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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Fridrich_Method&amp;diff=621</id>
		<title>Fridrich Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Fridrich_Method&amp;diff=621"/>
		<updated>2008-08-31T09:56:52Z</updated>

		<summary type="html">&lt;p&gt;82.75.183.102: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Fridrich Method&#039;&#039;&#039;, popularized by [[Jessica Fridrich]], is similar to the [[Layer-By-Layer]] (LBL) method, because some of the steps are the same. However, the full Fridrich method uses many more algorithms than the layer by layer method, and combines some steps from the LBL method into one step. A very large number of people use this method, so there&#039;s a huge support network, and almost everyone will be able to help with learning it. The vast majority of the fastest cubers use this method (although that does not mean this is the only fast method).&lt;br /&gt;
The fact that the name Fridrich method is used for this method can be discussed. Fridrich was the first to publish and popularize the method although several other people also invented this method at the same time. A &#039;better&#039; but less used name for this method  would simply be the CFOP method.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Cross&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, make a cross on any side of the cube. This entails solving all of the edges with a given color to their proper positions.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;F2L (First Two Layers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this step you fill in the slots where the corners of the cross are missing. For each insertion, a corner and an edge are placed simultaneously. There are 41 basic cases for this step, but it can be learned intuitively.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;[[OLL]] (Orient the Last Layer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you make the entire top side of the cube a solid color. This requires 57 algorithms, but can be broken down into two steps (2 Look OLL), which only requires 9 algorithms.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;[[PLL]] (Permute the Last Layer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, you finish the cube by permuting the top layer of the cube. There are 21 algorithms to learn, but this step can be done into two steps, (2 Look PLL), which includes just 6 algorithms.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
This method is relatively easy to understand when compared to other methods. Therefore, it is the most tested and most popular method used. It has a reasonable number of algorithms to learn, and sub 15 second averages are definitely possible.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
Learning all of the algorithms takes some time, and it requires a lot of practice to solve the F2L consistently in 10 seconds or less. Also, it has a slightly higher move count when compared to block building methods.&lt;br /&gt;
&lt;br /&gt;
==Where to learn the Fridrich (CFOP) method==&lt;br /&gt;
&lt;br /&gt;
* [http://www.solvethecube.co.uk/ Joël van Noort&#039;s tutorial]&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/ Erik Akkersdijk&#039;s tutorial]&lt;br /&gt;
* [http://www.cubefreak.net/speedcubing.html Shotaro Makisumi&#039;s tutorial]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Written by the members of the speedsolving forum in this thread: http://www.speedsolving.com/forum/showthread.php?t=3688 - Posted by [[User:Rubik&amp;amp;#39;s Cube Fan|Rubik&amp;amp;#39;s Cube Fan]]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;/div&gt;</summary>
		<author><name>82.75.183.102</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=3x3x3_Speedcubing_Methods&amp;diff=620</id>
		<title>3x3x3 Speedcubing Methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=3x3x3_Speedcubing_Methods&amp;diff=620"/>
		<updated>2008-08-31T09:53:20Z</updated>

		<summary type="html">&lt;p&gt;82.75.183.102: /* Intermediate Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because of the popularity and relative simplicity of the 3x3x3 cube, there are a large number of methods out there. The most common and fast will be explored in this article.&lt;br /&gt;
&lt;br /&gt;
== Basic Methods ==&lt;br /&gt;
&lt;br /&gt;
Basic methods require very few algorithms and little practice, but they also have a high move count and are very difficult to get fast times with. These methods are good [[Beginner&#039;s_Methods|beginner&#039;s methods]], meaning they are good for teaching people who have never solved a Rubik&#039;s Cube before.&lt;br /&gt;
*In the &#039;&#039;[[Layer-By-Layer]]&#039;&#039; method, the solver finishes the layers one at a time: the first layer, edges then corners; then the second layer edges; and finally the last layer. This is the most common method for new cubers to discover on their own.&lt;br /&gt;
*In the &#039;&#039;[[Corners First]]&#039;&#039; style, the corners are all solved, and then the edges and centers are filled in. This is a very easy method to learn, and it has many variations.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Methods ==&lt;br /&gt;
&lt;br /&gt;
Intermediate methods are very popular because they are quite fast without requiring extensive knowledge or memorization. They have a moderate move count (although they can be heavily optimized) and are good for cubers who have mastered a basic method.&lt;br /&gt;
*The &#039;&#039;[[Fridrich Method]]&#039;&#039; is the most popular speedcubing method. First the bottom layer edges are solved, then the first two layers are filled in either using intuition or slotting in each corner edge pair using one of 41 [[algorithm]]s, and finally the top layer is solved in two steps, [[OLL]] (orienting the pieces) and then [[PLL]] (permuting the pieces). Basically at least 95% of the sub-13 solvers use this method.&lt;br /&gt;
*The &#039;&#039;[[ZZ Method]]&#039;&#039; is a variation of Fridrich where the edges are all oriented in the first step, allowing for more fingertricks and fewer cube rotations. It also has a modified last layer.&lt;br /&gt;
*The &#039;&#039;[[Petrus Method]]&#039;&#039; is the second-most popular speedcubing method. The cuber creates a 2x2x2 block and expands it to a 2x2x3 block, then orients all of the remaining edges and finishes the first two layers with U and R turns only. Finally the last layer is finished in three steps, although many Petrus users elect to finish the last layer with OLL and PLL instead.&lt;br /&gt;
*The &#039;&#039;[[Roux Method]]&#039;&#039; is a hybrid block-building and corners first method. Two opposite 1x2x3 blocks are made; then, the last four corners are solved, and the last six edges are finished off intuitively.&lt;br /&gt;
*The &#039;&#039;[[Waterman Method]]&#039;&#039; is an efficient method based on corners first methods. The cuber first finishes the first layer, then does the opposite layer&#039;s corners, and finally finishes the remaining edges in three steps.&lt;br /&gt;
&lt;br /&gt;
== Advanced Methods ==&lt;br /&gt;
&lt;br /&gt;
An advanced method requires extensive memorization, understanding of intuitive blockbuilding, or both. Few people have ever mastered these methods, but they are theoretically capable of extremely low move counts and times.&lt;br /&gt;
*The &#039;&#039;[[Heise Method]]&#039;&#039; is a very tricky block-building method that requires no algorithms at all. Four 1x2x2 blocks are created, and then paired up to finish all of the F2L minus two pieces, while also orienting the last layer edges. Then two corner-edge pairs are made and all of the edges are solved along with two corners. Finally the three remaining corners are finished with a commutator.&lt;br /&gt;
&lt;br /&gt;
== Partial Methods ==&lt;br /&gt;
&lt;br /&gt;
There are a couple of methods which only provide a way to solve a part of the cube; a cuber using one of these methods would be able to choose another method to do the other parts of the cube with. Sometimes these partial methods improve the move count of a normal method, and sometimes they just provide a different style that some people may prefer.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;[[MGLS Method]]&#039;&#039; is one way to solve the last layer plus a corner/edge slot. There are three steps: insert the F2L edge and orient the LL edges, insert the F2L corner and orient the LL corners, and then [[PLL]].&lt;br /&gt;
*The &#039;&#039;[[ZB Method]]&#039;&#039; solves the last layer plus a corner/edge slot in just two steps, but requires hundreds of lengthy algorithms. First the cuber finishes the F2L while orienting the LL edges, and then the cuber solves the entire LL in one step.&lt;br /&gt;
*&#039;&#039;[[CLL]]/[[ELL]]&#039;&#039; is an alternate way to finish the last layer with about the same speed and number of algorithms as OLL/PLL. There are two steps: solve the corners in one step (CLL), and solve the edges in one step (ELL). If you already have the edges oriented, you can modify the method to use CLL algorithms which keep the edges oriented, and then finish the cube with an edges-only PLL.&lt;/div&gt;</summary>
		<author><name>82.75.183.102</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blindfolded_Solving&amp;diff=619</id>
		<title>Blindfolded Solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blindfolded_Solving&amp;diff=619"/>
		<updated>2008-08-31T09:49:54Z</updated>

		<summary type="html">&lt;p&gt;82.75.183.102: /* Blindfold Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blindfolded solving (abbreviated BLD) is the discipline of solving a puzzle without visual reference while manipulating it.&lt;br /&gt;
&lt;br /&gt;
== Official Blindfolded Events ==&lt;br /&gt;
The WCA currently recognizes three official blindfolded events: 3x3x3, 4x4x4, and 5x5x5.&lt;br /&gt;
&lt;br /&gt;
=== Blindfold Guides ===&lt;br /&gt;
: [http://www.cubefreak.net/blindfoldcubing.html Macky&#039;s Guides on 3OP and M2, and other information].&lt;br /&gt;
: [http://stefan-pochmann.info/spocc/blindsolving/ Stefan Pochmann&#039;s blindsolving pages].&lt;br /&gt;
: [http://erikku.110mb.com/BLDtut.html Erik Akkersdijk&#039;s blindsolving section].&lt;br /&gt;
&lt;br /&gt;
===More Resources===&lt;br /&gt;
: [http://stanford.edu/~leyanlo/bld.htm Leyan Lo&#039;s blindfolding site]&lt;/div&gt;</summary>
		<author><name>82.75.183.102</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=617</id>
		<title>Category:Megaminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=617"/>
		<updated>2008-08-31T09:48:35Z</updated>

		<summary type="html">&lt;p&gt;82.75.183.102: /* Links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Megaminx Speedsolving Methods ==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, the Megaminx is not substantially harder than a Rubik&#039;s Cube to solve. The Megaminx can be solved up until the last face exactly like F2L on a normal Rubik&#039;s Cube. Generally, a solver will start with a &amp;quot;star&amp;quot; on one side, analogous to the cross on a Rubik&#039;s Cube. Then, corners and edges are paired and placed exactly like that of Fridrich F2L until only the last face needs to be solved. From here there are several ways to go about solving the last face. Many algorithms used on a Rubik&#039;s Cube can be applied to the last layer of the Megaminx. For example, Sune (R U R&#039; U R U&#039;2 R&#039;) cycles three edges, and F R U R&#039; U&#039; F&#039; and its inverse orient edges just like that of a Rubik&#039;s Cube.&lt;br /&gt;
&lt;br /&gt;
=== Links: ===&lt;br /&gt;
* [http://stefan-pochmann.info/spocc/speedsolving/megaminx/ Stefan Pochmann&#039;s page]&lt;br /&gt;
* [http://grant.tregay.net/cube/solutions/megaminx/index.html Grant Tregay&#039;s page]&lt;br /&gt;
* [http://erikku.110mb.com/minx.html Erik Akkersdijk&#039;s method and algorithms]&lt;/div&gt;</summary>
		<author><name>82.75.183.102</name></author>
	</entry>
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