<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BBcube</id>
	<title>Speedsolving.com Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BBcube"/>
	<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php/Special:Contributions/BBcube"/>
	<updated>2026-10-20T13:49:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=24880</id>
		<title>Sexy Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=24880"/>
		<updated>2014-10-18T18:34:17Z</updated>

		<summary type="html">&lt;p&gt;BBcube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Sexy Method&lt;br /&gt;
|image=Sexy_method.gif&lt;br /&gt;
|proposers=[[Conrad Rider]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=SAM (Single Alg Method),&amp;lt;br/&amp;gt;1234 method&lt;br /&gt;
|variants=[[8355]], [[Y-Move Method]], [[Less is More]]&lt;br /&gt;
|algs=1&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sexy Method&#039;&#039;&#039; is a variant of the [[8355 Method]] specifically designed for ease of learning, using a single algorithm: the [[sexy move]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
* Cross&lt;br /&gt;
* 3x E-slice Edges&lt;br /&gt;
* 3x D-layer Corners&lt;br /&gt;
* 3x U-layer Edges&lt;br /&gt;
* Final Two Edges&lt;br /&gt;
* 3x More Corners&lt;br /&gt;
* Final Two Corners&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sexy Move]]&lt;br /&gt;
* [[8355]]&lt;br /&gt;
* [[LBL]]&lt;br /&gt;
* [[Y-Move Method]]&lt;br /&gt;
* [[Less is More]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cube.crider.co.uk/beginner.html 1-alg Cube Solution] - main tutorial&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;/div&gt;</summary>
		<author><name>BBcube</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Y-Move_Method&amp;diff=24879</id>
		<title>Y-Move Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Y-Move_Method&amp;diff=24879"/>
		<updated>2014-10-18T18:30:56Z</updated>

		<summary type="html">&lt;p&gt;BBcube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Y-Move Method&lt;br /&gt;
|image=8355_method.gif&lt;br /&gt;
|proposers=[[Bernd Bruegmann]]&lt;br /&gt;
|year=2009, 2014&lt;br /&gt;
|anames=LBL-Y&lt;br /&gt;
|variants=[[8355 Method|8355]], [[Sexy Move|SAM]], [[Less is More|Less is More]], [http://helm.lu/cube/MarshallPhilipp/ Marshall Method]&lt;br /&gt;
|algs=1&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Sexy Method|Single alg method]]&lt;br /&gt;
* [[Intuitive solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LBL-Y Method&#039;&#039;&#039; is a [[:Category:3x3x3 beginner methods|3x3x3 beginner method]]. It is a [[Layer by layer|layer-by-layer]] method with workspace similar to the [[8355 Method]] and [[Sexy Method|SAM]]. The basic design goal is to rely only on a single algorithm, the elementary commutator F R&#039; F&#039; R. The LBL-Y method shares the single-algorithm property with [[Less is More|Less is More]], which also uses F R&#039; F&#039; R,  and [[Sexy Method|SAM]], which like the [[8355 Method]] uses the elementary commutator of type F R F&#039; R&#039;. Both LBL-Y and Less is More can be viewed as simplifications of the [http://helm.lu/cube/MarshallPhilipp/ 2-algorithm method by Philip Marshall].&lt;br /&gt;
&lt;br /&gt;
The LBL-Y method is an example for beginner level [[Intuitive solving|intuitive solving]], since in all but one step the focus is on moving a single piece with the elementary commutator.&lt;br /&gt;
&lt;br /&gt;
== The Y-move ==&lt;br /&gt;
&lt;br /&gt;
The method is built around the use of a single algorithm,&lt;br /&gt;
which this method calls [http://bbprojx.net/cube/ymove.html the Y-move]. We define &lt;br /&gt;
* &#039;&#039;&#039;Y = F R&#039; F&#039; R&#039;&#039;&#039;.&lt;br /&gt;
In what follows &amp;quot;do a Y-move&amp;quot; means doing a Y-move or its inverse defined for any two faces &lt;br /&gt;
that share an edge, not just F and R. What really matters is that a Y-move performs&lt;br /&gt;
some really simple operations on the cube with little side effects. The Y-move&lt;br /&gt;
* only affects the cubies along three cube edges meeting at a corner (a Y-shaped region, therefore the name),&lt;br /&gt;
* cycles three edges around that corner, one edge is flipped,&lt;br /&gt;
* swaps two corners, including a certain rotation.  &lt;br /&gt;
&lt;br /&gt;
The Y-move, together with some elementary quarter-turn moves to prepare&lt;br /&gt;
and restore the cube, can solve the cube in a simple manner. &lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Solve 4 Bottom Edges ===&lt;br /&gt;
&lt;br /&gt;
* Use elementary moves.&lt;br /&gt;
* Since the only restriction is to preserve solved bottom edges, elementary moves for prepare, work, and restore are sufficient.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Solve 3 Bottom Corners ===&lt;br /&gt;
&lt;br /&gt;
* Use Y-move to move corner cubies between top and bottom layer.&lt;br /&gt;
* The Y-move also rotates the cubies. Worst case is bottom facelet on top, which you can do with Y and a sideway Y, or with three standard Y-moves. &lt;br /&gt;
* Or use elementary prepare/work/restore. &lt;br /&gt;
* Not much harder than Step 1 because only the bottom layer has to be preserved.&lt;br /&gt;
* Leave one corner unsolved as part of the free workspace.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Solve 3 Middle Edges ===&lt;br /&gt;
&lt;br /&gt;
* Use Y-move to move edge cubies between top and middle layer.&lt;br /&gt;
* Pick Y-move to do the move with or without flip.&lt;br /&gt;
* Prepare bottom with D to put free corner cubie at the foot of the Y-move that you want to do. Restore afterwards.&lt;br /&gt;
* Straightforward because we can focus on moving and flipping a single cubie, and because we can do U-moves freely and have a free corner cubie in the bottom.&lt;br /&gt;
* Leave the edge above the free corner unsolved as part of the free column.&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Adjust Swap Count of Remaining 5 Edges ===&lt;br /&gt;
&lt;br /&gt;
* We would like to solve the remaining edges with Y-moves in a standard prepare, Y, restore conjugate. Such moves do an even number of edge swaps. Therefore, first count the number of edge swaps that we need to perform. &lt;br /&gt;
* If even, proceed to Step 5.&lt;br /&gt;
* If odd, perform a quarter U-turn, then proceed to Step 5. &lt;br /&gt;
* If confusing, count again after the single U-move. Or solve one or two of the edgies, and then count. Correct with single U as needed.  &lt;br /&gt;
* This works because a single U amounts to an odd number of swaps.&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Solve Remaining 5 Edges ===&lt;br /&gt;
&lt;br /&gt;
* Use Y-moves and symmetric conjugates like U Y U&#039; to move and flip edge cubies in the top layer and the workspace edge in the middle.&lt;br /&gt;
* Make sure to only do an even number of U quarter-turns to preserve the even swap count created in Step 4.&lt;br /&gt;
* Straightforward because we can focus on a single edge cubie and how to move and flip it with Y.&lt;br /&gt;
* There are minor restrictions on the order in which we solve the edge cubies. Start with solving two adjacent edgies in the top layer, say the two in the back away from the workspace. Adjacent and not opposite to each other because Y works on adjacent cubies. In the top layer because we need the workspace edgie until the end.&lt;br /&gt;
* Straightforward also because after solving 3 edges the remaining 2 fall into place automatically. We cannot get stuck  with a single swap missing because in Step 4 we made sure that there is only an even number of swaps. If there is a mistake, simply redo Step 4.&lt;br /&gt;
* With 3 of the 5 edges solved and the last 2 edges in their correct position, either we are done or we need to flip those 2 edges in place. This is a standard application of two Y-moves.&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Position Remaining 5 Corners ===&lt;br /&gt;
&lt;br /&gt;
* Use two Y-moves. Use Y to move a corner cubie out of the top layer into the bottom workspace corner, then use Y&#039; to bring it back into the top layer in a different position. &lt;br /&gt;
* For example, y U y&#039; U&#039;, where y is the &#039;upside-down&#039; Y-move that affects the workspace edge and two edges in the bottom (as opposed to in the top).&lt;br /&gt;
* Straightforward because we can focus on moving a single cubie. But we have to do it twice, back and forth between top and bottom with Y and Y&#039;, in order to preserve the edge cubies.&lt;br /&gt;
* Straightforward also because after positioning 3 corners the remaining 2 fall into place automatically. We cannot get stuck with a single swap missing, since after solving the edge cubies there can only be an even number of corner swaps. Count them.&lt;br /&gt;
* Optional for efficiency, but natural: First check the corner cubie in the bottom workspace. If it is from the top layer, focus on moving it to the top with the right orientation (works if top facelet is on the side). Then undo that Y-move by its inverse bringing an other corner cubie down.&lt;br /&gt;
&lt;br /&gt;
=== Step 7: Solve Remaining 5 Corners ===&lt;br /&gt;
&lt;br /&gt;
* Use four Y-moves. Use YY to rotate a corner cubie in place without moving it, then swap in another corner cubie and use Y&#039;Y&#039; to rotate it into the opposite direction while restoring the cube.&lt;br /&gt;
* For example, yy U y&#039;y&#039; U&#039;, where y is the upside-down Y-move. &lt;br /&gt;
* Straightforward because we can focus first on rotating a single cubie, then on rotating a second cubie in the opposite direction.&lt;br /&gt;
* To rotate the bottom workspace cubie, apply additional preparation moves, perhaps simply turning the entire cube, so that it is moved to the top together with the second cubie. Or apply the y-move sideways.&lt;br /&gt;
* The yy-y&#039;y&#039; move applies one clockwise and one counter-clockwise rotation. Do this twice to handle the case of three clockwise (or counter-clockwise) rotations. Or use yy-yy-yy with appropriate U setups to do three rotations in the same direction.&lt;br /&gt;
* Finishing the last rotations with pairs of clockwise/counter-clockwise rotations works because the cube can only have in-place cubie rotations that add up to multiples of 360 degrees.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is sufficient to focus on a single cubie at a time and&lt;br /&gt;
use a single sequence (in several different ways).  Focus on one cubie and move it&lt;br /&gt;
with Y while flipping/rotating it along the way. Clearly, if we really&lt;br /&gt;
could move and orient single cubies, then we could solve the cube. The&lt;br /&gt;
catch is that there always are side effects.  There is no move&lt;br /&gt;
changing only a single cubie. Therefore, it is a non-trivial statement&lt;br /&gt;
that we can do Y-moves in the way described focusing mostly on a&lt;br /&gt;
single cubie, although two or more cubies move. The&lt;br /&gt;
laws of the cube ensure that in the end the last cubies fall into place&lt;br /&gt;
and/or are oriented automatically.&lt;br /&gt;
&lt;br /&gt;
With only minor changes LBL-Y (and 8355, SAM) becomes a beginner&#039;s [[Edges First|edges-first method]]: Postpone step 2 until all edges are solved. In this way LBL-Y becomes an edges-first method similar to the [http://helm.lu/cube/MarshallPhilipp/ Philip Marshall Method], but using only one of the two algorithms of Marshall&#039;s method.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
* [[8355 Method]]&lt;br /&gt;
* [[Sexy Move]]&lt;br /&gt;
* [[Less is More|Less is More]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.bbprojx.net/cube LBL-Y main tutorial with animations]&lt;br /&gt;
* [http://helm.lu/cube/MarshallPhilipp/ Philip Marshall Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;/div&gt;</summary>
		<author><name>BBcube</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=8355_Method&amp;diff=24878</id>
		<title>8355 Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=8355_Method&amp;diff=24878"/>
		<updated>2014-10-18T18:24:36Z</updated>

		<summary type="html">&lt;p&gt;BBcube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=8355&lt;br /&gt;
|image=8355_method.gif&lt;br /&gt;
|proposers=[[Reheart Sheu]]&lt;br /&gt;
|year&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[Sexy Method]], [[Y-Move Method]]&lt;br /&gt;
|algs=1 to 3&lt;br /&gt;
|steps=6&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;8355 Method&#039;&#039;&#039; is a [[:Category:3x3x3 beginner methods|3x3x3 beginner method]] invented by [[Reheart Sheu]]. It is similar to [[Layer by layer]] but uses much fewer algorithms.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
* &#039;&#039;&#039;Solve the cross&#039;&#039;&#039;: (intuitive).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 corners&#039;&#039;&#039;: Holding the cross on D, place D-layer corners above their position in the U-layer and repeat the [[sexy move]] (&#039;&#039;&#039;R U R&#039; U&#039;&#039;&#039;&#039;) until placed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 E-slice edges&#039;&#039;&#039;: Either using the [[Keyhole]] method or by application of the alg &#039;&#039;&#039;R&#039; U&#039; R&#039; U&#039; R&#039; U R U R&#039;&#039;&#039; and/or its mirror &#039;&#039;&#039;L U L U L U&#039; L&#039; U&#039; L&#039; &#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 U-layer edges&#039;&#039;&#039;: (intuitive) Hold the remaining unsolved corner+edge positions in the front-right. Using R or F&#039;, place a U-layer edge into the correct position. Now twist the U layer to replace it with an unsolved U-layer edge and undo the original R&#039; or F move. Repeat until 3 U-layer edges are solved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve the final 2 edges&#039;&#039;&#039;: Swap the FR E-slice edge with the edge in UF without disturbing the other edges using the alg &#039;&#039;&#039;R U R&#039; U R U R&#039; &#039;&#039;&#039; or its mirror &#039;&#039;&#039;F&#039; U&#039; F U&#039; F&#039; U&#039; F&#039;&#039;&#039;, depending on the orientation of the edge in the slot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve the final 5 corners&#039;&#039;&#039;: Flip the cube over so that 4 of the remaining corners are in the D-layer and the other remaining corner is in the FR position of the U-layer. The corner in the U layer will be used as a &#039;buffer&#039;.&lt;br /&gt;
# If the corner in the buffer does not belong in the D-layer apply the alg &#039;&#039;&#039;R U R&#039; U&#039; &#039;&#039;&#039; (the [[sexy move]]) once to place a D-layer corner into the buffer.&lt;br /&gt;
# Twist the D-layer until the corner in the buffer position is directly above its correct position in the D-layer.&lt;br /&gt;
# Repeat the alg &#039;&#039;&#039;R U R&#039; U&#039; &#039;&#039;&#039; until the corner in the buffer position is placed correctly in the D-layer.&lt;br /&gt;
# Repeat steps 1 to 3 until only 1 unsolved corner remains in the D-layer.&lt;br /&gt;
# Position the final unsolved D-layer corner under the buffer piece.&lt;br /&gt;
# Repeat the alg &#039;&#039;&#039;R U R&#039; U&#039; &#039;&#039;&#039; until either the whole cube is solved or only 2 unsolved corners remain.&lt;br /&gt;
# Rotate the whole cube so that the D-layer now contains the 2 unsolved corners, re-assigning a solved corner in the U-layer as the new buffer piece.&lt;br /&gt;
# Repeat steps 2 and 3 until the cube is solved.&lt;br /&gt;
&lt;br /&gt;
==Advancements==&lt;br /&gt;
There are a number of advancements which can be made to lower the move-count and improve speed of execution. Here are a few of them:&lt;br /&gt;
* &#039;&#039;&#039;Solving the Cross&#039;&#039;&#039;: Minimise move count and plan the entire cross during inspection&lt;br /&gt;
* &#039;&#039;&#039;First 3 Corners&#039;&#039;&#039;: Use the inverse of the sexy move to reduce the number of repetitions required. For maximal efficiency, depending on the corner orientation use one of:&lt;br /&gt;
:* &#039;&#039;&#039;R U R&#039;&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;F&#039; U&#039; F&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;R B U2 B&#039; R&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 E-slice edges&#039;&#039;&#039;: Combine first 3 corners and edges into one step by joining corner + edge pairs in the U-layer and inserting as a pair, see [[F2L]]&lt;br /&gt;
* &#039;&#039;&#039;Solve U-Layer edges&#039;&#039;&#039;: Try also building corner/edge pairs while solving the edges to reduce the number of corners left at the end, see [[Heise Method]].&lt;br /&gt;
* &#039;&#039;&#039;Last 5 corners&#039;&#039;&#039;: Use the inverse of the sexy move (&#039;&#039;&#039;U R U&#039; R&#039;&#039;&#039;&#039;) for corners requiring 5-repetitions of the sexy move. More advanced: Use more efficient [[commutators]] to solve several corners simultaneously. See last step of [[Heise Method]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Solves ==&lt;br /&gt;
&lt;br /&gt;
===A Complete Solve===&lt;br /&gt;
&lt;br /&gt;
Scramble: F2 D&#039; B2 R2 B2 D U2 L2 U&#039; B2 F D2 B D2 R2 U&#039; F R F&#039; L&#039; D&#039;&lt;br /&gt;
&lt;br /&gt;
* Cross (intuitive): &#039;&#039;&#039;R&#039; L&#039; F U L R2 B2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Insert 3x D-layer corners:&lt;br /&gt;
# &#039;&#039;&#039;(RUR&#039;U&#039;)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;y&#039; (RUR&#039;U&#039;)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;y&#039; d (RUR&#039;U&#039;)*3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Insert 3x E-slice edges:&lt;br /&gt;
# &#039;&#039;&#039;y2 (R&#039;U&#039;R&#039;U&#039;R&#039;URUR)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;d2 (R&#039;U&#039;R&#039;U&#039;R&#039;URUR)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;y&#039; U&#039; (R&#039;U&#039;R&#039;U&#039;R&#039;URUR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Place 3x U-layer edges (intuitive):&lt;br /&gt;
:&#039;&#039;&#039;y2 U2 R U&#039; R&#039; . y L&#039; U L&#039;&#039;&#039;&lt;br /&gt;
* Bring final U-layer edge into slot:&lt;br /&gt;
:&#039;&#039;&#039;y&#039; (RUR&#039;URUR&#039;)&#039;&#039;&#039;&lt;br /&gt;
* Now insert it into position:&lt;br /&gt;
:&#039;&#039;&#039;y U (L&#039;U&#039;LU&#039;L&#039;U&#039;L)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flip cube over to solve final corners:&lt;br /&gt;
# &#039;&#039;&#039;x2 y2 D (RUR&#039;U&#039;)*3&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;D (RUR&#039;U&#039;)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;D2 (RUR&#039;U&#039;)*5&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;D2 (RUR&#039;U&#039;)*3 D2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://alg.garron.us/?alg=R-_L-_F_U_L_R2_B2_._(RUR-U-)_._y-_(RUR-U-)_._y-_d_(RUR-U-_RUR-U-_RUR-U-)_._y2_(R-U-R-U-R-URUR)_._d2_(R-U-R-U-R-URUR)_._y-_U-_(R-U-R-U-R-URUR)_._y2_U2_R_U-_R-_._y_L-_U_L_._y-_(RUR-URUR-)_._y_U_(L-U-LU-L-U-L)_._x2_y2_D_(RUR-U-_RUR-U-_RUR-U-)_._D_(RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-_RUR-U-_RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-)_D2&amp;amp;ini=F2_D-_B2_R2_B2_D_U2_L2_U-_B2_F_D2_B_D2_R2_U-_F_R_F-_L-_D-&amp;amp;scheme=brogwy Click for animation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Final 5 Corners: dealing with 2 unoriented corners===&lt;br /&gt;
&lt;br /&gt;
Scramble: R U R&#039; D R U&#039; R&#039; D&#039; R U R&#039; D&#039; R U&#039; R&#039; D&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)&#039;&#039;&#039; - first corner&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)&#039;&#039;&#039; - bring second corner into buffer&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)*5&#039;&#039;&#039; - solve second corner&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)&#039;&#039;&#039; - third corner. Notice, the corner is solved but the rest of the cube is scrambled.&lt;br /&gt;
* &#039;&#039;&#039;(R U R&#039; U&#039;)*4&#039;&#039;&#039; - repeat alg until the cube is solved except for two unoriented corners.&lt;br /&gt;
* &#039;&#039;&#039;x&#039;&#039;&#039;&#039; - re-assign d-layer to contain the 2 unsolved corners.&lt;br /&gt;
* &#039;&#039;&#039;(R U R&#039; U&#039;)*4&#039;&#039;&#039; - solve the first one&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)*2&#039;&#039;&#039; - finally, solve the second one.&lt;br /&gt;
&lt;br /&gt;
[http://alg.garron.us/?alg=D-_._R_U_R-_U-_._D_R_U_R-_U-_._D_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._D-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._x-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._D-_R_U_R-_U-_R_U_R-_U-_D&amp;amp;ini=R_U_R-_D_R_U-_R-_D-_R_U_R-_D-_R_U-_R-_D&amp;amp;scheme=brogwy Click for animation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Final 5 Corners: another example===&lt;br /&gt;
&lt;br /&gt;
Scramble: D2 R U R&#039; D R U&#039; R&#039; D&#039; R U R&#039; D&#039; R U&#039; R&#039; D&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)&#039;&#039;&#039; - first corner.&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)&#039;&#039;&#039; - bring second corner into buffer.&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)*5&#039;&#039;&#039; - solve second corner.&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)*5&#039;&#039;&#039; - attempt to solve third corner. Not possible, so repeat until only 2 unsolved corners remain.&lt;br /&gt;
* &#039;&#039;&#039;x&#039;&#039;&#039;&#039; - rotate cube so that 2 corners are in the D-layer.&lt;br /&gt;
* &#039;&#039;&#039;(R U R&#039; U&#039;)*4&#039;&#039;&#039; - solve first unoriented corner.&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)*4 D&#039;&#039;&#039; - solve second unoriented corner.&lt;br /&gt;
* &#039;&#039;&#039;x D2&#039;&#039;&#039; - fix bottom layer.&lt;br /&gt;
&lt;br /&gt;
[http://alg.garron.us/?alg=D_R_U_R-_U-_._D_R_U_R-_U-_._D_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._D-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_x-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_D-_R_U_R-_U-_R_U_R-_U-_D_x_D2&amp;amp;ini=D2_R_U_R-_D_R_U-_R-_D-_R_U_R-_D-_R_U-_R-_D-&amp;amp;scheme=brogwy Click for animation]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
* [[Keyhole Method]]&lt;br /&gt;
* [[Sexy Move]]&lt;br /&gt;
* [[Y-Move Method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=10158 8355 method: easy way to solve cube?]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=11654 8355 Modified]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=19785 8355 - Problems with last 5 corners]&lt;br /&gt;
* [http://teach.ymhs.tyc.edu.tw/t1086/RC/l3-8355/8355.htm Chinese Tutorial]&lt;br /&gt;
* [http://translate.google.com/translate?prev=hp&amp;amp;hl=en&amp;amp;js=y&amp;amp;u=http%3A%2F%2Fteach.ymhs.tyc.edu.tw%2Ft1086%2FRC%2Fl3-8355%2F8355.htm&amp;amp;sl=zh-CN&amp;amp;tl=en&amp;amp;history_state0= Chinese Tutorial] (translated to English)&lt;br /&gt;
* [http://chcooboo.blogspot.com/2008/01/8355_29.html Chinese Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;/div&gt;</summary>
		<author><name>BBcube</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:Y-Move_Method&amp;diff=24689</id>
		<title>Talk:Y-Move Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:Y-Move_Method&amp;diff=24689"/>
		<updated>2014-09-22T09:24:11Z</updated>

		<summary type="html">&lt;p&gt;BBcube: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a new entry for a new method. May need more links, references, etc.&lt;/div&gt;</summary>
		<author><name>BBcube</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=8355_Method&amp;diff=24687</id>
		<title>8355 Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=8355_Method&amp;diff=24687"/>
		<updated>2014-09-22T09:08:14Z</updated>

		<summary type="html">&lt;p&gt;BBcube: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=8355&lt;br /&gt;
|image=8355_method.gif&lt;br /&gt;
|proposers=[[Reheart Sheu]]&lt;br /&gt;
|year&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[Sexy Method]]&lt;br /&gt;
|algs=1 to 3&lt;br /&gt;
|steps=6&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;8355 Method&#039;&#039;&#039; is a [[:Category:3x3x3 beginner methods|3x3x3 beginner method]] invented by [[Reheart Sheu]]. It is similar to [[Layer by layer]] but uses much fewer algorithms.&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
* &#039;&#039;&#039;Solve the cross&#039;&#039;&#039;: (intuitive).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 corners&#039;&#039;&#039;: Holding the cross on D, place D-layer corners above their position in the U-layer and repeat the [[sexy move]] (&#039;&#039;&#039;R U R&#039; U&#039;&#039;&#039;&#039;) until placed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 E-slice edges&#039;&#039;&#039;: Either using the [[Keyhole]] method or by application of the alg &#039;&#039;&#039;R&#039; U&#039; R&#039; U&#039; R&#039; U R U R&#039;&#039;&#039; and/or its mirror &#039;&#039;&#039;L U L U L U&#039; L&#039; U&#039; L&#039; &#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 U-layer edges&#039;&#039;&#039;: (intuitive) Hold the remaining unsolved corner+edge positions in the front-right. Using R or F&#039;, place a U-layer edge into the correct position. Now twist the U layer to replace it with an unsolved U-layer edge and undo the original R&#039; or F move. Repeat until 3 U-layer edges are solved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve the final 2 edges&#039;&#039;&#039;: Swap the FR E-slice edge with the edge in UF without disturbing the other edges using the alg &#039;&#039;&#039;R U R&#039; U R U R&#039; &#039;&#039;&#039; or its mirror &#039;&#039;&#039;F&#039; U&#039; F U&#039; F&#039; U&#039; F&#039;&#039;&#039;, depending on the orientation of the edge in the slot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solve the final 5 corners&#039;&#039;&#039;: Flip the cube over so that 4 of the remaining corners are in the D-layer and the other remaining corner is in the FR position of the U-layer. The corner in the U layer will be used as a &#039;buffer&#039;.&lt;br /&gt;
# If the corner in the buffer does not belong in the D-layer apply the alg &#039;&#039;&#039;R U R&#039; U&#039; &#039;&#039;&#039; (the [[sexy move]]) once to place a D-layer corner into the buffer.&lt;br /&gt;
# Twist the D-layer until the corner in the buffer position is directly above its correct position in the D-layer.&lt;br /&gt;
# Repeat the alg &#039;&#039;&#039;R U R&#039; U&#039; &#039;&#039;&#039; until the corner in the buffer position is placed correctly in the D-layer.&lt;br /&gt;
# Repeat steps 1 to 3 until only 1 unsolved corner remains in the D-layer.&lt;br /&gt;
# Position the final unsolved D-layer corner under the buffer piece.&lt;br /&gt;
# Repeat the alg &#039;&#039;&#039;R U R&#039; U&#039; &#039;&#039;&#039; until either the whole cube is solved or only 2 unsolved corners remain.&lt;br /&gt;
# Rotate the whole cube so that the D-layer now contains the 2 unsolved corners, re-assigning a solved corner in the U-layer as the new buffer piece.&lt;br /&gt;
# Repeat steps 2 and 3 until the cube is solved.&lt;br /&gt;
&lt;br /&gt;
==Advancements==&lt;br /&gt;
There are a number of advancements which can be made to lower the move-count and improve speed of execution. Here are a few of them:&lt;br /&gt;
* &#039;&#039;&#039;Solving the Cross&#039;&#039;&#039;: Minimise move count and plan the entire cross during inspection&lt;br /&gt;
* &#039;&#039;&#039;First 3 Corners&#039;&#039;&#039;: Use the inverse of the sexy move to reduce the number of repetitions required. For maximal efficiency, depending on the corner orientation use one of:&lt;br /&gt;
:* &#039;&#039;&#039;R U R&#039;&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;F&#039; U&#039; F&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;R B U2 B&#039; R&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Solve 3 E-slice edges&#039;&#039;&#039;: Combine first 3 corners and edges into one step by joining corner + edge pairs in the U-layer and inserting as a pair, see [[F2L]]&lt;br /&gt;
* &#039;&#039;&#039;Solve U-Layer edges&#039;&#039;&#039;: Try also building corner/edge pairs while solving the edges to reduce the number of corners left at the end, see [[Heise Method]].&lt;br /&gt;
* &#039;&#039;&#039;Last 5 corners&#039;&#039;&#039;: Use the inverse of the sexy move (&#039;&#039;&#039;U R U&#039; R&#039;&#039;&#039;&#039;) for corners requiring 5-repetitions of the sexy move. More advanced: Use more efficient [[commutators]] to solve several corners simultaneously. See last step of [[Heise Method]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Solves ==&lt;br /&gt;
&lt;br /&gt;
===A Complete Solve===&lt;br /&gt;
&lt;br /&gt;
Scramble: F2 D&#039; B2 R2 B2 D U2 L2 U&#039; B2 F D2 B D2 R2 U&#039; F R F&#039; L&#039; D&#039;&lt;br /&gt;
&lt;br /&gt;
* Cross (intuitive): &#039;&#039;&#039;R&#039; L&#039; F U L R2 B2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Insert 3x D-layer corners:&lt;br /&gt;
# &#039;&#039;&#039;(RUR&#039;U&#039;)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;y&#039; (RUR&#039;U&#039;)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;y&#039; d (RUR&#039;U&#039;)*3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Insert 3x E-slice edges:&lt;br /&gt;
# &#039;&#039;&#039;y2 (R&#039;U&#039;R&#039;U&#039;R&#039;URUR)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;d2 (R&#039;U&#039;R&#039;U&#039;R&#039;URUR)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;y&#039; U&#039; (R&#039;U&#039;R&#039;U&#039;R&#039;URUR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Place 3x U-layer edges (intuitive):&lt;br /&gt;
:&#039;&#039;&#039;y2 U2 R U&#039; R&#039; . y L&#039; U L&#039;&#039;&#039;&lt;br /&gt;
* Bring final U-layer edge into slot:&lt;br /&gt;
:&#039;&#039;&#039;y&#039; (RUR&#039;URUR&#039;)&#039;&#039;&#039;&lt;br /&gt;
* Now insert it into position:&lt;br /&gt;
:&#039;&#039;&#039;y U (L&#039;U&#039;LU&#039;L&#039;U&#039;L)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flip cube over to solve final corners:&lt;br /&gt;
# &#039;&#039;&#039;x2 y2 D (RUR&#039;U&#039;)*3&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;D (RUR&#039;U&#039;)&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;D2 (RUR&#039;U&#039;)*5&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;D2 (RUR&#039;U&#039;)*3 D2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://alg.garron.us/?alg=R-_L-_F_U_L_R2_B2_._(RUR-U-)_._y-_(RUR-U-)_._y-_d_(RUR-U-_RUR-U-_RUR-U-)_._y2_(R-U-R-U-R-URUR)_._d2_(R-U-R-U-R-URUR)_._y-_U-_(R-U-R-U-R-URUR)_._y2_U2_R_U-_R-_._y_L-_U_L_._y-_(RUR-URUR-)_._y_U_(L-U-LU-L-U-L)_._x2_y2_D_(RUR-U-_RUR-U-_RUR-U-)_._D_(RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-_RUR-U-_RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-)_D2&amp;amp;ini=F2_D-_B2_R2_B2_D_U2_L2_U-_B2_F_D2_B_D2_R2_U-_F_R_F-_L-_D-&amp;amp;scheme=brogwy Click for animation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Final 5 Corners: dealing with 2 unoriented corners===&lt;br /&gt;
&lt;br /&gt;
Scramble: R U R&#039; D R U&#039; R&#039; D&#039; R U R&#039; D&#039; R U&#039; R&#039; D&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)&#039;&#039;&#039; - first corner&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)&#039;&#039;&#039; - bring second corner into buffer&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)*5&#039;&#039;&#039; - solve second corner&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)&#039;&#039;&#039; - third corner. Notice, the corner is solved but the rest of the cube is scrambled.&lt;br /&gt;
* &#039;&#039;&#039;(R U R&#039; U&#039;)*4&#039;&#039;&#039; - repeat alg until the cube is solved except for two unoriented corners.&lt;br /&gt;
* &#039;&#039;&#039;x&#039;&#039;&#039;&#039; - re-assign d-layer to contain the 2 unsolved corners.&lt;br /&gt;
* &#039;&#039;&#039;(R U R&#039; U&#039;)*4&#039;&#039;&#039; - solve the first one&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)*2&#039;&#039;&#039; - finally, solve the second one.&lt;br /&gt;
&lt;br /&gt;
[http://alg.garron.us/?alg=D-_._R_U_R-_U-_._D_R_U_R-_U-_._D_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._D-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._x-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._D-_R_U_R-_U-_R_U_R-_U-_D&amp;amp;ini=R_U_R-_D_R_U-_R-_D-_R_U_R-_D-_R_U-_R-_D&amp;amp;scheme=brogwy Click for animation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Final 5 Corners: another example===&lt;br /&gt;
&lt;br /&gt;
Scramble: D2 R U R&#039; D R U&#039; R&#039; D&#039; R U R&#039; D&#039; R U&#039; R&#039; D&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)&#039;&#039;&#039; - first corner.&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)&#039;&#039;&#039; - bring second corner into buffer.&lt;br /&gt;
* &#039;&#039;&#039;D (R U R&#039; U&#039;)*5&#039;&#039;&#039; - solve second corner.&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)*5&#039;&#039;&#039; - attempt to solve third corner. Not possible, so repeat until only 2 unsolved corners remain.&lt;br /&gt;
* &#039;&#039;&#039;x&#039;&#039;&#039;&#039; - rotate cube so that 2 corners are in the D-layer.&lt;br /&gt;
* &#039;&#039;&#039;(R U R&#039; U&#039;)*4&#039;&#039;&#039; - solve first unoriented corner.&lt;br /&gt;
* &#039;&#039;&#039;D&#039; (R U R&#039; U&#039;)*4 D&#039;&#039;&#039; - solve second unoriented corner.&lt;br /&gt;
* &#039;&#039;&#039;x D2&#039;&#039;&#039; - fix bottom layer.&lt;br /&gt;
&lt;br /&gt;
[http://alg.garron.us/?alg=D_R_U_R-_U-_._D_R_U_R-_U-_._D_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_._D-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_x-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_R_U_R-_U-_D-_R_U_R-_U-_R_U_R-_U-_D_x_D2&amp;amp;ini=D2_R_U_R-_D_R_U-_R-_D-_R_U_R-_D-_R_U-_R-_D-&amp;amp;scheme=brogwy Click for animation]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
* [[Keyhole Method]]&lt;br /&gt;
* [[Sexy Move]]&lt;br /&gt;
* [[Y-Move Method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=10158 8355 method: easy way to solve cube?]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=11654 8355 Modified]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=19785 8355 - Problems with last 5 corners]&lt;br /&gt;
* [http://teach.ymhs.tyc.edu.tw/t1086/RC/l3-8355/8355.htm Chinese Tutorial]&lt;br /&gt;
* [http://translate.google.com/translate?prev=hp&amp;amp;hl=en&amp;amp;js=y&amp;amp;u=http%3A%2F%2Fteach.ymhs.tyc.edu.tw%2Ft1086%2FRC%2Fl3-8355%2F8355.htm&amp;amp;sl=zh-CN&amp;amp;tl=en&amp;amp;history_state0= Chinese Tutorial] (translated to English)&lt;br /&gt;
* [http://chcooboo.blogspot.com/2008/01/8355_29.html Chinese Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;/div&gt;</summary>
		<author><name>BBcube</name></author>
	</entry>
</feed>