 F' U2 F M2 (11/39)
ESO: U M' U' M U' M' U' M (8/47)
PLL: L U' L U L U L U' L' U' L2 U' (12/59)
Scramble: L F U' R' D L2 R2 D' R' F2 B' L R' D2 L2 R D' F2 R U' L2 F U L2 B'
Triangle: F2 L' D' F' U2 R' y R' U' R (9/9)
E layer: r U r' (3/12)
u' R U R' (4/16)
u2 U' r U r' (5/21)
R2 U R2' U' R2 (5/26) (17/26)
CSO: E' y’ U’ R’ U’ R U2 R’ U’ R (9/35)
Edge insert: y M' U2 M (4/39)
ESO: d' M' U2 M U2 M' U' M (8/47)
PLL: L' U L' U' L' U' L' U L U L2 (11/58)
Scramble: B' D F2 B' L' B R2 L U2 L' D F2 U2 D' R U R' U F2 L' F2 R D R L2
Triangle: L' U2 D' F' d' R2 (6/6)
E layer: u' R U2 R' (4/10)
u' r U' r' (4/14)
u' r U' M U' R' (6/20)
u' R' U' R U R (6/26) (20/26)
CLS: E' U' R U2 R' U R U' R' U R U' R' U' R U' R' (17/43)
Edge insert: M' U2 M (3/46)
ESO: y U2 M' U' M U' M' U' M (8/54)
PLL: x' R U' R' D R U R' D' R U R' D R U' R' D' x U' (17/71)
Scramble: L' U' D' B D' B2 U' L' D2 F B R L F' B D2 L2 B2 D2 R F U2 R D2 U2
Triangle: U' R U R' B' M2 B2 F L' l2 U R' (12 STM) - This could be shorter.
E layer: y u2 R' U' R U R u' U2 R U' R' u2 R U M' U r' (17/29)
Edge insert 1: y M' U2 M (3/32)
CSO: y' L D’ L2 U2 L2 D L’ (7/39)
ESO: U' M' U M U2 M' U' M (8/47)
PLL: E2 Ja-perm (12/59)
Scramble: R B2 U B' R2 B' R F2 D' R' L' U2 D R D R' B' D B R B2 F2 L F2 U2
Triangle: F' R2 D' L B' U2 E' R' U B (10 STM)
E layer: y R2 E R2 R U' R' u' R U' R' (10/20)
Edge insert: y' U' M' U' M (3/23)
CSO: y' (R U R' U')x2 R U R' (11/34)
ESO: M' U' M U' M' U' M U2 M' U M (11/45)
PLL: E E-perm (17/62)
New ones:
Scramble: R2 L U' B2 F L' F U' D' R U' D2 L R2 U F B' R D F' B L2 U2 B U'
Triangle: F2 D R' U' B' L (6/6)
E layer: y2 u R U' R' (4/10)
u R U R' (4/14)
u R' U' R U R (6/20)
u r U r' U' r U r' (8/28) (22/28)
CSO: u2 U r U r' U M2 F' U2 F M2 (11/39)
ESO: U M' U' M U' M' U' M (8/47)
PLL: L U' L U L U L U' L' U' L2 U' (12/59)
Scramble: L F U' R' D L2 R2 D' R' F2 B' L R' D2 L2 R D' F2 R U' L2 F U L2 B'
Triangle: F2 L' D' F' U2 R' y R' U' R (9/9)
E layer: r U r' (3/12)
u' R U R' (4/16)
u2 U' r U r' (5/21)
R2 U R2' U' R2 (5/26) (17/26)
CSO: E' y’ U’ R’ U’ R U2 R’ U’ R (9/35)
Edge insert: y M' U2 M (4/39)
ESO: d' M' U2 M U2 M' U' M (8/47)
PLL: L' U L' U' L' U' L' U L U L2 (11/58)
Scramble: B' D F2 B' L' B R2 L U2 L' D F2 U2 D' R U R' U F2 L' F2 R D R L2
Triangle: L' U2 D' F' d' R2 (6/6)
E layer: u' R U2 R' (4/10)
u' r U' r' (4/14)
u' r U' M U' R' (6/20)
u' R' U' R U R (6/26) (20/26)
CLS: E' U' R U2 R' U R U' R' U R U' R' U' R U' R' (17/43)
Edge insert: M' U2 M (3/46)
ESO: y U2 M' U' M U' M' U' M (8/54)
PLL: x' R U' R' D R U R' D' R U R' D R U' R' D' x U' (17/71)
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