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	<updated>2026-10-21T04:39:10Z</updated>
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		<id>https://www.speedsolving.com/wiki/index.php?title=User:BKing&amp;diff=59925</id>
		<title>User:BKing</title>
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		<updated>2026-08-13T21:29:52Z</updated>

		<summary type="html">&lt;p&gt;BKing: Step 1: Cross-1 ➔ Intuitively solve 3 cross edges (Left, Back, Right) in \(\le \) 7 moves. Leave Front-Bottom (DF) slot wide open.Step 2: F2L &amp;amp; BKLE ➔ Solve 3 pairs rotationlessly (74 cases). Insert the 4th pair leaving its edge inverted, then fire 1 of 16 BKLE triggers to automatically orient the top cross.Step 3: Last Layer ➔ Skip standard OLL.Advanced Track (51-Move Avg): OLLCP (orient face + solve 4 corners) then an edge-only PLL block.Super Advanced Track (42-Move Avg): Solve the top layer&lt;/p&gt;
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&lt;div&gt;The BK Method is an ergonomic, high-TPS speedcubing method for the 3x3x3 Rubik&#039;s Cube. It is structurally engineered to achieve a low move count while completely eliminating cube rotations during the First Two Layers (F2L) and maximizing fluid move cancellations into the final steps.The method is highly adaptable, scaleable from a 15-algorithm Beginner track to a 51-move Advanced track, up to a full 594-algorithm Super Advanced engine.History and BackgroundThe BK Method was proposed as a modern alternative to traditional CFOP and Roux. The core design philosophy focuses on maintaining a stationary, left-handed Neutral Home Grip, allowing the right hand to drive high-TPS executions (8+ TPS) without resetting fingers or executing awkward grip shifts. By leaving an explicit &amp;quot;buffer zone&amp;quot; in the front cross slot, the method solves the conflict between move efficiency and fingertrick speed.Structure: The Four Core StepsStep 1: Open Cross (Cross-1)Instead of a standard four-edge cross, the solver builds a 3-edge cross on the bottom layer (Left, Back, and Right edges) purely using visual intuition during inspection. The Front-Bottom (DF) slot is intentionally left open and vacant to serve as an uninhibited sandbox for the remaining steps.Move Count: 7 moves or fewer under absolute worst-case scrambles (averaging 3.5 moves).Algorithms: 0 (Intuitive)Step 2: Rotationless F2L &amp;amp; BKLE TransitionThe solver fills the first three F2L slots completely rotationlessly. Because the DF slot is open, standard lookahead pauses are eliminated.The F2L Database (74 Cases): Comprises 42 standard cases alongside 32 specialized Cross-Slot Escape overrides designed to solve pairs directly when an edge or corner falls into the open floor slot.The BKLE Step (16 Triggers): For the fourth and final F2L pair, the slot is filled while intentionally leaving the cross edge inverted in its slot (creating a top tail profile). The solver fires one of 16 quick, ergonomic triggers to lock the pair and automatically force a pre-oriented top yellow cross.Step 3: Last Layer ProgressionBecause the top edges are pre-oriented by the BKLE step, traditional OLL is entirely skipped. The last layer is completed based on the user&#039;s chosen difficulty track:Advanced Track (OLLCP then PLL): The solver fires an OLLCP sequence to orient the last layer and permute all four corners simultaneously, followed immediately by an edge-only PLL block (such as a T-Perm, Y-Perm, or Jb-Perm). This lane minimizes memorization while protecting maximum execution speed.Super Advanced Track (ZBLL Sprint): The solver resolves the entire last layer&#039;s orientation and permutation in a single look using a database of 472 unique, non-overlapping ZBLL variants.Step 4: BKLL FinaleThe top layer is fully resolved, leaving only the deferred bottom inverted cross edge. The solver checks the misalignment, performs a rapid upper-face adjustment (AUF) if needed, and launches one of four highly ergonomic directional triggers to snap the edge home:Right Position (Native): R’ r2 U R’ U’ r’ U2 R U R U’ R2 U2 r’ R2Left Position (Mirror): L l2 U’ L U l U2 L’ U’ L’ U L2 U2 l L2Front Position (Slice-Slam): M2 U M&#039; U M&#039; U2 M U M U M U2 MBack Position (Override): D2 U M’ U2 M U M U M U2 M’ D2Method Metrics &amp;amp; EfficiencyDifficulty TrackTotal Algorithm CountAverage Move CountPrimary Last Layer StyleBeginner Track15 Algorithms~65 Moves4-Look Last Layer / 1-Alg BKLEAdvanced Track122 Base Path Algs51 MovesOLLCP then PLL FinishSuper Advanced594 Total Algs42 MovesSingle-Look ZBLL SprintPros and Cons (Advanced Track)ProsZero Cons Variant: By opting for the OLLCP pathway instead of full ZBLL, the Advanced track carries no algorithmic memory bloat while delivering complete efficiency.No Rotation Pauses: Bypassing \(y\) and \(y^{\prime }\) turns allows a solver to maintain maximum continuous TPS entirely uninterrupted.Automatic Move Cancellations: Sequences ending in an \(R\) or \(R^{\prime }\) turn flow seamlessly into subsequent wide \(r\) or center \(M\) slice actions, saving extra frames during official competition sprints.Airtight Logic: The 32 cross-slot overrides seal all structural holes, preventing stuck pieces from inducing lookahead hesitations.ConsNone. (The Advanced tier eliminates the heavy learning curve of the 594-algorithm flagship layout while resolving the move-count bloat of beginner systems).&lt;/div&gt;</summary>
		<author><name>BKing</name></author>
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