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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=3x3x3_speedsolving_methods&amp;diff=22287</id>
		<title>3x3x3 speedsolving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=3x3x3_speedsolving_methods&amp;diff=22287"/>
		<updated>2012-12-23T21:19:28Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: /* 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 [[algorithm]]s and little practice, but they also have a high move count and are very difficult to get fast times with. The fastest times that have been recorded with these methods are around 30 seconds. 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. This is one of the most common method for new cubers to discover on their own. To become faster at [[LBL]] better techniques such as [[Keyhole]] or [[F2L]] will speed up the first layers, and learning more algorithms for the [[last layer]] will allow it to be solved in fewer steps using the [[4 Look Last Layer]].&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;
*In the block building methods the first parts of the solve is done by setting up blocks of some form, a [[2x2x3]] as in the [[Petrus method]] or [[F2B]] (&#039;&#039;first two blocks&#039;&#039;) as in the [[Roux method]].&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 [[algorithm]]s, and finally the top layer is solved in two steps: [[OLL]] then [[PLL]].&lt;br /&gt;
*The &#039;&#039;[[ZZ Method]]&#039;&#039; is a relatively modern method where the edges are all oriented in the first step, allowing for more fingertricks and zero cube rotations. Last layer edges are pre-oriented, allowing for many options including [[1LLL]].&lt;br /&gt;
*The &#039;&#039;[[Petrus Method]]&#039;&#039; is the second-most popular speedcubing method. The cuber creates a 2x2x2 block, expands it to a 2x2x3 block, orients all of the remaining edges, then finishes the first two layers. 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 of block-building and corners first methods. Two opposite 1x2x3 blocks are made, then the last four corners are solved ([[CxLL|CMLL]]).  The remaining six edges are solved intuitively.&lt;br /&gt;
*The &#039;&#039;[[Waterman Method]]&#039;&#039; is a method based on corners first methods. First cuber solves the first layer, then does the opposite layer&#039;s corners ([[CxLL|CLL]]), and finally solves 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;
*The &#039;&#039;[[Snyder Method]]&#039;&#039; is a very hard to learn method where the cube is solved in stages, using algorithms that simultaneously permute and orient throughout.  The F2L is solved using a variety of block building techniques for convenience, and a large number of algorithms are used to solve the last layer in 1 or 2 looks.  Generally, the last layer is divided into two stages:  1) solve all edges + one corner, 2) solve remaining corners.  And where this 2-look method requires more than 4 turns compared to a direct solve, the solution reverts over to a 1-look direct solve, or an approximation.&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;
** [[Vandenbergh-Harris]] (VH) is a method to solve the last F2L slot and orient last layer edges by connecting the last pair in U, then using a single case of ZBLS/ZBF2L.  It&#039;s a good stepping stone for learning ZBLS.&lt;br /&gt;
* [[Winter Variation]] (WV) is a method to solve the last F2L slot while orienting corners of the last layer in a single step.&lt;br /&gt;
*&#039;&#039;[[CxLL|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;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=10960 Method Survey]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22122</id>
		<title>Blaise Serra Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22122"/>
		<updated>2012-11-13T02:18:37Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Blaise Serra method, also called the Blaze method was created by Blaise Serra, and is based around orienting the cross edges, not necessarily with proper permutation, and going directly into F2L. After an altered F2L method which orients the top layer edges while solving the last 2 F2L cases, this is followed by OLL and PLL, solving both the top and bottom layer edges.&lt;br /&gt;
&lt;br /&gt;
Step 1- Cross:&lt;br /&gt;
Extremely intuitive step, similar to the EG or Ortega method for 2x2. Solve the cross without caring about permutation, in order to get to F2l as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Step 2- First 2 F2L pairs:&lt;br /&gt;
Solve normally using the centers to show you where the pairs go(intuitive).&lt;br /&gt;
&lt;br /&gt;
Step 3- Orient at least 2 edges of the last layer while inserting the 2nd to last pair, then use a simple vh case(mostly intuitive) to solve the last layer edges whilst inserting the last F2L pair. Before inserting, but after orienting edges it may be helpful to use a winter-variation case to skip step 4.&lt;br /&gt;
&lt;br /&gt;
Step 4- Orient the corners using 1 of 12 OLL cases(in the 2-look OLL method).&lt;br /&gt;
&lt;br /&gt;
Step 5- Depending on which version of the method you use, you will either solve all permutation in one algorithm (not all of these algorithms have been released) or based on recognition/intuition you will solve the corners using PLL and then use an algorithm to solve the remaining edges.&lt;br /&gt;
This is not meant to be an entirely speedsolving/main method, but it is very efficient in certain scrambles, where you need to do an adjacent swap in the cross. This method is great to learn and can help you develop a greater understanding of edge control/ forcing last layer skips.&lt;br /&gt;
The edge permutation algorithms can be found here: [[http://blaisecube.netau.net/BSLL.html]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22121</id>
		<title>Blaise Serra Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22121"/>
		<updated>2012-11-13T02:16:05Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Blaze method was created by Blaise Serra, and is based around orienting the cross edges, not necessarily with proper permutation, and going directly into F2L. After an altered F2L method which orients the top layer edges while solving the last 2 F2L cases, this is followed by OLL and PLL, solving both the top and bottom layer edges.&lt;br /&gt;
&lt;br /&gt;
Step 1- Cross:&lt;br /&gt;
Extremely intuitive step, similar to the EG or Ortega method for 2x2. Solve the cross without caring about permutation, in order to get to F2l as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Step 2- First 2 F2L pairs:&lt;br /&gt;
Solve normally using the centers to show you where the pairs go(intuitive).&lt;br /&gt;
&lt;br /&gt;
Step 3- Orient at least 2 edges of the last layer while inserting the 2nd to last pair, then use a simple vh case(mostly intuitive) to solve the last layer edges whilst inserting the last F2L pair. Before inserting, but after orienting edges it may be helpful to use a winter-variation case to skip step 4.&lt;br /&gt;
&lt;br /&gt;
Step 4- Orient the corners using 1 of 12 OLL cases(in the 2-look OLL method).&lt;br /&gt;
&lt;br /&gt;
Step 5- Depending on which version of the method you use, you will either solve all permutation in one algorithm (not all of these algorithms have been released) or based on recognition/intuition you will solve the corners using PLL and then use an algorithm to solve the remaining edges.&lt;br /&gt;
This is not meant to be an entirely speedsolving/main method, but it is very efficient in certain scrambles, where you need to do an adjacent swap in the cross. This method is great to learn and can help you develop a greater understanding of edge control/ forcing last layer skips.&lt;br /&gt;
The edge permutation algorithms can be found here: [[http://blaisecube.netau.net/BSLL.html]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22120</id>
		<title>Blaise Serra Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22120"/>
		<updated>2012-11-13T02:14:53Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BSLL method was created by Blaise Serra, and is based around orienting the cross edges, not necessarily with proper permutation, and going directly into F2L. After an altered F2L method which orients the top layer edges while solving the last 2 F2L cases, this is followed by OLL and PLL, solving both the top and bottom layer edges.&lt;br /&gt;
&lt;br /&gt;
Step 1- Cross:&lt;br /&gt;
Extremely intuitive step, similar to the EG or Ortega method for 2x2. Solve the cross without caring about permutation, in order to get to F2l as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Step 2- First 2 F2L pairs:&lt;br /&gt;
Solve normally using the centers to show you where the pairs go(intuitive).&lt;br /&gt;
&lt;br /&gt;
Step 3- Orient at least 2 edges of the last layer while inserting the 2nd to last pair, then use a simple vh case(mostly intuitive) to solve the last layer edges whilst inserting the last F2L pair. Before inserting, but after orienting edges it may be helpful to use a winter-variation case to skip step 4.&lt;br /&gt;
&lt;br /&gt;
Step 4- Orient the corners using 1 of 12 OLL cases(in the 2-look OLL method).&lt;br /&gt;
&lt;br /&gt;
Step 5- Depending on which version of the method you use, you will either solve all permutation in one algorithm (not all of these algorithms have been released) or based on recognition/intuition you will solve the corners using PLL and then use an algorithm to solve the remaining edges.&lt;br /&gt;
This is not meant to be an entirely speedsolving/main method, but it is very efficient in certain scrambles, where you need to do an adjacent swap in the cross. This method is great to learn and can help you develop a greater understanding of edge control/ forcing last layer skips.&lt;br /&gt;
The edge permutation algorithms can be found here: [[http://blaisecube.netau.net/BSLL.html]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=3x3x3_speedsolving_methods&amp;diff=22119</id>
		<title>3x3x3 speedsolving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=3x3x3_speedsolving_methods&amp;diff=22119"/>
		<updated>2012-11-12T22:41:09Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: /* 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 [[algorithm]]s and little practice, but they also have a high move count and are very difficult to get fast times with. The fastest times that have been recorded with these methods are around 30 seconds. 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. This is one of the most common method for new cubers to discover on their own. To become faster at [[LBL]] better techniques such as [[Keyhole]] or [[F2L]] will speed up the first layers, and learning more algorithms for the [[last layer]] will allow it to be solved in fewer steps using the [[4 Look Last Layer]].&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;
*In the block building methods the first parts of the solve is done by setting up blocks of some form, a [[2x2x3]] as in the [[Petrus method]] or [[F2B]] (&#039;&#039;first two blocks&#039;&#039;) as in the [[Roux method]].&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 [[algorithm]]s, and finally the top layer is solved in two steps: [[OLL]] then [[PLL]].&lt;br /&gt;
*The &#039;&#039;[[ZZ Method]]&#039;&#039; is a relatively modern method where the edges are all oriented in the first step, allowing for more fingertricks and zero cube rotations. Last layer edges are pre-oriented, allowing for many options including [[1LLL]].&lt;br /&gt;
*The &#039;&#039;[[Petrus Method]]&#039;&#039; is the second-most popular speedcubing method. The cuber creates a 2x2x2 block, expands it to a 2x2x3 block, orients all of the remaining edges, then finishes the first two layers. 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 of block-building and corners first methods. Two opposite 1x2x3 blocks are made, then the last four corners are solved ([[CxLL|CMLL]]).  The remaining six edges are solved intuitively.&lt;br /&gt;
*The &#039;&#039;[[Waterman Method]]&#039;&#039; is a method based on corners first methods. First cuber solves the first layer, then does the opposite layer&#039;s corners ([[CxLL|CLL]]), and finally solves the remaining edges in three steps.&lt;br /&gt;
*The &#039;&#039;[[Blaise Serra Method]]&#039;&#039; is a method based on orientation of the cross, then solving a variation of VHF2L, OLL, and finally permuting the last layer and cross in one algorithm&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;
*The &#039;&#039;[[Snyder Method]]&#039;&#039; is a very hard to learn method where the cube is solved in stages, using algorithms that simultaneously permute and orient throughout.  The F2L is solved using a variety of block building techniques for convenience, and a large number of algorithms are used to solve the last layer in 1 or 2 looks.  Generally, the last layer is divided into two stages:  1) solve all edges + one corner, 2) solve remaining corners.  And where this 2-look method requires more than 4 turns compared to a direct solve, the solution reverts over to a 1-look direct solve, or an approximation.&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;
** [[Vandenbergh-Harris]] (VH) is a method to solve the last F2L slot and orient last layer edges by connecting the last pair in U, then using a single case of ZBLS/ZBF2L.  It&#039;s a good stepping stone for learning ZBLS.&lt;br /&gt;
* [[Winter Variation]] (WV) is a method to solve the last F2L slot while orienting corners of the last layer in a single step.&lt;br /&gt;
*&#039;&#039;[[CxLL|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;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=10960 Method Survey]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22118</id>
		<title>Blaise Serra Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22118"/>
		<updated>2012-11-12T22:35:46Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BCLL method was created by Blaise Serra, and is based around orienting the cross edges, not necessarily with proper permutation, and going directly into F2L. After an altered F2L method which orients the top layer edges while solving the last 2 F2L cases, this is followed by OLL and PLL, solving both the top and bottom layer edges.&lt;br /&gt;
&lt;br /&gt;
Step 1- Cross:&lt;br /&gt;
Extremely intuitive step, similar to the EG or Ortega method for 2x2. Solve the cross without caring about permutation, in order to get to F2l as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Step 2- First 2 F2L pairs:&lt;br /&gt;
Solve normally using the centers to show you where the pairs go(intuitive).&lt;br /&gt;
&lt;br /&gt;
Step 3- Orient at least 2 edges of the last layer while inserting the 2nd to last pair, then use a simple vh case(mostly intuitive) to solve the last layer edges whilst inserting the last F2L pair. Before inserting, but after orienting edges it may be helpful to use a winter-variation case to skip step 4.&lt;br /&gt;
&lt;br /&gt;
Step 4- Orient the corners using 1 of 12 OLL cases(in the 2-look OLL method).&lt;br /&gt;
&lt;br /&gt;
Step 5- Depending on which version of the method you use, you will either solve all permutation in one algorithm (not all of these algorithms have been released) or based on recognition/intuition you will solve the corners using PLL and then use an algorithm to solve the remaining edges.&lt;br /&gt;
This is not meant to be an entirely speedsolving/main method, but it is very efficient in certain scrambles, where you need to do an adjacent swap in the cross. This method is great to learn and can help you develop a greater understanding of edge control/ forcing last layer skips.&lt;br /&gt;
The edge permutation algorithms can be found here: [[http://blaisecube.netau.net/BSLL.html]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22117</id>
		<title>Blaise Serra Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22117"/>
		<updated>2012-11-12T22:35:14Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BCLL method was created by Blaise Serra, and is based around orienting the cross edges, not necessarily with proper permutation, and going directly into F2L. After an altered F2L method which orients the top layer edges while solving the last 2 F2L cases, this is followed by OLL and PLL, solving both the top and bottom layer edges.&lt;br /&gt;
&lt;br /&gt;
Step 1- Cross:&lt;br /&gt;
Extremely intuitive step, similar to the EG or Ortega method for 2x2. Solve the cross without caring about permutation, in order to get to F2l as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Step 2- First 2 F2L pairs:&lt;br /&gt;
Solve normally using the centers to show you where the pairs go(intuitive).&lt;br /&gt;
&lt;br /&gt;
Step 3- Orient at least 2 edges of the last layer while inserting the 2nd to last pair, then use a simple vh case(mostly intuitive) to solve to last layer edges whilst inserting the last F2L pair. Before inserting, but after orienting edges it may be helpful to use a winter-variation case to skip step 4.&lt;br /&gt;
&lt;br /&gt;
Step 4- Orient the corners using 1 of 12 OLL cases(in the 2-look OLL method).&lt;br /&gt;
&lt;br /&gt;
Step 5- Depending on which version of the method you use, you will either solve all permutation in one algorithm (not all of these algorithms have been released) or based on recognition/intuition you will solve the corners using PLL and then use an algorithm to solve the remaining edges.&lt;br /&gt;
This is not meant to be an entirely speedsolving/main method, but it is very efficient in certain scrambles, where you need to do an adjacent swap in the cross. This method is great to learn and can help you develop a greater understanding of edge control/ forcing last layer skips.&lt;br /&gt;
The edge permutation algorithms can be found here: [[http://blaisecube.netau.net/BSLL.html]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22116</id>
		<title>Blaise Serra Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Blaise_Serra_Method&amp;diff=22116"/>
		<updated>2012-11-12T22:29:47Z</updated>

		<summary type="html">&lt;p&gt;BlayerX: A method I have created which is a variation and culmination of Fridrich, Petrus, Roux, and VH. This has been presented to a few cubers at the MIT Fall competition and is used for certain cross orientation scrambles/ an introduction to the ZB method.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BCLL method was created by Blaise Serra, and is based around orienting the cross edges, not necessarily with proper permutation, and going directly into F2L. After an altered F2L method which orients the top layer edges while solving the last 2 F2L cases, this is followed by OLL and PLL, solving both the top and bottom layer edges.&lt;br /&gt;
&lt;br /&gt;
Step 1- Cross:&lt;br /&gt;
Extremely intuitive step, similar to the EG or Ortega method for 2x2. Solve the cross without caring about permutation, in order to get to F2l as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Step 2- First 2 F2L pairs:&lt;br /&gt;
Solve normally using the centers to show you where the pairs go(intuitive).&lt;br /&gt;
&lt;br /&gt;
Step 3- Orient at least 2 edges of the last layer while inserting the 2nd to last layer, then use a simple vh case(mostly intuitive) to solve to last layer edges whilst inserting the last F2L pair. Before inserting, but after orienting edges it may be helpful to use a winter-variation case to skip step 4.&lt;br /&gt;
&lt;br /&gt;
Step 4- Orient the corners using 1 of 12 OLL cases(in the 2-look OLL method).&lt;br /&gt;
&lt;br /&gt;
Step 5- Depending on which version of the method you use, you will either solve all permutation in one algorithm (not all of these algorithms have been released) or based on recognition/intuition you will solve the corners using PLL and then use an algorithm to solve the remaining edges.&lt;br /&gt;
This is not meant to be an entirely speedsolving/main method, but it is very efficient in certain scrambles, where you need to do an adjacent swap in the cross. This method is great to learn and can help you develop a greater understanding of edge control/ forcing last layer skips.&lt;br /&gt;
The edge permutation algorithms can be found here: [[http://blaisecube.netau.net/BSLL.html]]&lt;/div&gt;</summary>
		<author><name>BlayerX</name></author>
	</entry>
</feed>