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	<updated>2026-10-19T06:55:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Conrad_Rider&amp;diff=41078</id>
		<title>Conrad Rider</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Conrad_Rider&amp;diff=41078"/>
		<updated>2019-12-30T06:29:06Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=Conrad Rider&lt;br /&gt;
|IMAGE=ConradRider.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=&lt;br /&gt;
|COUNTRY=United Kingdom&lt;br /&gt;
|BIRTHDATE=&lt;br /&gt;
|AGE=&lt;br /&gt;
|JOBS=&lt;br /&gt;
|YEARSACTIVE=2008-present&lt;br /&gt;
|ID=2009RIDE01&lt;br /&gt;
|FAMOUSFOR=[[VisualCube]], [[ZZ]] Tutorial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conrad Rider&#039;&#039;&#039; is a [[United Kingdom|British]] speedcuber most famous for his [[ZZ]] tutorial, [[MirIS]] beginner method and many softwares for speedcubing.&lt;br /&gt;
&lt;br /&gt;
He is an active contributor to the [[Speedsolving wiki]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[MirIS]]&lt;br /&gt;
* [[VisualCube]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube]&lt;br /&gt;
* [http://cube.crider.co.uk/ MirIS Tutorial]&lt;br /&gt;
* [http://cube.crider.co.uk/zz.php ZZ Method Tutorial]&lt;br /&gt;
* [http://www.ctimer.co.uk/ cTimer]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Random State Scrambler]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[User:Cride5|Conrad Rider&#039;s userpage on the Speedsolving wiki]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Programmers|Rider, Conrad]]&lt;br /&gt;
[[Category:Speedcubers|Rider, Conrad]]&lt;br /&gt;
[[Category:Cubers|Rider, Conrad]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Conrad_Rider&amp;diff=41077</id>
		<title>Conrad Rider</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Conrad_Rider&amp;diff=41077"/>
		<updated>2019-12-30T06:26:01Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=Conrad Rider&lt;br /&gt;
|IMAGE=ConradRider.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=&lt;br /&gt;
|COUNTRY=United Kingdom&lt;br /&gt;
|BIRTHDATE=&lt;br /&gt;
|AGE=&lt;br /&gt;
|JOBS=&lt;br /&gt;
|YEARSACTIVE=2008-present&lt;br /&gt;
|ID=2009RIDE01&lt;br /&gt;
|FAMOUSFOR=[[VisualCube]], [[ZZ]] Tutorial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conrad Rider&#039;&#039;&#039; is a [[United Kingdom|British]] speedcuber most famous for his [[ZZ]] tutorial, [[MirIS]] beginner method and many softwares for speedcubing.&lt;br /&gt;
&lt;br /&gt;
He is an active contributor to the [[Speedsolving wiki]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VisualCube]]&lt;br /&gt;
* [[MirIS]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube]&lt;br /&gt;
* [http://www.ctimer.co.uk/ cTimer]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Random State Scrambler]&lt;br /&gt;
* [http://cube.crider.co.uk/ ZZ Method Tutorial]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[User:Cride5|Conrad Rider&#039;s userpage on the Speedsolving wiki]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Programmers|Rider, Conrad]]&lt;br /&gt;
[[Category:Speedcubers|Rider, Conrad]]&lt;br /&gt;
[[Category:Cubers|Rider, Conrad]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=8355_Method&amp;diff=29218</id>
		<title>8355 Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=8355_Method&amp;diff=29218"/>
		<updated>2016-08-22T01:09:53Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &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]], [[MirIS]], [[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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=3x3x3_speedsolving_methods&amp;diff=29207</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=29207"/>
		<updated>2016-08-18T05:00:25Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Updated list to reflect actual popularity as determined in speedsolving poll. See discussion page.&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;[[CFOP Method]] ([[Fridrich]])&#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;[[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;[[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; 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;[[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;
*&#039;&#039;[[Columns First Methods]]&#039;&#039; are a group of methods that in some way build four columns of three pieces each, orients the remaining edges, and permutes the remaining edges.&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;
*The &#039;&#039;[[Human Thistlethwaite]]&#039;&#039; method is a human-usable version of the Thistlethwaite algorithm that reduces the cube to subgroups, and ends by solving the cube with only 180 degree face turns.&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;
*The[[M-CELL Method]] is one way to solve the 3x3 cube after solving an F2L-2 (Cross-1 and F2L-1). It has an algorithm count of 96, all for 3TCLL.&lt;br /&gt;
This method was proposed by speedsolving wiki user shadowslice e. You can find the thread where it was posted here https://www.speedsolving.com/forum/showthread.php?54872-Immune-System-(solving-method-potential-1LLL).&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=10960 Method Survey]&lt;br /&gt;
* [https://www.youtube.com/watch?v=_AdFepx2z_k Video on 3x3 speedsolving methods intro/comparison by CUBE PORTAL] on youtube &lt;br /&gt;
* [https://www.youtube.com/watch?v=-CXRx8Gx598 Video on best 3x3 Speedsolving Methods by CUBE PORTAL] on youtube &lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:3x3x3_speedsolving_methods&amp;diff=29206</id>
		<title>Talk:3x3x3 speedsolving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:3x3x3_speedsolving_methods&amp;diff=29206"/>
		<updated>2016-08-18T04:56:03Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Created page with &amp;quot;== Method Popularity ==  If any edits are made relating to method popularity, evidence needs to be given. A recent edit by Cubo placed ZZ at the bottom of the list, apparently...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Method Popularity ==&lt;br /&gt;
&lt;br /&gt;
If any edits are made relating to method popularity, evidence needs to be given. A recent edit by Cubo placed ZZ at the bottom of the list, apparently because it is the least popular. [https://www.speedsolving.com/forum/threads/what-method-do-you-use-poll.38992 This poll on speedsolving.com] suggests otherwise.&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] ([[User talk:Cride5|talk]]) 04:56, 18 August 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:3x3x3_corners_first_methods&amp;diff=29205</id>
		<title>Category:3x3x3 corners first methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:3x3x3_corners_first_methods&amp;diff=29205"/>
		<updated>2016-08-18T04:49:05Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Created page with &amp;quot;See the main article Corners First.  Category:3x3x3 methods by type&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See the main article [[Corners First]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods by type]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Corners_First&amp;diff=29204</id>
		<title>Corners First</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Corners_First&amp;diff=29204"/>
		<updated>2016-08-18T04:47:55Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Corners First&lt;br /&gt;
|image=Corners_first.gif&lt;br /&gt;
|proposers=[[Erno Rubik]]&lt;br /&gt;
|year=1974&lt;br /&gt;
|anames=CF&lt;br /&gt;
|variants=[[Waterman]], [[Roux]], [[Ortega]], [[Guimond]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=4 min&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Blindsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corners First&#039;&#039;&#039; methods, abbreviated as &#039;&#039;&#039;CF&#039;&#039;&#039;, are [[speedcubing]] methods that solve all of the corners (relative to each other) before anything else. There are not very many serious CF solvers for [[3x3x3]] these days, because it is very difficult to get under 20 seconds with a pure CF method, but CF methods are relatively easy to invent and were very popular in the [[1980s]]. At least in theory, CF methods exist for all puzzles with corners, although for many puzzles (such as [[big cube]]s) they are impractical for speedsolving. For the [[2x2x2]], on the other hand, there are only corners, so any method is in effect a CF method, and ideas from 2x2 solving can be applied to CF methods on any larger [[cube]] puzzle. The most popular methods for solving the corners are [[Guimond]], [[Ortega]], and [[CLL]]; there are many ways to do the edges, perhaps the most efficient of which is the [[Waterman]] method.&lt;br /&gt;
&lt;br /&gt;
The first ever speedcubing World record was done using corners first (22.95, [[Minh Thai]]).&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
* [[Columns first]]&lt;br /&gt;
* [[Waterman]]&lt;br /&gt;
* [[Roux]]&lt;br /&gt;
&lt;br /&gt;
== Beginner CF Methods ==&lt;br /&gt;
There are no specifically named methods in this group, but a typical beginner CF method may look like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corners:&#039;&#039;&#039;&lt;br /&gt;
* Solve the corners of the first layer using intuition.&lt;br /&gt;
* Orient the [[LL]] corners using R U R&#039; U&#039; R&#039; F R F&#039; or a similar algorithm.&lt;br /&gt;
* Permute the [[LL]] corners using a 3 cycle of corners (A Permutation)&lt;br /&gt;
&#039;&#039;&#039;Centres:&#039;&#039;&#039;&lt;br /&gt;
* Move centres into position using slice turns (trivial).&lt;br /&gt;
&#039;&#039;&#039;Edges:&#039;&#039;&#039;&lt;br /&gt;
* Place the edges of the E layer using moves like ([[AUF]]) + M&#039; R U&#039; M U R&#039;.&lt;br /&gt;
* Place the edges of first layer using M&#039; U M or M&#039; U2 M.&lt;br /&gt;
* Orient the last layer edges using [[EOLL#EOLL preserving corners|EOLL]].&lt;br /&gt;
* Permute the last layer edges with [[EPLL]] (for the most basic methods this can be done with only the [[PLL#U Permutation : a|U-perm]]).&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://rubikscube.info/beginner.php Marc Waterman&#039;s Beginner Tutorial]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 corners first methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZB_method&amp;diff=29203</id>
		<title>ZB method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZB_method&amp;diff=29203"/>
		<updated>2016-08-18T04:45:28Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ZB&lt;br /&gt;
|image=Vh_method.gif&lt;br /&gt;
|proposers=[[Zbigniew Zborowski]]&amp;lt;br/&amp;gt;[[Ron van Bruchem]]&lt;br /&gt;
|year=2002&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[VH]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=799 &amp;lt;br/&amp;gt;ZBLS: 306&amp;lt;br/&amp;gt;ZBLL: 472 (+ 21 inc. [[PLL]])&lt;br /&gt;
|moves=45.43; 48.51 if VHLS is used in place of ZBLS (see [[VH]])&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZB&#039;&#039;&#039; (short for &#039;&#039;Zborowski-Bruchem&#039;&#039; after its inventors, [[Zbigniew Zborowski]] and [[Ron van Bruchem]]) is a very efficient but algorithm-intensive method which is a variation of advanced [[LBL]] methods such as the [[Fridrich method]]. After solving the F2L minus one [[corner-edge]] pair in whatever method the solver wishes, there are just two more steps: [[ZBLS]] (originally called &#039;&#039;ZBF2L&#039;&#039;), which finishes F2L while simultaneously orienting the edges of the [[last layer]], and [[ZBLL]], which finishes the last layer in one algorithm.&lt;br /&gt;
&lt;br /&gt;
On his [http://www.zborowski.republika.pl/expert3x3x3method.html webpage], Zborowski claims that his method requires only 40 moves on average, which means that a master of this method should be able to get times that are significantly faster than those possible with Fridrich. Unfortunately, because this method has a total of 300 algorithms or 795 total cases, it would take a very long time to learn the entire method. Very few people have ever put full ZB into practice.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZBLS]]&lt;br /&gt;
* [[ZBLL]]&lt;br /&gt;
* [[VH]]&lt;br /&gt;
* [[Fridrich Method]]&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [http://www.zborowski.republika.pl/expert3x3x3method.html Zbigniew Zborowski&#039;s ZB Page]&lt;br /&gt;
* [http://www.speedcubing.com/chris/zb.html Chris Hardwick&#039;s ZB Page]&lt;br /&gt;
* [http://jmbaum.110mb.com/zb.htm Jason Baum&#039;s ZB Page]&lt;br /&gt;
* [http://www.cubestation.co.uk/cs2/index.php?page=3x3x3/zb/zb Dan Harris&#039;s ZB Page]&lt;br /&gt;
* [http://lar5.com/cube/270/index.html Lars Petrus&#039;s ZBLL Algs]&lt;br /&gt;
* [http://www.cubezone.be/zbf2l.html Lars Vandenbergh&#039;s ZB F2L Algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Advanced methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=29202</id>
		<title>Snyder Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=29202"/>
		<updated>2016-08-18T04:45:05Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Chan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Snyder&lt;br /&gt;
|image=Snyder.png&lt;br /&gt;
|proposers=[[Anthony Snyder]]&lt;br /&gt;
|year=1982&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[Heise Method]]&lt;br /&gt;
[[Petrus]]&lt;br /&gt;
|steps=3-5&lt;br /&gt;
|moves=40&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Speedsolving]]&lt;br /&gt;
*[[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Snyder Method&#039;&#039;&#039;, invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. The start is similar to [[Petrus]], forming a 2x2x2 block with optional [[XCross]].  Then a variety of methods may be used to complete the rest of the F2L except for one CE.  (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.)  Then the final CE pair is placed while simultaneously orienting and placing a minimum of one LLE.  Then all LL edges are solved together with one corner.  Then the [[last three corners]] are solved.&lt;br /&gt;
&lt;br /&gt;
== Claimed advantages ==&lt;br /&gt;
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:&lt;br /&gt;
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.&lt;br /&gt;
* There is a mathematical advantage.&lt;br /&gt;
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].&lt;br /&gt;
&lt;br /&gt;
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.&lt;br /&gt;
&lt;br /&gt;
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it &amp;quot;Fish &amp;amp; Chips.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A word about algorithms ==&lt;br /&gt;
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: &amp;quot;In the 80&#039;s there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms.&amp;quot; However, he plans to upgrade his method using a computer in the near future.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The Snyder Method allows a number of variations to be applied wherever convenient.&lt;br /&gt;
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE&lt;br /&gt;
* two or more CE may be solved simultaneously to complete the F2L faster&lt;br /&gt;
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution&lt;br /&gt;
&lt;br /&gt;
In the early 80&#039;s, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner.  He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.&lt;br /&gt;
&lt;br /&gt;
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer.  Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns.  Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36.  Many of the shorter algorithms were added throughout the 80&#039;s and 90&#039;s, and the library of LL direct solves were mostly added in the 00&#039;s.&lt;br /&gt;
&lt;br /&gt;
== Publication ==&lt;br /&gt;
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn.  It was entitled, &amp;quot;Tony Snyder&#039;s Simplest Solution to Solve a Rubik&#039;s Cube&amp;quot;, and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.  He has not yet put to print his advanced technique.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method (&#039;Fish &amp;amp; Chips&#039;) in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the &#039;fish&#039; step) and then [[L3C]] (22 cases, the &#039;chips&#039; step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example solves ==&lt;br /&gt;
Here are some of Anthony&#039;s solves.&lt;br /&gt;
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]&lt;br /&gt;
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]&lt;br /&gt;
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Anthony Snyder]]&lt;br /&gt;
* [[Snyder Notation]]&lt;br /&gt;
* [[Snyder Metric]]&lt;br /&gt;
* [[Heise Method]]&lt;br /&gt;
* [[Petrus Method]]&lt;br /&gt;
* [[L3C]]&lt;br /&gt;
&lt;br /&gt;
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Scramble&#039;&#039;&#039;                                 &#039;&#039;&#039;Solution&#039;&#039;&#039;&lt;br /&gt;
 F U F&#039; L2 B&#039; U&#039; B U L2 F U&#039; F&#039; U         AUF to U-PLL a on the left side, (L3C 3-twist).&lt;br /&gt;
 L&#039; U R U&#039; B2 U&#039; B2 U B2 R&#039; L U&#039;          AUF J-PLL b, (L3C &#039;Anti Niklas&#039;)&lt;br /&gt;
 B&#039; F R2 U&#039; R2 U R2 U F&#039; U&#039; B U&#039;          J-PLL b, (L3C Niklas)&lt;br /&gt;
 R2 F2 R2 U R&#039; F2 R U&#039; R2 F2 R U R U      left side double Antisune (L&#039; U2 L U...)&lt;br /&gt;
 R&#039; F U2 F U L&#039; U L F U&#039; F U F R U2       left side double Antisune (again!)&lt;br /&gt;
 B L2 F&#039; D F&#039; D&#039; F2 L2 B&#039; U&#039;              y J-PLL a (setup L&#039; before the y for [[1LLL]])&lt;br /&gt;
 L U2 L D&#039; B2 D L&#039; U2 L D&#039; B2 D L2 U&#039;     y2 left Antisune.&lt;br /&gt;
&lt;br /&gt;
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=633439&amp;amp;viewfull=1#post633439 Reconstructions]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=714631#post714631 Five more reconstructions]&lt;br /&gt;
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced methods]]&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Advanced_methods&amp;diff=29201</id>
		<title>Category:Advanced methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Advanced_methods&amp;diff=29201"/>
		<updated>2016-08-18T04:44:27Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Created page with &amp;quot;Methods which typically take a lot of skill, practice or memorisation to master.  Category:Methods&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Methods]] which typically take a lot of skill, practice or memorisation to master.&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:3x3x3_speedsolving_methods&amp;diff=29200</id>
		<title>Category:3x3x3 speedsolving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:3x3x3_speedsolving_methods&amp;diff=29200"/>
		<updated>2016-08-18T04:41:33Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main article: [[3x3x3 speedsolving methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 methods by difficulty]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZB_method&amp;diff=29199</id>
		<title>ZB method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZB_method&amp;diff=29199"/>
		<updated>2016-08-18T04:39:30Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ZB&lt;br /&gt;
|image=Vh_method.gif&lt;br /&gt;
|proposers=[[Zbigniew Zborowski]]&amp;lt;br/&amp;gt;[[Ron van Bruchem]]&lt;br /&gt;
|year=2002&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[VH]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=799 &amp;lt;br/&amp;gt;ZBLS: 306&amp;lt;br/&amp;gt;ZBLL: 472 (+ 21 inc. [[PLL]])&lt;br /&gt;
|moves=45.43; 48.51 if VHLS is used in place of ZBLS (see [[VH]])&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZB&#039;&#039;&#039; (short for &#039;&#039;Zborowski-Bruchem&#039;&#039; after its inventors, [[Zbigniew Zborowski]] and [[Ron van Bruchem]]) is a very efficient but algorithm-intensive method which is a variation of advanced [[LBL]] methods such as the [[Fridrich method]]. After solving the F2L minus one [[corner-edge]] pair in whatever method the solver wishes, there are just two more steps: [[ZBLS]] (originally called &#039;&#039;ZBF2L&#039;&#039;), which finishes F2L while simultaneously orienting the edges of the [[last layer]], and [[ZBLL]], which finishes the last layer in one algorithm.&lt;br /&gt;
&lt;br /&gt;
On his [http://www.zborowski.republika.pl/expert3x3x3method.html webpage], Zborowski claims that his method requires only 40 moves on average, which means that a master of this method should be able to get times that are significantly faster than those possible with Fridrich. Unfortunately, because this method has a total of 300 algorithms or 795 total cases, it would take a very long time to learn the entire method. Very few people have ever put full ZB into practice.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZBLS]]&lt;br /&gt;
* [[ZBLL]]&lt;br /&gt;
* [[VH]]&lt;br /&gt;
* [[Fridrich Method]]&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [http://www.zborowski.republika.pl/expert3x3x3method.html Zbigniew Zborowski&#039;s ZB Page]&lt;br /&gt;
* [http://www.speedcubing.com/chris/zb.html Chris Hardwick&#039;s ZB Page]&lt;br /&gt;
* [http://jmbaum.110mb.com/zb.htm Jason Baum&#039;s ZB Page]&lt;br /&gt;
* [http://www.cubestation.co.uk/cs2/index.php?page=3x3x3/zb/zb Dan Harris&#039;s ZB Page]&lt;br /&gt;
* [http://lar5.com/cube/270/index.html Lars Petrus&#039;s ZBLL Algs]&lt;br /&gt;
* [http://www.cubezone.be/zbf2l.html Lars Vandenbergh&#039;s ZB F2L Algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Advanced Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=29198</id>
		<title>Tripod Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=29198"/>
		<updated>2016-08-18T04:39:00Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Tripod&lt;br /&gt;
|image=Tripod_method.gif&lt;br /&gt;
|proposers=[[Ryan Heise]],[[Michael Gottlieb]] &lt;br /&gt;
|year=2002&lt;br /&gt;
|anames&lt;br /&gt;
|variants= [[Petrus]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=58&lt;br /&gt;
|moves= ~50&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A blockbuilding approach to solving the 3x3x3, first proposed by Ryan Heise and developed by Michael Gottlieb and Mirek Goljan. The method is characterized by the final steps, which involve solving a &#039;tripod&#039; composed of the three 1x1x2 columns connected to the URF corner piece.&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x2 block. This is an intuitive step.&lt;br /&gt;
&lt;br /&gt;
2.Build 3 1x2x2 block side by side the 2x2x2 block. This is also an intuitive step.&lt;br /&gt;
&lt;br /&gt;
3. Insert the last F2L slot.&lt;br /&gt;
&lt;br /&gt;
4. Finish the last layer using one of 58 algorithms.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
Like many other blockbuilding methods, this method uses less moves than the ever popular CFOP method. &lt;br /&gt;
The steps are all fairly simple and easy to execute, allowing for good lookahead. &lt;br /&gt;
The method has a low algorithm count compared to most mainstream methods such as CFOP or ZZ. &lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
The blocks, particularly the U layer block, are quite restrictive to the construction of the final F2L slot. &lt;br /&gt;
Recognition for the final step is not excellent and could be compared to that of COLL. &lt;br /&gt;
Beginners may find blockbuilding to be difficult.&lt;br /&gt;
&lt;br /&gt;
== Example solve ==&lt;br /&gt;
&lt;br /&gt;
Scramble (white on top, green in front): L&#039; F2 R U B R2 D&#039; F2 L&#039; B U&#039; R2 F2 B2 U L2 U&#039; R2 L2&lt;br /&gt;
&lt;br /&gt;
x2 R U&#039; D R&#039; D&#039; - 2x2x2&lt;br /&gt;
&lt;br /&gt;
y&#039; L&#039; F U&#039; F2 L F&#039; - First 2x2x1 block&lt;br /&gt;
&lt;br /&gt;
L2 D L&#039; U2 L D&#039; - Second 2x2x1 block&lt;br /&gt;
&lt;br /&gt;
U F R U&#039; R&#039; F&#039; L&#039; U&#039; L U2 - Final 2x2x1 block&lt;br /&gt;
&lt;br /&gt;
U&#039; R F&#039; U&#039; F&#039; U F R&#039; F2 U&#039; F2 U2 - F2L slot&lt;br /&gt;
&lt;br /&gt;
L&#039; U R U&#039; R&#039; U R U&#039; R&#039; L R U R&#039; U&#039; R U R&#039; U&#039; - Last 5 pieces&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/main.html Web-based tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/L1/ece.htm Mirek Goljan&#039;s tripod algorithms]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/2234 Ryan Heise&#039;s Post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SSC&amp;diff=29197</id>
		<title>SSC</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SSC&amp;diff=29197"/>
		<updated>2016-08-18T04:38:39Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=SSC (Shadowslice Snow Columns)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers= Joseph Briggs (shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= ECE (proposed by crafto22 alternatively later)&lt;br /&gt;
|variants= SSC-M, SSC-Domino, SSC-WV, various ECE- notably EZD&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs= &amp;lt;60, 10 min&lt;br /&gt;
|moves= 37-50 depending on variant [[STM]]&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]], [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SSC&#039;&#039;&#039; or &#039;&#039;&#039;Shadowslice Snow Columns&#039;&#039;&#039; is a method that has variously been described as a variation on [[Orient First]], an improved version of the [[Human Thistlethwaite Algorithm]], an advanced [[Belt Method]] and a [[Columns first]] method. It is a method that requires few (28) algorithms but requires proficiency in various relatively advanced techniques such as the [[EOLine]] (which is rotated 90 degrees to create an EOEdge) as well as being able to efficiently orient corners while placing an edge. It is an efficient method which averages below 50 [[STM]] in the hands of an expert.&lt;br /&gt;
&lt;br /&gt;
Intially, it was proposed simply with the &#039;&#039;&#039;SSC-WV&#039;&#039;&#039; variant though this quickly became the set of methods which is known today. After the &#039;&#039;&#039;SSC-M&#039;&#039;&#039; variant was introduced, the idea was quickly expanded on by crafto22 who created what is collectively known as the &#039;&#039;&#039;ECE&#039;&#039;&#039; variants which, while following the same basic steps as vanilla SSC-M have various advantages depending on the method. Notable variants include &#039;&#039;&#039;SSC-O&#039;&#039;&#039; and &#039;&#039;&#039;EZD&#039;&#039;&#039; for [[speedsolving]] and &#039;&#039;&#039;SSC-Domino&#039;&#039;&#039; as an [[FMC]] alternative.&lt;br /&gt;
==Basic Overview==&lt;br /&gt;
# Orient edges and place the LF and LB edges (like an EOLine rotated 90 degrees)&lt;br /&gt;
# Orient 3 corners on the D-layer while placing the RB edge (can be RF but [[SLS (Shadowslice Last Slot)]] and [[WV]] are for the RF slot- do not place both though).&lt;br /&gt;
# Place the last E-slice piece in the dictated place in the U-layer (initially creating a pseudopair for [[Winter Variation]] but later a specific place for [[SLS (Shadowslice Last Slot)]])&lt;br /&gt;
# Permute all corners&lt;br /&gt;
# LEE (Last Eight Edges)&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
* Low movecount&lt;br /&gt;
* Low alg count&lt;br /&gt;
* Ergonomic {R,U,D}&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
* Could have difficult lookahead though not too bad due to pseudoparis and pseudoblocks.&lt;br /&gt;
* Needs proficiency with relatively advanced techniques.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* &#039;&#039;&#039;SSC-Domino&#039;&#039;&#039;&lt;br /&gt;
**Use Domino techniques for the last 2 steps-better for FMC&lt;br /&gt;
* &#039;&#039;&#039;SSC-WV&#039;&#039;&#039; or &#039;&#039;&#039;SSC-Winter Variation&#039;&#039;&#039;&lt;br /&gt;
**the original form of the method. It uses [[Winter Variation]] as opposed to [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
* &#039;&#039;&#039;SSC-M&#039;&#039;&#039; or &#039;&#039;&#039;ECE&#039;&#039;&#039;&lt;br /&gt;
**Do not do EO until the last step with LEE- higher movecount though easier lookahead.&lt;br /&gt;
* &#039;&#039;&#039;ECE-Broken&#039;&#039;&#039;&lt;br /&gt;
**The two layers are solved separately rather than doing both together as with other methods &lt;br /&gt;
* &#039;&#039;&#039;ECE-EZD&#039;&#039;&#039; or simply &#039;&#039;&#039;EZD&#039;&#039;&#039;&lt;br /&gt;
**the edges are separated in the last step and solve using an algorithm rather than intuitively.&lt;br /&gt;
* &#039;&#039;&#039;ECE-A&#039;&#039;&#039;&lt;br /&gt;
**The last eight edges are solved by orienting the U layer edges while placing the D layer edges followed by [[EPLL]]&lt;br /&gt;
&lt;br /&gt;
Note: in his variants (ie the ECE styles), crafto22 uses WV as opposes to SLS in a manner consistent with SSC-WV&lt;br /&gt;
&lt;br /&gt;
==Experimental Corner Orientation==&lt;br /&gt;
A newer recent development created by SqAree in collaboration with Shadowslice e. It is an alternative way of orienting the corners after the EoEdge, is much more efficient than any other style and can lead to the first two steps being done in under 20 moves in almost all cases; often in much less; it averages around 15-17 moves in a speedsolve and even less in an FMC setting. The brief style is:&lt;br /&gt;
# separate FR and BR&lt;br /&gt;
# Form a 1x1x3 &amp;quot;triplet&amp;quot; with one of the edges&lt;br /&gt;
# Form a 1x1x2 &amp;quot;pair&amp;quot; with the other one&lt;br /&gt;
# OL5C&lt;br /&gt;
# Finish.&lt;br /&gt;
&lt;br /&gt;
A more in depth version:(assuming green on front, white on top)&lt;br /&gt;
# Separate the front right (green/red) and back right (blue/red) edges (ie place either the front right (green/red) edge in the U layer and the back right (blue/red) in the D layer or vice versa)&lt;br /&gt;
# Create a &amp;quot;triplet&amp;quot; (a 1x1x3 or column) using the edge in the D-layer (technically a pseudo triplet) of pieces so that if the edge in in the Down Left position, there would be a white or yellow sticker in the front down left position and a yellow or white sticker in the back down left position. Place this in the down left slot.&lt;br /&gt;
# Create another similar pseudopair (not triplet: this one is a 1x1x2) using the remaining e-slice edge in the U-layer. Place this in the front up slot with the yellowor white sticker on the corner facing to the left (ie being in the left-up-front position).&lt;br /&gt;
# Look at the right side to determine the O5C (orient 5 corners) case and execute the algorithm.&lt;br /&gt;
# Bring the unsolved e-slice edges to UR and DR using only U and D moves then do an R or R&#039; to solve them.&lt;br /&gt;
&lt;br /&gt;
==Potential Improvements==&lt;br /&gt;
As a relatively new group of methods, SSC will undoubtedly continue to evolve and change. Some of the more prominent ideas for improving the method and techniques which could be used to improve the efficiency include:&lt;br /&gt;
* Adding an algorithm set for the permuting of corners which for when the FR and BR edges are swapped (this could lead to a more efficient EoEdge+1).&lt;br /&gt;
* An entirely new last phase (ie when the cube has been reduce to act likes domino) which could be more efficient and or have better lookahead. Hopefully both.&lt;br /&gt;
* Predicted separation- paricularly useful for EZD.&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Kociemba]]&lt;br /&gt;
*[[ECE method]]&lt;br /&gt;
*[[Human Thistlethwaite Algorithm]]&lt;br /&gt;
*[[Orient First]]&lt;br /&gt;
*[[PCMS]]&lt;br /&gt;
*[[Belt]]&lt;br /&gt;
*[[ZZ]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/forum/showthread.php?54056-SSC-(Shadowslice-Snow-Columns)-3x3x3-Method/ Original proposal](includes SSC-M and SLS)&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Crafto22&#039;s ECE proposal]&lt;br /&gt;
*[http://imgur.com/FoUYLWg/ SqAree&#039;s OL5C algorithms]&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental_methods]]&lt;br /&gt;
[[Category:3x3x3_speedsolving_methods]]&lt;br /&gt;
[[Category:3x3x3_methods]]&lt;br /&gt;
[[Category:Fewest_Moves_Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sandwich_Method&amp;diff=29196</id>
		<title>Sandwich Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sandwich_Method&amp;diff=29196"/>
		<updated>2016-08-18T04:37:58Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Sandwich&lt;br /&gt;
|image=Sandwich.gif&lt;br /&gt;
|proposers=Nicholas Ho&lt;br /&gt;
|year=August 2007-present&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=8&lt;br /&gt;
|algs&lt;br /&gt;
|moves=~140&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cage variation based on Denny Dedmore&#039;s solution. Although the method was originally designed for big cubes, it can also be used to solve the 3x3, though it is just a CF method for the 3x3 version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
# First 2 centers&lt;br /&gt;
# Corners (any method)&lt;br /&gt;
# 3 dedges on L after a z rotation&lt;br /&gt;
# z2 rotation, 4 dedges on current L face&lt;br /&gt;
# Last dedge of the outside layers&lt;br /&gt;
# Bottom 2 dedges (on M)&lt;br /&gt;
# Last 2 dedges (on M)&lt;br /&gt;
# Last 4 centers&lt;br /&gt;
&lt;br /&gt;
Heavy center control at times during steps 6 and 7 are used (using different algorithms or other tricks), and rachmaninovian currently uses a centers system that produces a ~4 look average.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* &amp;quot;www.rachmaninovian.webs.com&amp;quot; Broken Link&lt;br /&gt;
* Speedsolving.com : [http://www.speedsolving.com/forum/showthread.php?t=16740 sandwich 3x3]&lt;br /&gt;
* Speedsolving.com : [http://www.speedsolving.com/forum/showthread.php?t=17138 Expansion of sandwich centers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=29195</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=29195"/>
		<updated>2016-08-18T04:37:27Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Petrus&lt;br /&gt;
|image=Petrus_method.gif&lt;br /&gt;
|proposers=[[Lars Petrus]]&lt;br /&gt;
|year=1981&lt;br /&gt;
|anames&lt;br /&gt;
|algs=2 to 493 (for the last layer)&lt;br /&gt;
|variants&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves=~50&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Petrus Method&#039;&#039;&#039;, invented by [[Lars Petrus]], is a block-building [[method]] where the [[F2L]] is solved intuitively with no [[algorithm]]s. Petrus was the second most popular speedcubing method behind [[Fridrich]]/[[CFOP]]; however other methods like [[ZZ]] and [[Roux]] are currently more popular.&lt;br /&gt;
&lt;br /&gt;
The Petrus Method is sometimes partially used in [[CFOP]] solves for [[XCross]].&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
The following steps describe an approach suited for beginners, more advanced users might combine steps 1 and 2 and/or 5 and 6 ([[COLL]]) or use a [[Fridrich]] type last layer and do [[OLL]] and then [[PLL]]. If the fifth step is skipped the last layer can be solved with a [[2GLL]] algorithm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Build a [[2x2x2 block]] anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Expand the [[2x2x2 block]] to a [[2x2x3 block]]; three ways are possible.&lt;br /&gt;
&lt;br /&gt;
3. Fix the &amp;quot;bad edges&amp;quot; (in other words, orientate the remaining seven edges on the cube that have not been solved).&lt;br /&gt;
&lt;br /&gt;
4. Finish the First Two Layers (F2L) by only turning 2 sides. The pure Petrus approach is to create a 1x2x2 block and expand it to a 1x2x3 block to finish off the F2L, not to solve the cross piece and two corner/edge pairs; two ways are possible. The last-layer edges will orientate themselves automatically.&lt;br /&gt;
&lt;br /&gt;
5. Permutate the last-layer corners (put them in their correct places).&lt;br /&gt;
&lt;br /&gt;
6. Orientate the last-layer corners, making the whole last layer a solid colour.&lt;br /&gt;
&lt;br /&gt;
7. Permutate the last layer edges, without disturbing the other pieces, to solve the cube.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
* The Petrus Method uses fewer moves than the [[Fridrich]] method and most, if not all, other non-block-building methods.&lt;br /&gt;
* It is more intuitive than the Fridrich method, and it requires far fewer algorithms.&lt;br /&gt;
* It requires fewer algorithms than some beginner methods (including the most popular one: [[Layer By Layer]]).&lt;br /&gt;
* If [[COLL]] is used as well, one can orientate and permutate the corners at the same time.&lt;br /&gt;
* The last layer can even be solved in one look with [[ZBLL]] or [[ZZLL]], however this drastically increases the number of algorithms one must learn.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
* It can be sometimes hard (especially for a beginner) to optimize block building, and it&#039;s difficult to keep consistently turning throughout the solve.&lt;br /&gt;
&lt;br /&gt;
== Petrus variations ==&lt;br /&gt;
&lt;br /&gt;
There are several other [[substep]]s that can be used [[EJLS]], [[WV]], [[COLL]], and [[ZBLL]], which completes the entire last layer in a single algorithm.&lt;br /&gt;
&lt;br /&gt;
== Petrus as a Beginner Method ==&lt;br /&gt;
&lt;br /&gt;
Used as a beginner method, Petrus requires much more intuition, but also involves learning fewer algorithms. For a tutorial, see the external links below.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s tutorial]&lt;br /&gt;
* [http://petrus-speed.netne.net/ Petrus Speed Website]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=14014 YouTube Beginner Petrus Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=EQ9OrFVQw0o Petrus Tutorial] by fallofshadows&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=WqXdO2H2FTs Petrus Tutorial] by CuberChris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Jeff2L&amp;diff=29194</id>
		<title>Jeff2L</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Jeff2L&amp;diff=29194"/>
		<updated>2016-08-18T04:36:55Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Jeff2L&#039;&#039;&#039; refers to F2L cases in which neither the corner nor the edge is in the first two layers, with at least one in a wrong slot. Named after Jeff Chiu by Berkeley cubers, Jeff2L was first systematically documented by [[Shotaro Makisumi]] in 2010.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Advanced F2L]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://cubefreak.net/speed/f2ladvanced/jeff2l.html Cubefreak] (original documentation)&lt;br /&gt;
* [http://f2l.net46.net/jeff2l.html Absolute F2L]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Advanced_F2L&amp;diff=29193</id>
		<title>Advanced F2L</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Advanced_F2L&amp;diff=29193"/>
		<updated>2016-08-18T04:36:30Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Changed category to follow naming convention.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Incomplete List of Extensions to F2L==&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;Only F2L&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Standard [[F2L]] (including empty slots)&lt;br /&gt;
| [http://cubefreak.net/speed/f2ladvanced/normal.html Cubefreak], Absolute F2L: [http://f2l.net46.net/standardf2l.html standard] and [http://f2l.net46.net/emptyslots.html empty slots], [http://www.opticubes.com/cubing/f2l/ Opticubes]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jeff2L]]&lt;br /&gt;
| [http://cubefreak.net/speed/f2ladvanced/jeff2l.html Cubefreak] (original), [http://f2l.net46.net/jeff2l.html Absolute F2L]&lt;br /&gt;
|-&lt;br /&gt;
| Special Cases&lt;br /&gt;
| [http://cubefreak.net/speed/f2ladvanced/special.html Cubefreak], [http://f2l.net46.net/specialcases.html Absolute F2L], &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;EO Control&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLS]]/ZBF2L (includes  [[VHF2L]])&lt;br /&gt;
| [http://jmbaum.110mb.com/zbf2l.htm Jason Baum&#039;s Full ZBF2L], [http://www.cubezone.be/zbf2l.html CubeZone], [http://f2l.net46.net/zbf2l.html Absolute F2L], [http://boca.bee.pl/cat.php?l=en&amp;amp;cat=th&amp;amp;m=zb&amp;amp;ch=zbf2l BOCA]&lt;br /&gt;
|-&lt;br /&gt;
| [[JTLE]]&lt;br /&gt;
| [http://algobase.110mb.com/JTLE.html Algobase]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;CO Control&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CLS]]&lt;br /&gt;
| [http://cubefreak.net/ Cubefreak], [http://cube.garron.us/MGLS/ garron.us], [http://boca.bee.pl/cat.php?l=en&amp;amp;cat=th&amp;amp;m=mgls&amp;amp;ch=cls BOCA]&lt;br /&gt;
|-&lt;br /&gt;
| [[F2LL]]/Winter Variation&lt;br /&gt;
| [http://absolutemind.pagesperso-orange.fr/f2ll-fr.htm Absolute Mind] (original), [http://boca.bee.pl/cat.php?l=en&amp;amp;cat=th&amp;amp;m=f2ll BOCA], [https://sites.google.com/site/rubiksinfo/3x3x3/f2ll Rubik&#039;s Info]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;Other Orientation Control&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Wondeful]]&lt;br /&gt;
| [http://cubefreak.net/speed/f2ladvanced/mw.html Cubefreak] (original)&lt;br /&gt;
|-&lt;br /&gt;
| [[OPF2L]]&lt;br /&gt;
| [http://cubefreak.net/speed/f2ladvanced/opf2l.html Cubefreak] (original)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;Permutation Control&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CPLS]]&lt;br /&gt;
| [http://stachu.cubing.net/cpls2gll/ stachu.cubing.net] (original), [http://f2l.net46.net/cpls.html Absolute F2L]&lt;br /&gt;
|-&lt;br /&gt;
| [[Phasing]]&lt;br /&gt;
| [http://f2l.net46.net/phasing.html Absolute F2L]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;Other Last Layer Control&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[BBF2L]] (EJF2L+COLL)&lt;br /&gt;
| [http://f2l.net46.net/bbf2l.html Absolute F2L], [https://sites.google.com/site/rubiksinfo/3x3x3/bbf2l/recognition Rubik&#039;s Info]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;Multislotting&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Multislotting]]&lt;br /&gt;
| [http://absolutemind.pagesperso-orange.fr/msd-angl.html Absolute Mind] (original), [http://www.cubeloop.com/php/cube/expert.php?chapter=f2l&amp;amp;subchapter=multislot Cubeloop], [http://f2l.net46.net/multislotting.html Absolute F2L]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;Videos&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Videos&lt;br /&gt;
| [https://www.youtube.com/playlist?list=PLasd2YZl87U4lsYXAU2kHw1f5OmcY0t4s Advanced F2L videos on YouTube] by cube portal&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:List_of_methods&amp;diff=29192</id>
		<title>Talk:List of methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:List_of_methods&amp;diff=29192"/>
		<updated>2016-08-18T04:17:33Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Table Structure ==&lt;br /&gt;
&lt;br /&gt;
This is potentially a fantastic page but i feel it is organised poorly. I would like to propose a new layout that features the following columns.&lt;br /&gt;
&lt;br /&gt;
Method : Puzzle : Type : Characteristics : (Year) Proposer&lt;br /&gt;
&lt;br /&gt;
So for example the entry for Roux would be ... &lt;br /&gt;
&lt;br /&gt;
Roux : 3x3 cube : Block-building : Speedsolving, fewest moves : (2003) Gilles Roux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What do people think? &lt;br /&gt;
&lt;br /&gt;
Cubo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I think we need to be careful about making the table unnecessarily wide. Inserting puzzle and purpose in the table will cause a lot of unnecessary repetition, making the table wider, and less likely to be organized well. Headers encourage the information to be placed in blocks of similar methods (eg 3x3 speedsolving).&lt;br /&gt;
Perhaps adding the year it was invented would be valuable, but it would be better as a separate column rather than inserted as brackets.&lt;br /&gt;
The proposed &#039;Characteristics&#039; column is too ambiguous (eg, &#039;looks cool&#039; might be added here) - I would call it &#039;Purpose&#039;, and leave it in the table sub-headers. Methods generally have a main purpose, since they are often designed with a specific need in-mind. They may also be applied in other domains - almost all methods have lessons that can be used in fewest moves. For example block building in Roux is useful for FM, but doing the whole solve using Roux is not really appropriate. Roux&#039;s main purpose is speedsolving, so to avoid confusing beginners it should be called a &#039;speedsolving&#039; method. Clicking on the method page can provide more information to indicate whether it may be used for other secondary purposes, with a bit more context. For example: &amp;quot;Roux is not an FM method, but familiarity with block-building used at the start may help the user in FM solving.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] ([[User talk:Cride5|talk]]) 03:50, 17 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Hi there!&lt;br /&gt;
&lt;br /&gt;
I hope I&#039;m responding in the correct way -- I&#039;m just editing my original, or was I meant to create a new section?&lt;br /&gt;
&lt;br /&gt;
Anyway ... you have a lot of good points. &lt;br /&gt;
&lt;br /&gt;
Adding puzzle category WOULD create a lot of repetition, so probably not a good idea. &lt;br /&gt;
Year as a separate column also a good idea. &lt;br /&gt;
Also agree characteristics could be a tricky one. What about simply adding algs and av moves? This might be a more objective way to convey the same info -- after all, lower alg/higher moves tends to be for beginners, whereas higher algs/lower moves tends to be for speedsolving. &lt;br /&gt;
Type column I think could be helpful and can be more objective: LBL, corners first, block building etc although some are hybrids. &lt;br /&gt;
&lt;br /&gt;
Thoughts on that?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Please be careful with your edits - you completely wiped out my last response when you replied.&lt;br /&gt;
&lt;br /&gt;
I created a section, because the discussion page needs to be divided into discussion topics. This discussion is about the table structure.&lt;br /&gt;
&lt;br /&gt;
Methods are pretty complex, and trying to put too much information here will lead to inaccuracy and clutter. Only information which is certain and not open to interpretation should be used in the table.&lt;br /&gt;
&lt;br /&gt;
Things like number of algs is easy to count for beginner methods, but not for more advanced methods. Number of moves, again depends on the solver and style. If you make a guess by doing a few solves yourself and place it in the table then you risk upsetting other solvers who may be more efficient.&lt;br /&gt;
&lt;br /&gt;
These kinds of properties of methods should be discussed within the method page, where they may be given some context. For example, for number of moves it is reasonable to measure the number of moves as the sum of average optimal move counts for each step, but this needs to be stated explicitly. Moreover, what constitutes a &#039;step&#039; may also be a grey area for some methods. For example in ZZ, some consider a whole 1x2x3 block to be a &#039;step&#039;, while others consider only 1x2 and 2x2 blocks.&lt;br /&gt;
&lt;br /&gt;
Again, for a Type column consider that a single method may use multiple techniques. Roux may partially be considered corners first and blockbuilding. It is certainly closer to the corners-first family than ZZ or CFOP. What type would [https://www.speedsolving.com/forum/threads/3x3x3-guimond-style-method.15534/ this method] have? I believe that if people are encouraged to place methods into specific type buckets, then there will be interpretation and inaccuracy which might lead readers to the wrong conclusions about a method.&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] ([[User talk:Cride5|talk]]) 04:17, 18 August 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:List_of_methods&amp;diff=29185</id>
		<title>Talk:List of methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:List_of_methods&amp;diff=29185"/>
		<updated>2016-08-17T03:50:02Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Table Structure ==&lt;br /&gt;
&lt;br /&gt;
This is potentially a fantastic page but i feel it is organised poorly. I would like to propose a new layout that features the following columns.&lt;br /&gt;
&lt;br /&gt;
Method : Puzzle : Type : Characteristics : (Year) Proposer&lt;br /&gt;
&lt;br /&gt;
So for example the entry for Roux would be ... &lt;br /&gt;
&lt;br /&gt;
Roux : 3x3 cube : Block-building : Speedsolving, fewest moves : (2003) Gilles Roux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What do people think? &lt;br /&gt;
&lt;br /&gt;
Cubo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I think we need to be careful about making the table unnecessarily wide. Inserting puzzle and purpose in the table will cause a lot of unnecessary repetition, making the table wider, and less likely to be organized well. Headers encourage the information to be placed in blocks of similar methods (eg 3x3 speedsolving).&lt;br /&gt;
&lt;br /&gt;
Perhaps adding the year it was invented would be valuable, but it would be better as a separate column rather than inserted as brackets.&lt;br /&gt;
&lt;br /&gt;
The proposed &#039;Characteristics&#039; column is too ambiguous (eg, &#039;looks cool&#039; might be added here) - I would call it &#039;Purpose&#039;, and leave it in the table sub-headers. Methods generally have a main purpose, since they are often designed with a specific need in-mind. They may also be applied in other domains - almost all methods have lessons that can be used in fewest moves. For example block building in Roux is useful for FM, but doing the whole solve using Roux is not really appropriate. Roux&#039;s main purpose is speedsolving, so to avoid confusing beginners it should be called a &#039;speedsolving&#039; method. Clicking on the method page can provide more information to indicate whether it may be used for other secondary purposes, with a bit more context. For example: &amp;quot;Roux is not an FM method, but familiarity with block-building used at the start may help the user in FM solving.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] ([[User talk:Cride5|talk]]) 03:50, 17 August 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Fewest_Moves_Challenge&amp;diff=29174</id>
		<title>Fewest Moves Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Fewest_Moves_Challenge&amp;diff=29174"/>
		<updated>2016-08-12T06:07:54Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;FMC redirects here. This page is about the [[WCA]] official event. For the [[online contest]], see [[Fewest Moves Challenge (online contest)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fewest Moves&#039;&#039;&#039; (or &#039;&#039;&#039;F&#039;&#039;&#039;ewest &#039;&#039;&#039;M&#039;&#039;&#039;oves &#039;&#039;&#039;C&#039;&#039;&#039;hallenge, &#039;&#039;&#039;FMC&#039;&#039;&#039;) is an event where competitors attempt to solve a puzzle (almost always the [[3x3x3]]) in as few moves as possible, starting from a given scramble. The usual turn metric is [[HTM]].&lt;br /&gt;
&lt;br /&gt;
There is one [[WCA]]-official Fewest Moves event: writing down the shortest possible solution to a 3x3x3 scramble, with a time limit of one hour. Other types of fewest move solving have been tried in the [[Fewest Moves Challenge]], with the most popular other events being the Linear Fewest Moves event (solving the 3x3x3 with as few moves as possible, without being able to undo moves) and the event of writing down the shortest possible solution for the 3x3x3 with a time limit of one week.&lt;br /&gt;
&lt;br /&gt;
The original &#039;&#039;&#039;Fewest Moves Challenge&#039;&#039;&#039; (FMC) was a challenge started by [[Dan Harris]]. It was the first online Fewest Moves competition and, although it is no longer run by Dan, it remains a good way to practice fewest moves solving. One scramble is given per event every week, and the results are typically up soon after the next round starts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Although it is very likely that fewest moves solving was first experimented with in the 1980s, the event was popularized by [http://www.cubestation.co.uk/ Dan&#039;s Cube Station] with its Fewest Moves Challenge (FMC), which began in April 2003 and was held nearly every week for many years. The event was also held at many competitions starting with the [[World Rubik&#039;s Games Championship 2003]], and recently it has become even more popular due to the weekly competitions at the [[Speedsolving.com]] forum. Since 2009 this competition was taken over By Per K Fredlund on [http://fmc.mustcube.net/ FMC Challenge]&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
&lt;br /&gt;
The first world record for the WCA event was set in 2003 and was 29 moves by [[Mirek Goljan]]. He improved this result to 28 moves in 2005, a record which stood for more than three years until it was broken by [[Guus Razoux Schultz]], 27 moves in 2008. The record then was brought down to 22 moves by Jimmy Coll and István Kocza. After over 3 years, the current record was set at the Czech Open 2012 with Tomoaki Okayama presenting a 20 move solution.&lt;br /&gt;
&lt;br /&gt;
The best known unofficial result (using a properly scrambled cube) is 17 moves in Weekly Competition 2013-15  by [[Guus Razoux Schultz]][http://www.speedsolving.com/forum/showthread.php?41488-Weekly-Competition-2013-15/page2 .]&lt;br /&gt;
&lt;br /&gt;
==Algorithms==&lt;br /&gt;
[[Algorithm]]s that may be used in FMC are at many pages in this wiki, se for example [[ELL]], [[LLEF]], [[L3C]] and [[L4C]].&lt;br /&gt;
&lt;br /&gt;
The [[BH]] method is a nice complement for the advanced FMC competitor, learning how to deal with optimal [[commutator]]s helps a lot.&lt;br /&gt;
&lt;br /&gt;
==Fewest Moves techniques==&lt;br /&gt;
{{Main Article|Article=Fewest Moves techniques}}&lt;br /&gt;
The best results can be obtained when all techniques are controlled. It is strongly advised not to follow a strict pattern, for example a [[3x3x3 speedsolving methods|speedsolving method]]. However some algorithms learned from a speedsolving method will give some advantages in some cases. The most useful [[Fewest Moves Methods|methods]] are [[Heise]], [[Petrus]], [[Fridrich]], [[Roux]] and [[ZBLL]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Fewest Moves techniques]]&lt;br /&gt;
* [[Fewest Moves methods]]&lt;br /&gt;
* [[Move count]]&lt;br /&gt;
* [[Puzzle theory]]&lt;br /&gt;
* [[Blindsolving]]&lt;br /&gt;
* [[One-Handed solving]]&lt;br /&gt;
* [[Solving with feet]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://fmc.mustcube.net/ New FMC Website]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/fewestmoveschallenge/ FMC Yahoo Group]&lt;br /&gt;
* [http://www.cubestation.co.uk/cs2/index.php?page=fmc/fmcnewsystem Dan Harris&#039;s Fewest Moves Challenge Page] (now obsolete)&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?13599 The FMC thread]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?1566 Fewest Moves Tips and Techniques]&lt;br /&gt;
* [http://fmcsolves.cubing.net/fmc_tutorial_ENG.pdf FMC Tutorial] by Sebastiano Tronto&lt;br /&gt;
[[Category:Solving Variants]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_web-based_cubing_software&amp;diff=29163</id>
		<title>List of web-based cubing software</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_web-based_cubing_software&amp;diff=29163"/>
		<updated>2016-08-08T05:57:12Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
This page contains external links for web-based software, such as timers, applets, or other useful cubing programs.&lt;br /&gt;
&lt;br /&gt;
== Animation Applets ==&lt;br /&gt;
* [http://software.rubikscube.info/AnimCube/ AnimCube] (Java) - Relatively lightweight and feature-rich 3x3x3 applet.&lt;br /&gt;
* [http://randelshofer.ch/ Randelshofer&#039;s Applets] (Java) - Applets for 2x2x2-7x7x7 with many options and variations.&lt;br /&gt;
&lt;br /&gt;
== Web-Based Timers ==&lt;br /&gt;
&#039;&#039;&#039;Individual Timer&#039;&#039;&#039;&lt;br /&gt;
* [http://qqtimer.net/ qqTimer] - qqwref&#039;s web-based timer. Well developed inspection, averaging, and penatly support. Generates scrambles for a wide range of puzzles.&lt;br /&gt;
* [http://gqtimer.kungfoomanchu.com/ gqTimer] - qqTimer with a session logging and graphing function using a Google or Yahoo account.&lt;br /&gt;
* [http://www.cstimer.net/old/ CSTimer (Old)] - Essentially qqTimer, in Chinese.&lt;br /&gt;
* [http://www.cstimer.net/timer.php/ CSTimer (Recent)] - javascript timer with pretty UI, fast-random-state scrambles for 3x3 and sq1, (X)cross/eoline solver and many training scrambles. [http://www.speedsolving.com/forum/showthread.php?t=36236 Thread]&lt;br /&gt;
* [http://www.cubetimer.com/  cubetimer.com] - Online Rubik&#039;s Cube timer.&lt;br /&gt;
* [http://www.ctimer.co.uk cTimer] - a JavaScript timer supporting multi-stage timing and random-state scrambles for 3x3. [http://www.speedsolving.com/forum/showthread.php?t=17078 Speedsolving Thread]&lt;br /&gt;
* [http://www.ctimer.co.uk/wee weeTimer] - a JavaScript timer optimised for handheld devices.&lt;br /&gt;
* [http://www.vanderblonk.com/tools/timer/ CubeTimer] - Timer with animation. Cannot stop inspection countdown midway through.&lt;br /&gt;
* [http://molarmanful.github.io/minimalistimer/ MinimalisTimer] - Javascript timer with simple UI and mobile support. [https://www.speedsolving.com/forum/showthread.php?52899-MinimalisTimer-released!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competitive Timer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubetimer.com RubeTimer] - A timer with statistical graphics, user registration, and multiplayer.&lt;br /&gt;
* [http://www.cubemania.org/ Cubemania.org] - An online timer and competition community. Does not support inspection. Much development.&lt;br /&gt;
* [http://twisttheweb.com/ Twisttheweb] - Live competitive community with chat and averaging. Account required. See [[Twisttheweb]]&lt;br /&gt;
&lt;br /&gt;
== Image Generators ==&lt;br /&gt;
* [http://www.cubezone.be/imagecube.html ImageCube] -  (PHP), source provided&lt;br /&gt;
* [http://www.solvethecube.110mb.com/index.php?location=tools#nxnimagecube NxNImagecube] -  (PHP), source provided&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube] - (PHP), supports algorithms, transparency and cube dimensions up to 9x9. [http://www.speedsolving.com/forum/showthread.php?t=15853 Speedsolving Thread]&lt;br /&gt;
* [http://www.vanderblonk.com/tools/wordpress-rubik-plugin Wordpress Rubik Plugin] - Embed cube diagrams as Java applets or images&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/vizarto-puzzle-visualisations.56974/ JavaScript Puzzle Visualisations] - interactive 3D puzzle visualisations in the browser. Supports NxN, megaminx, pyraminx, square-1 and skewb.&lt;br /&gt;
&lt;br /&gt;
== Scramblers and Tools ==&lt;br /&gt;
* [http://www.worldcubeassociation.org/regulations/scrambles.zip Official WCA scramblers] - All in one zip file&lt;br /&gt;
* [http://www.jaapsch.net/ Jaap&#039;s scrambler] - Scrambler, Javascript&lt;br /&gt;
* [http://laire.fi/jarcs/ Just Another Rubik&#039;s Cube Solver] - Web-based 3x3 solver for common speedcubing sub-steps such as EOLine.&lt;br /&gt;
* [http://alg.garron.us/ alg.garron.us] - Algorithm animator for cubes up to 7x7 by Lucas Garron.&lt;br /&gt;
* [http://cube.crider.co.uk/scrambler.html Random State Scrambler] - Java applet which creates 3x3 scrambles by inverting solutions to randomly generated cubes.&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator] - Tool for inverting, mirroring and rotating algs. [http://www.speedsolving.com/forum/showthread.php?t=21024 Speedsolving Thread]&lt;br /&gt;
* [http://strangepuzzle.com/mirrors.html Algorithm Mirror/Inverse Tool]&lt;br /&gt;
* [http://solvethecube.110mb.com/tools.html Joel&#039;s Cubing Tools] - Includes an order calculator, scrambler and image generator.&lt;br /&gt;
* [http://koii.cubingusa.com/lib/scrambles/scramblers/nml.html NxMxL scrambler] - Scrambler for odd puzzles&lt;br /&gt;
* [http://deepcube.net/cube/qbx/ QBX] - A Javascript solver (using the twophase algorithm) licensed under GPLv2.&lt;br /&gt;
&lt;br /&gt;
== Cube Simulators ==&lt;br /&gt;
* [[Gelatinbrain]] - One of the biggest collections of virtual puzzles, [http://users.skynet.be/gelatinbrain/Applets/Magic%20Polyhedra/index.htm link]&lt;br /&gt;
* [http://www.ryanheise.com/cube/speed.html Ryanheise-simulator] - Cubesimulator using the keyboard, with averages&lt;br /&gt;
* [http://hi-games.net/ Ryanheise-multiplayer] - Multiplayer cubesimulator using keyboard, cubes: 2x2x2-10x10x10&lt;br /&gt;
* [http://www.randelshofer.ch/rubik/virtualcubes/virtual_rubik_en.html 3D Cube Simulator] - Supports dimensions up to 7x7 as well as other shapes. Mouse controlled.&lt;br /&gt;
* [http://www.ocf.berkeley.edu/~jfly/projects/qqTimer/qqTimer.htm jflySim + qqTimer] - 2x2x2-NxNxN cubes, Megaminx, Pyraminx and Square-1 simulators integrated with qqTimer&lt;br /&gt;
&lt;br /&gt;
== Competition Software ==&lt;br /&gt;
* [http://koii.cubingusa.com/cm/results.zip KOII Live Results System] - Grabs and neatly displays data from WCA Workbooks&lt;br /&gt;
* [http://koii.cubingusa.com/cm/workbook/ WCA Workbook Integrity Checker] - Performs various checks on WCA Workbook&lt;br /&gt;
* [http://koii.cubingusa.com/main/competitions/tools More KOII Competition Software] - More tools and services such as competition website hosting&lt;br /&gt;
&lt;br /&gt;
== Trainers ==&lt;br /&gt;
* [http://expertcuber.by/ ExpertCuber.by] - F2L Trainer&lt;br /&gt;
* [http://brunson.com/drillsergeant Last Layer Drills by Brunson]&lt;br /&gt;
* [http://wtf2l.com wtf2l.com] - OLL Trainer&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle] - Corner Lookahead Trainer. [http://www.speedsolving.com/forum/showthread.php?t=21251 Speedsolving Thread]&lt;br /&gt;
* [http://s.codepen.io/molarmanful/debug/VYLqLz? Molarmanful&#039;s PLL Trainer] - Javascript PLL Trainer with mobile support.&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=29162</id>
		<title>User:Cride5</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=29162"/>
		<updated>2016-08-08T05:55:36Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was first introduced to the cube early in 2008, and got into speed cubing in January 2009&lt;br /&gt;
The main methods I use are:&lt;br /&gt;
* 2x2 Speed: &#039;&#039;&#039;[[Guimond]]&#039;&#039;&#039;/&#039;&#039;&#039;[[Ortega]]&#039;&#039;&#039;&lt;br /&gt;
* 2x2 Blind: &#039;&#039;&#039;[[Old Pochmann]]&#039;&#039;&#039; (with A-perm)&lt;br /&gt;
* 3x3 Speed: &#039;&#039;&#039;[[ZZ]]&#039;&#039;&#039; (using COLL/EPLL and OCLL/PLL for LL)&lt;br /&gt;
* 3x3 Blind: &#039;&#039;&#039;[[M2]]/[[Old Pochmann]]&#039;&#039;&#039;&lt;br /&gt;
* 3x3 FMC: &#039;&#039;&#039;[[Heise]]/Freestyle&#039;&#039;&#039;&lt;br /&gt;
* 4x4 Speed: &#039;&#039;&#039;[[Z4]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a general interest in methods and finding new developments. Related threads:&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=16047 OCELL/CPLL]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22684 Intuitive 3x3 Solution (no algs)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=14203 CF + Roux]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=13055 Beginner (2-Alg) Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3 Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showpost.php?p=437059&amp;amp;postcount=9 Roux/Fridrich Hybrid for 4x4]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=23617 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/mirrored-inverse-sexy-method-miris.61629/ Mirrored Inverse Sexy Method (MirIS)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fair amount of my cubing time is spent programming cube related software. Examples include:&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube] - cube image generator&lt;br /&gt;
* [http://www.ctimer.co.uk cTimer] - online cube timer&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle] - corner lookahead drill&lt;br /&gt;
* [http://cube.crider.co.uk/scrambler.html  Random-state 3x3 Scrambler]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Web-based WCA-style Scrambler]&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/vizarto-puzzle-visualisations.56974/ JavaScript Puzzle Visualisations] - interactive 3D puzzle visualisations in the browser. Supports NxN, megaminx, pyraminx, square-1 and skewb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since I cheated on my first 3x3 (Using Dan Brown&#039;s Video) I&#039;ve decided never to do it again (for the first solve anyway). So far I&#039;ve managed:&lt;br /&gt;
4x4, 5x5, 6x6, 7x7, Pyraminx, Megaminx, Square-1, Rubik&#039;s Clock, Mirror Blocks, 3x3 picture cube, Void Cube, Magic, Mefferts Morphegg and Mastermorphix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] 14:28, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wiki Work ==&lt;br /&gt;
Main work on the wiki so far has been:&lt;br /&gt;
&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories | Organising of Wiki Categories]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Methods| Organising the Method Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[Complete Method List]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Puzzle Hardware| Organising the Hardware Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
* [[Main Page|Restructuring the Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[Web-based Software]]&lt;br /&gt;
&lt;br /&gt;
* Adding and Clearing up/Organising the [[OLL]] and [[PLL]] algs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
Click for my:&lt;br /&gt;
* [http://www.crider.co.uk  homepage]&lt;br /&gt;
* [http://cube.crider.co.uk  ZZ Method Tutorial] - with links to all other cubing related tutorials/software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:WCA|ID=2009RIDE01}}&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:Forums|ID=3643}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:2x2|SNG=3.40|AVE=5.27}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:3x3|SNG=11.22|AVE=16.85}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:4x4|SNG=1:45.80|AVE=2:17.30}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=29161</id>
		<title>User:Cride5</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=29161"/>
		<updated>2016-08-08T05:49:02Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was first introduced to the cube early in 2008, and got into speed cubing in January 2009&lt;br /&gt;
The main methods I use are:&lt;br /&gt;
* 2x2 Speed: &#039;&#039;&#039;[[Guimond]]&#039;&#039;&#039;/&#039;&#039;&#039;[[Ortega]]&#039;&#039;&#039;&lt;br /&gt;
* 2x2 Blind: &#039;&#039;&#039;[[Old Pochmann]]&#039;&#039;&#039; (with A-perm)&lt;br /&gt;
* 3x3 Speed: &#039;&#039;&#039;[[ZZ]]&#039;&#039;&#039; (using COLL/EPLL and OCLL/PLL for LL)&lt;br /&gt;
* 3x3 Blind: &#039;&#039;&#039;[[M2]]/[[Old Pochmann]]&#039;&#039;&#039;&lt;br /&gt;
* 3x3 FMC: &#039;&#039;&#039;[[Heise]]/Freestyle&#039;&#039;&#039;&lt;br /&gt;
* 4x4 Speed: &#039;&#039;&#039;[[Z4]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a general interest in methods and finding new developments. Related threads:&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=16047 OCELL/CPLL]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22684 Intuitive 3x3 Solution (no algs)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=14203 CF + Roux]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=13055 Beginner (2-Alg) Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3 Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showpost.php?p=437059&amp;amp;postcount=9 Roux/Fridrich Hybrid for 4x4]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=23617 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/mirrored-inverse-sexy-method-miris.61629/ Mirrored Inverse Sexy Method (MirIS)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fair amount of my cubing time is spent programming cube related software. Examples include:&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube] - cube image generator&lt;br /&gt;
* [http://www.ctimer.co.uk cTimer] - online cube timer&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle] - corner lookahead drill&lt;br /&gt;
* [http://cube.crider.co.uk/scrambler.html  Random-state 3x3 Scrambler]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Web-based WCA-style Scrambler]&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/vizarto-puzzle-visualisations.56974/ Generic Multi-Puzzle Interactive JavaScript Visualisations]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since I cheated on my first 3x3 (Using Dan Brown&#039;s Video) I&#039;ve decided never to do it again (for the first solve anyway). So far I&#039;ve managed:&lt;br /&gt;
4x4, 5x5, 6x6, 7x7, Pyraminx, Megaminx, Square-1, Rubik&#039;s Clock, Mirror Blocks, 3x3 picture cube, Void Cube, Magic, Mefferts Morphegg and Mastermorphix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] 14:28, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wiki Work ==&lt;br /&gt;
Main work on the wiki so far has been:&lt;br /&gt;
&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories | Organising of Wiki Categories]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Methods| Organising the Method Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[Complete Method List]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Puzzle Hardware| Organising the Hardware Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
* [[Main Page|Restructuring the Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[Web-based Software]]&lt;br /&gt;
&lt;br /&gt;
* Adding and Clearing up/Organising the [[OLL]] and [[PLL]] algs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
Click for my:&lt;br /&gt;
* [http://www.crider.co.uk  homepage]&lt;br /&gt;
* [http://cube.crider.co.uk  ZZ Method Tutorial] - with links to all other cubing related tutorials/software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:WCA|ID=2009RIDE01}}&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:Forums|ID=3643}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:2x2|SNG=3.40|AVE=5.27}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:3x3|SNG=11.22|AVE=16.85}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:4x4|SNG=1:45.80|AVE=2:17.30}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=29160</id>
		<title>User:Cride5</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=29160"/>
		<updated>2016-08-08T05:46:41Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was first introduced to the cube early in 2008, and got into speed cubing in January 2009&lt;br /&gt;
The main methods I use are:&lt;br /&gt;
* 2x2 Speed: &#039;&#039;&#039;[[Guimond]]&#039;&#039;&#039;/&#039;&#039;&#039;[[Ortega]]&#039;&#039;&#039;&lt;br /&gt;
* 2x2 Blind: &#039;&#039;&#039;[[Old Pochmann]]&#039;&#039;&#039; (with A-perm)&lt;br /&gt;
* 3x3 Speed: &#039;&#039;&#039;[[ZZ]]&#039;&#039;&#039; (using COLL/EPLL and OCLL/PLL for LL)&lt;br /&gt;
* 3x3 Blind: &#039;&#039;&#039;[[M2]]/[[Old Pochmann]]&#039;&#039;&#039;&lt;br /&gt;
* 3x3 FMC: &#039;&#039;&#039;[[Heise]]/Freestyle&#039;&#039;&#039;&lt;br /&gt;
* 4x4 Speed: &#039;&#039;&#039;[[Z4]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a general interest in methods and finding new developments. Related threads:&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=16047 OCELL/CPLL]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22684 Intuitive 3x3 Solution (no algs)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=14203 CF + Roux]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=13055 Beginner (2-Alg) Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3 Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showpost.php?p=437059&amp;amp;postcount=9 Roux/Fridrich Hybrid for 4x4]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=23617 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/mirrored-inverse-sexy-method-miris.61629/ Mirrored Inverse Sexy Method (MirIS)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fair amount of my cubing time is spent programming cube related software. Examples include:&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube] - cube image generator&lt;br /&gt;
* [http://www.ctimer.co.uk cTimer] - online cube timer&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle] - corner lookahead drill&lt;br /&gt;
* [http://cube.crider.co.uk/scrambler.html  Random-state 3x3 Scrambler]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Web-based WCA-style Scrambler]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since I cheated on my first 3x3 (Using Dan Brown&#039;s Video) I&#039;ve decided never to do it again (for the first solve anyway). So far I&#039;ve managed:&lt;br /&gt;
4x4, 5x5, 6x6, 7x7, Pyraminx, Megaminx, Square-1, Rubik&#039;s Clock, Mirror Blocks, 3x3 picture cube, Void Cube, Magic, Mefferts Morphegg and Mastermorphix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] 14:28, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wiki Work ==&lt;br /&gt;
Main work on the wiki so far has been:&lt;br /&gt;
&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories | Organising of Wiki Categories]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Methods| Organising the Method Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[Complete Method List]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Puzzle Hardware| Organising the Hardware Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
* [[Main Page|Restructuring the Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[Web-based Software]]&lt;br /&gt;
&lt;br /&gt;
* Adding and Clearing up/Organising the [[OLL]] and [[PLL]] algs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
Click for my:&lt;br /&gt;
* [http://www.crider.co.uk  homepage]&lt;br /&gt;
* [http://cube.crider.co.uk  ZZ Method Tutorial] - with links to all other cubing related tutorials/software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:WCA|ID=2009RIDE01}}&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:Forums|ID=3643}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:2x2|SNG=3.40|AVE=5.27}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:3x3|SNG=11.22|AVE=16.85}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:4x4|SNG=1:45.80|AVE=2:17.30}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_cubing_websites&amp;diff=29159</id>
		<title>List of cubing websites</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_cubing_websites&amp;diff=29159"/>
		<updated>2016-08-08T05:40:26Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [http://www.speedcubing.com speedcubing.com] comprehensive cubing site, maintained by well-known cubers inc. Chris Hardwick and Ton Dennenbroek.&lt;br /&gt;
* [http://www.speedcubing.com.pl speedcubing.com.pl] speedcubing.com&#039;s polish cousin.&lt;br /&gt;
* [http://twistypuzzles.com/forum/ twistypuzzles.com] Forum for puzzle collectors and designers.&lt;br /&gt;
* [http://www.chalkstreet.com/solving-3-by-3-rubix-cube/?utm_source=dac Chalkstreet] Step by Step Tutorial&lt;br /&gt;
* [http://www.jaapsch.net/puzzles/ jaapsch.net] Jaap&#039;s Puzzle Page. A huge collection of info on many different puzzles and solving methods.&lt;br /&gt;
* [http://rubikscube.info/ rubikscube.info] A great resource for CF methods. Info on Ortega, Waterman and beginner CF. Site by Josef Jelinek.&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/ Jessica Fridrich&#039;s] cubing site. One of the original homes of the Fridrich/CFOP method.&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s] cubing site. Home of the Petrus method.&lt;br /&gt;
* [http://grrroux.free.fr/ grrroux.free.fr] Gilles Roux&#039;s cubing site. Home of the Roux method.&lt;br /&gt;
* [http://www.typhoon.fr/ Typhoon.fr] Pierre Bouvier&#039;s Cube zone. Host cubing videos and tutorials in french.&lt;br /&gt;
* [http://www.francocube.com/ Francocube] French speaking website including a forum.&lt;br /&gt;
* [http://www.stefan-pochmann.info/spocc stefan-pochmann.info] Stefan Pochmann&#039;s cubing site. Info on blindsolving methods and other tools.&lt;br /&gt;
* [http://www.speedcubes.net/ speedcubes.net] Stefan Pochmann&#039;s comprehensive site for cube information&lt;br /&gt;
* [http://www.cubezone.be/ cubezone.be] Lars Vandenbergh&#039;s CubeZone. Algorithms, videos etc.&lt;br /&gt;
* [http://www.cubefreak.net/  cubefreak.net] Site by Shotaro Makisumi. Lots of info on speed and blind solving methods.&lt;br /&gt;
* [http://www.badmephisto.com/ badmephsto.dyndns.org] Badmephisto&#039;s cubing site. (experiences regular down-time)&lt;br /&gt;
* [http://www.mustcube.net mustcube.net] Site by Per Kristen Fredlund (prominent FMC cuber). Mostly incomplete. Holds the weekly online FMC challenge.&lt;br /&gt;
* [http://www.cubestation.co.uk/ cubestation.co.uk] Dan Harris&#039;s new cubing site.&lt;br /&gt;
* [http://strangepuzzle.com/ strangepuzzle.com] Chris Hunt&#039;s cubing page. Hosts a cubing video database, timer and other tools.&lt;br /&gt;
* [http://www.erikku.110mb.com/ erikku.110mb.com] Erik Akkersdijk&#039;s cubing site. Cubing info from a world class cuber.&lt;br /&gt;
* [http://www.kungfoomanchu.com/ kungfoomanchu.com] Andy Klise&#039;s Printable PDF guides for twisty puzzles&lt;br /&gt;
* [http://cube.garron.us/ Lucas Garron]&lt;br /&gt;
* [http://jmbaum.110mb.com/ Jason Baum]&lt;br /&gt;
* [http://mzrg.com Michael Gottlieb]&lt;br /&gt;
* [http://pagesperso-orange.fr/absolutemind/ Sébastien Felix&#039;s] site, has some nice OH algorithms&lt;br /&gt;
* [http://solvethecube.110mb.com/ Joël van Noort]&lt;br /&gt;
* [http://www.zborowski.republika.pl/ Zbigniew Zborowski&#039;s] site.  Home of the ZB method.&lt;br /&gt;
* [http://www.speedcubing101.com/ Anthony Brooks (Anthony Searle)]&lt;br /&gt;
* [http://www.cutex.info/ cutex.info] Yu Nakajima&#039;s Cubing Site (in Japanese). [http://translate.google.co.uk/translate?hl=en&amp;amp;sl=ja&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Fwww.cutex.info English Translation] (site down)&lt;br /&gt;
* [http://thomasje.webs.com/ ThomasJE&#039;s Cubing Site] Has [[4LLL]] and [[3x3x5]] tutorials; as well as a World Record&#039;s quiz to test your knowledge.&lt;br /&gt;
* [http://www.hlavolam.maweb.eu/ hlavolam má web] Intuitive solutions for combinatorial puzzles as well as puzzle related articles (in Czech). &lt;br /&gt;
* [http://cyotheking.squarespace.com/ Christopher Olson&#039;s Website] - includes some of the best advanced 2x2 and 3x3 algorithms&lt;br /&gt;
* [http://cube.crider.co.uk/ Conrad Rider&#039;s Website] - Original cubing software and tutorials, including [http://cube.crider.co.uk/miris.html MirIS], [http://cube.crider.co.uk/zz.php ZZ Method] and [http://cube.crider.co.uk/visualcube.php VisualCube].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of YouTube cubers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Lists|cubing websites]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=29158</id>
		<title>Sexy Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=29158"/>
		<updated>2016-08-08T05:32:17Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &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]], [[MirIS]], [[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;
* [[MirIS]]&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.php 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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=MirIS&amp;diff=29157</id>
		<title>MirIS</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=MirIS&amp;diff=29157"/>
		<updated>2016-08-08T05:31:32Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Redirected page to MirIS Method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[MirIS Method]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=29156</id>
		<title>Sexy Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=29156"/>
		<updated>2016-08-08T05:30:28Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &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;
* [[MirIS]]&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.php 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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Beginner_Methods&amp;diff=29084</id>
		<title>Beginner Methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Beginner_Methods&amp;diff=29084"/>
		<updated>2016-07-16T06:29:32Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beginner methods are designed to be easier to learn and understand. Compared to more advanced methods, beginner methods:&lt;br /&gt;
* Use more basic concepts&lt;br /&gt;
* Have a larger number of steps on average&lt;br /&gt;
* Have less algorithms to learn&lt;br /&gt;
* Require tracking less pieces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beginner Method&#039;&#039;&#039; is often badly use to designate a [[method]] with [[cross]], [[Corners XG]], [[Std LBL edges]] and [[BLL]] ([[BLL#The_4LLL_method|with 4 Looks]]) steps.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:2x2x2 beginner methods|2x2x2 Beginner Methods]]&lt;br /&gt;
* [[:Category:3x3x3 beginner methods|3x3x3 Beginner Methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Solving variants]] [[Category:Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=29083</id>
		<title>Sexy Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=29083"/>
		<updated>2016-07-16T06:23:58Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &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.php 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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=MirIS_Method&amp;diff=29082</id>
		<title>MirIS Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=MirIS_Method&amp;diff=29082"/>
		<updated>2016-07-16T06:22:58Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=MirIS&lt;br /&gt;
|image=Sexy_method.gif&lt;br /&gt;
|proposers=[[Conrad Rider]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|variants=[[8355]], [[Sexy Method]], [[Y-Move Method]], [[Less is More]]&lt;br /&gt;
|algs=2&lt;br /&gt;
|steps=5&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;MirIS Method&#039;&#039;&#039; (Mirrored Inverse Sexy Method) is a development of the [[Sexy Method]] designed to address problems caused by being restricted to a single algorithm. By using the inverse sexy move and its mirror it is possible to significantly reduce the amount of intuition required in each step. Between applications of inverse sexy move (or its mirror) the user only needs to decide on at most one intuitive move. Solving the cross and the the final layer alignments are the only exceptions to this.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Three Corner-Edge Pairs]]&lt;br /&gt;
* [[Top Cross Orientation]]&lt;br /&gt;
* [[Top Cross Permutation]]&lt;br /&gt;
* [[Last Five Corners]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sexy Method]]&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/miris.html MirIS Method Tutorial] - main tutorial&lt;br /&gt;
* Speedsolving.com: [https://www.speedsolving.com/forum/threads/mirrored-inverse-sexy-method-miris.61629/ Mirrored Inverse Sexy Method (MirIS)]&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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=MirIS_Method&amp;diff=29081</id>
		<title>MirIS Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=MirIS_Method&amp;diff=29081"/>
		<updated>2016-07-16T06:22:12Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=MirIS&lt;br /&gt;
|image=Sexy_method.gif&lt;br /&gt;
|proposers=[[Conrad Rider]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|variants=[[8355]], [[Sexy Method]], [[Y-Move Method]], [[Less is More]]&lt;br /&gt;
|algs=2&lt;br /&gt;
|steps=5&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;MirIS Method&#039;&#039;&#039; (Mirrored Inverse Sexy Method) is a development of the [[Sexy Method]] designed to address problems caused by being restricted to a single algorithm. By using the inverse sexy move and its mirror it is possible to significantly reduce the amount of intuition required in each step. Between applications of inverse sexy move (or its mirror) the user only needs to decide at most one intuitive move. Solving the cross and the the final layer alignments are the only exceptions to this.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Three Corner-Edge Pairs]]&lt;br /&gt;
* [[Top Cross Orientation]]&lt;br /&gt;
* [[Top Cross Permutation]]&lt;br /&gt;
* [[Last Five Corners]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sexy Method]]&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/miris.html MirIS Method Tutorial] - main tutorial&lt;br /&gt;
* Speedsolving.com: [https://www.speedsolving.com/forum/threads/mirrored-inverse-sexy-method-miris.61629/ Mirrored Inverse Sexy Method (MirIS)]&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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=MirIS_Method&amp;diff=29080</id>
		<title>MirIS Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=MirIS_Method&amp;diff=29080"/>
		<updated>2016-07-16T06:21:25Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Created page with &amp;quot;{{Method Infobox |name=MirIS |image=Sexy_method.gif |proposers=Conrad Rider |year=2016 |anames=SAM (Single Alg Method),&amp;lt;br/&amp;gt;1234 method |variants=8355, Sexy Method...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=MirIS&lt;br /&gt;
|image=Sexy_method.gif&lt;br /&gt;
|proposers=[[Conrad Rider]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=SAM (Single Alg Method),&amp;lt;br/&amp;gt;1234 method&lt;br /&gt;
|variants=[[8355]], [[Sexy Method]], [[Y-Move Method]], [[Less is More]]&lt;br /&gt;
|algs=2&lt;br /&gt;
|steps=5&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;MirIS Method&#039;&#039;&#039; (Mirrored Inverse Sexy Method) is a development of the [[Sexy Method]] designed to address problems caused by being restricted to a single algorithm. By using the inverse sexy move and its mirror it is possible to significantly reduce the amount of intuition required in each step. Between applications of inverse sexy move (or its mirror) the user only needs to decide at most one intuitive move. Solving the cross and the the final layer alignments are the only exceptions to this.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Three Corner-Edge Pairs]]&lt;br /&gt;
* [[Top Cross Orientation]]&lt;br /&gt;
* [[Top Cross Permutation]]&lt;br /&gt;
* [[Last Five Corners]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sexy Method]]&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/miris.html MirIS Method Tutorial] - main tutorial&lt;br /&gt;
* Speedsolving.com: [https://www.speedsolving.com/forum/threads/mirrored-inverse-sexy-method-miris.61629/ Mirrored Inverse Sexy Method (MirIS)]&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>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_methods&amp;diff=29079</id>
		<title>List of methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_methods&amp;diff=29079"/>
		<updated>2016-07-16T06:03:24Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Undo revision 29078 by Cride5 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:For a category view, see &#039;&#039;[[:Category:Methods and substeps|Methods and substeps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Table of methods by purpose ==&lt;br /&gt;
&lt;br /&gt;
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 beginner methods|2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]&lt;br /&gt;
| [[Conrad Rider]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 speedsolving methods|2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CLL]]&lt;br /&gt;
| Various&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[NMCLL]]&lt;br /&gt;
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| [[Erik Akkersdijk]], [[Gunnar Krig]]&lt;br /&gt;
| EG-1, EG-2&lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| [[Gaétan Guimond]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| [[Victor Ortega]],&amp;lt;br/&amp;gt;[[Josef Jelinek]]&lt;br /&gt;
| PBL&lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| [[Mitchell Stern]], [[Timothy Sun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[VOP]]&lt;br /&gt;
| [[Kenneth Gustavsson]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[TCLL]]&lt;br /&gt;
| [[Robert Yau]], Christopher Olson, and others&lt;br /&gt;
| CLL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 beginner methods|3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| [[Keyhole]], [[XG]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| [[Marc Waterman]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Less is More]]&lt;br /&gt;
| [[Camilo Amaral]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;[[The Ideal Solution]]&amp;quot;&lt;br /&gt;
| Ideal Toy Corp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| [[Reheart Sheu]]&lt;br /&gt;
| [[Sexy Method]], [[MirIS Method]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving methods|3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| [[Zbigniew Zborowski]]&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| [[Marc Waterman]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| [[Michael Gottlieb]]&lt;br /&gt;
| F2L, 2x2 Block, 2x2x3 Block&lt;br /&gt;
|-&lt;br /&gt;
| [[L2L]]&lt;br /&gt;
| [[Duncan Dicks]], [[Stachu Korick]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| [[Hahn]]&lt;br /&gt;
| [[Eric Hahn]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| [[David Singmaster]]&amp;lt;br/&amp;gt;[[René Schoof]]&amp;lt;br/&amp;gt;[[Jessica Fridrich]]&amp;lt;br/&amp;gt;[[Hans Dockhorn]]&amp;lt;br/&amp;gt;[[Anneke Treep]]&lt;br /&gt;
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| [[Lars Petrus]] &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| [[Gilles Roux]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| [[Ryan Heise]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Snyder]]&lt;br /&gt;
| [[Anthony Snyder]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[B2 (Briggs2) Method]] (Briggs/B2)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods|3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| [[John White]]?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| [[Deadalnix]] ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| [[Daniel Beyer]],&amp;lt;br&amp;gt;[[Chris Hardwick]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| [[Chris Tran]]&lt;br /&gt;
| ZBLD-2Cycle, ZBLD-3Cycle&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental methods|Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| [[Morwen Thistlethwaite]]&amp;lt;br/&amp;gt;[[Ryan Heise]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| Various&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| [[David Salvia]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| [[Michael Gottlieb]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| [[Lars Nielsson]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Zagorec method]]&lt;br /&gt;
| [[Damjan Zagorec]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[FRED]]&lt;br /&gt;
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[VDW Method]]&lt;br /&gt;
| [[Alex VanDerWyst]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods|Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| [[Per Kristen Fredlund]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Meyer method]]&lt;br /&gt;
| [[Richard Meyer]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| [[Thom Barlow]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| [[Nicholas Ho]] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| [[Kenneth Gustavsson]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Z4]]&lt;br /&gt;
| [[User:Cride5|Conrad Rider]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving methods|Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| [[Daniel Beyer]],&amp;lt;br&amp;gt;[[Chris Hardwick]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx methods|Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|WO]]&lt;br /&gt;
| [[Oscar Roth Andersen]] (Odder)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Oka Method]]&lt;br /&gt;
| [[Yohei Oka]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx methods|Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Balint method&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| keyhole method&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 methods|Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| [[Shelley Chang]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| [[Lars Vandenbergh]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s Clock methods|Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s Magic methods|Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Master Magic methods|Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| [[Alexander Ooms]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Skewb methods|Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sarah method&lt;br /&gt;
| Sarah Strong&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ranzha method&lt;br /&gt;
| ??&lt;br /&gt;
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL&lt;br /&gt;
|-&lt;br /&gt;
| 1 Algorithm method&lt;br /&gt;
| ??&lt;br /&gt;
| FBF (Face by Face), CLL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s 360 methods|Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Substep]]&lt;br /&gt;
* [[:Category:Substeps|Common substeps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|methods]]&lt;br /&gt;
[[Category:Lists of methods|methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_methods&amp;diff=29078</id>
		<title>List of methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_methods&amp;diff=29078"/>
		<updated>2016-07-16T06:01:05Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:For a category view, see &#039;&#039;[[:Category:Methods and substeps|Methods and substeps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Table of methods by purpose ==&lt;br /&gt;
&lt;br /&gt;
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 beginner methods|2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]&lt;br /&gt;
| [[Conrad Rider]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 speedsolving methods|2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CLL]]&lt;br /&gt;
| Various&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[NMCLL]]&lt;br /&gt;
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| [[Erik Akkersdijk]], [[Gunnar Krig]]&lt;br /&gt;
| EG-1, EG-2&lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| [[Gaétan Guimond]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| [[Victor Ortega]],&amp;lt;br/&amp;gt;[[Josef Jelinek]]&lt;br /&gt;
| PBL&lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| [[Mitchell Stern]], [[Timothy Sun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[VOP]]&lt;br /&gt;
| [[Kenneth Gustavsson]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[TCLL]]&lt;br /&gt;
| [[Robert Yau]], Christopher Olson, and others&lt;br /&gt;
| CLL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 beginner methods|3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| [[Keyhole]], [[XG]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| [[Marc Waterman]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Less is More]]&lt;br /&gt;
| [[Camilo Amaral]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;[[The Ideal Solution]]&amp;quot;&lt;br /&gt;
| Ideal Toy Corp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| [[Reheart Sheu]]&lt;br /&gt;
| [[Sexy Method][MirIS Method]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving methods|3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| [[Zbigniew Zborowski]]&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| [[Marc Waterman]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| [[Michael Gottlieb]]&lt;br /&gt;
| F2L, 2x2 Block, 2x2x3 Block&lt;br /&gt;
|-&lt;br /&gt;
| [[L2L]]&lt;br /&gt;
| [[Duncan Dicks]], [[Stachu Korick]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| [[Hahn]]&lt;br /&gt;
| [[Eric Hahn]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| [[David Singmaster]]&amp;lt;br/&amp;gt;[[René Schoof]]&amp;lt;br/&amp;gt;[[Jessica Fridrich]]&amp;lt;br/&amp;gt;[[Hans Dockhorn]]&amp;lt;br/&amp;gt;[[Anneke Treep]]&lt;br /&gt;
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| [[Lars Petrus]] &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| [[Gilles Roux]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| [[Ryan Heise]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Snyder]]&lt;br /&gt;
| [[Anthony Snyder]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[B2 (Briggs2) Method]] (Briggs/B2)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods|3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| [[John White]]?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| [[Deadalnix]] ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| [[Daniel Beyer]],&amp;lt;br&amp;gt;[[Chris Hardwick]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| [[Chris Tran]]&lt;br /&gt;
| ZBLD-2Cycle, ZBLD-3Cycle&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental methods|Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| [[Morwen Thistlethwaite]]&amp;lt;br/&amp;gt;[[Ryan Heise]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| Various&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| [[David Salvia]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| [[Michael Gottlieb]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| [[Lars Nielsson]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Zagorec method]]&lt;br /&gt;
| [[Damjan Zagorec]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[FRED]]&lt;br /&gt;
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[VDW Method]]&lt;br /&gt;
| [[Alex VanDerWyst]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods|Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| [[Per Kristen Fredlund]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Meyer method]]&lt;br /&gt;
| [[Richard Meyer]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| [[Thom Barlow]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| [[Nicholas Ho]] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| [[Kenneth Gustavsson]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Z4]]&lt;br /&gt;
| [[User:Cride5|Conrad Rider]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving methods|Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| [[Daniel Beyer]],&amp;lt;br&amp;gt;[[Chris Hardwick]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx methods|Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|WO]]&lt;br /&gt;
| [[Oscar Roth Andersen]] (Odder)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Oka Method]]&lt;br /&gt;
| [[Yohei Oka]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx methods|Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Balint method&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| keyhole method&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 methods|Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| [[Shelley Chang]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| [[Lars Vandenbergh]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s Clock methods|Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s Magic methods|Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Master Magic methods|Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| [[Alexander Ooms]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Skewb methods|Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sarah method&lt;br /&gt;
| Sarah Strong&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ranzha method&lt;br /&gt;
| ??&lt;br /&gt;
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL&lt;br /&gt;
|-&lt;br /&gt;
| 1 Algorithm method&lt;br /&gt;
| ??&lt;br /&gt;
| FBF (Face by Face), CLL&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s 360 methods|Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Substep]]&lt;br /&gt;
* [[:Category:Substeps|Common substeps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|methods]]&lt;br /&gt;
[[Category:Lists of methods|methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=14384</id>
		<title>User:Cride5</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=14384"/>
		<updated>2011-04-03T00:34:58Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was first introduced to the cube early in 2008, and got into speed cubing in January 2009&lt;br /&gt;
The main methods I use are:&lt;br /&gt;
* 2x2 Speed: &#039;&#039;&#039;[[Guimond]]&#039;&#039;&#039;/&#039;&#039;&#039;[[Ortega]]&#039;&#039;&#039;&lt;br /&gt;
* 2x2 Blind: &#039;&#039;&#039;[[Old Pochmann]]&#039;&#039;&#039; (with A-perm)&lt;br /&gt;
* 3x3 Speed: &#039;&#039;&#039;[[ZZ]]&#039;&#039;&#039; (using COLL/EPLL and OCLL/PLL for LL)&lt;br /&gt;
* 3x3 Blind: &#039;&#039;&#039;[[M2]]/[[Old Pochmann]]&#039;&#039;&#039;&lt;br /&gt;
* 3x3 FMC: &#039;&#039;&#039;[[Heise]]/Freestyle&#039;&#039;&#039;&lt;br /&gt;
* 4x4 Speed: &#039;&#039;&#039;[[Z4]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a general interest in methods and finding new developments. Related threads:&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=16047 OCELL/CPLL]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22684 Intuitive 3x3 Solution (no algs)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=14203 CF + Roux]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=13055 Beginner (2-Alg) Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3 Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showpost.php?p=437059&amp;amp;postcount=9 Roux/Fridrich Hybrid for 4x4]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=23617 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fair amount of my cubing time is spent programming cube related software. Examples include:&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube] - cube image generator&lt;br /&gt;
* [http://www.ctimer.co.uk cTimer] - online cube timer&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle] - corner lookahead drill&lt;br /&gt;
* [http://cube.crider.co.uk/scrambler.html  Random-state 3x3 Scrambler]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Web-based WCA-style Scrambler]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since I cheated on my first 3x3 (Using Dan Brown&#039;s Video) I&#039;ve decided never to do it again (for the first solve anyway). So far I&#039;ve managed:&lt;br /&gt;
4x4, 5x5, 6x6, 7x7, Pyraminx, Megaminx, Square-1, Rubik&#039;s Clock, Mirror Blocks, 3x3 picture cube, Void Cube, Magic, Mefferts Morphegg and Mastermorphix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] 14:28, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wiki Work ==&lt;br /&gt;
Main work on the wiki so far has been:&lt;br /&gt;
&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories | Organising of Wiki Categories]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Methods| Organising the Method Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[Complete Method List]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Puzzle Hardware| Organising the Hardware Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
* [[Main Page|Restructuring the Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[Web-based Software]]&lt;br /&gt;
&lt;br /&gt;
* Adding and Clearing up/Organising the [[OLL]] and [[PLL]] algs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
Click for my:&lt;br /&gt;
* [http://www.crider.co.uk  homepage]&lt;br /&gt;
* [http://cube.crider.co.uk  ZZ Method Tutorial] - with links to all other cubing related tutorials/software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:WCA|ID=2009RIDE01}}&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:Forums|ID=3643}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:2x2|SNG=3.40|AVE=5.27}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:3x3|SNG=11.22|AVE=16.85}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:4x4|SNG=1:45.80|AVE=2:17.30}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=EOLine&amp;diff=13522</id>
		<title>EOLine</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=EOLine&amp;diff=13522"/>
		<updated>2011-01-23T14:50:57Z</updated>

		<summary type="html">&lt;p&gt;Cride5: EO+Line is a beginner technique.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first and most important step of the [[ZZ Method]]. It involves orienting all 12 edges, while simultaneously placing the &#039;&#039;line edges&#039;&#039; (DF and DB). After the [[EO]] part, the cube is reduced to &amp;lt;R, U, L, D, F2, B2&amp;gt;. After placing DB and DF, the cube is reduced to &amp;lt;R, U, L&amp;gt;, meaning it can be solved completely by turning only the R, U and L layers.&lt;br /&gt;
&lt;br /&gt;
== Solving Procedure ==&lt;br /&gt;
=== EO Detection ===&lt;br /&gt;
Looking at the edges on the U face, D face, F face of the E-slice, and B face of the E-slice:&lt;br /&gt;
* If the sticker has L/R color it&#039;s bad edge&lt;br /&gt;
* If the sticker has F/B color, look at the sticker on the other side of the edge.&lt;br /&gt;
: * If the side sticker has U/D color, it&#039;s a bad edge.&lt;br /&gt;
&lt;br /&gt;
=== Orienting 4+ Bad Edges ===&lt;br /&gt;
Place four bad edges on F/B using &amp;lt;R, U, L, D, F2, B2&amp;gt; and then do a F/B quarter turn. Repeat until there are no more bad edges.&lt;br /&gt;
&lt;br /&gt;
=== Orienting 2 Bad Edges ===&lt;br /&gt;
Place one bad edge on F/B using &amp;lt;R, U, L, D, F2, B2&amp;gt; and then do a F/B quarter turn. Repeat with Orienting 4+ bad edges approach.&lt;br /&gt;
&lt;br /&gt;
=== Solving the Line ===&lt;br /&gt;
Place DF and DB in their solved positions using &amp;lt;R, U, L, D, F2, B2&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== EO+Line ==&lt;br /&gt;
In order to improve ease of learning and simplify the planning step, beginners may treat EOLine as two steps - EO+Line. Using this approach only EO is planned during inspection. The solver looks-ahead for the line edges during EO execution to plan for placement of the line. Although sometimes a useful fallback for difficult EOLine cases, EO+Line causes the solver to focus on the line edges during the inital steps, rather than looking ahead for the first 1x2x2 block. This significantly reduces the likelyhood of a smooth transition from EOLine to F2L.&lt;br /&gt;
&lt;br /&gt;
== EOCross ==&lt;br /&gt;
Sometimes, DL and DR are also solved before [[ZZF2L]] (3-gen [[F2L]]). This is known as EOCross. This practice is common among solvers making the transition from CFOP as it allows F2L to be solved in much the same way as before. Although useful for making the transition, using EOCross is generally regarded as slower than EOLine because it is extremely difficult to plan and execute as a single step, and also results in a significantly less efficient F2L. &lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://cube.crider.co.uk/zz.php?p=eoline EOLine Tutorial] (text based)&lt;br /&gt;
* [http://www.youtube.com/watch?v=a6tkUlkjnOE EOLine Tutorial] (youtube)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:3x3x3 Methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Sub Steps]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:CPLS&amp;diff=11693</id>
		<title>Talk:CPLS</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:CPLS&amp;diff=11693"/>
		<updated>2010-12-25T22:18:59Z</updated>

		<summary type="html">&lt;p&gt;Cride5: Created page with &amp;quot;== The ZZ Example Solve == Using EOCross is not ZZ. Planning EOCross during inspection is extremely difficult, and it leads to a less efficient F2L. A standard ZZ approach would ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The ZZ Example Solve ==&lt;br /&gt;
Using EOCross is not ZZ. Planning EOCross during inspection is extremely difficult, and it leads to a less efficient F2L. A standard ZZ approach would be something like:&lt;br /&gt;
&lt;br /&gt;
: Scramble: L2 F&#039; L2 F L&#039; D B D2 U2 L2 D L&#039; R B&#039; L2 U B2 R2 D2 R B2 D U2 B&#039; F&#039; &lt;br /&gt;
&lt;br /&gt;
: EOLine: U&#039; D F D&#039; L B D2 (7)&lt;br /&gt;
: LHB1: R&#039; L2 U2 L&#039; U2 L&#039; (6/13)&lt;br /&gt;
: RHB1: U L&#039; U&#039; R&#039; U&#039; R2 L (7/20)&lt;br /&gt;
: LHB2: U2 L U2 L&#039; U&#039; L U&#039; L2 (8/28)&lt;br /&gt;
: RHB2: R U2 R&#039; (3/31)&lt;br /&gt;
: LL: ...&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] 17:18, 25 December 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11384</id>
		<title>Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11384"/>
		<updated>2010-10-23T14:26:16Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Z4&lt;br /&gt;
|image=Z4.gif&lt;br /&gt;
|proposers=Conrad Rider&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= ~125 (estimate)&lt;br /&gt;
|algs=7 for EO pairing&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Experimental Methods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A reduction-based method for solving the 4x4x4 using ZZ principals: minimal rotations and F/B moves.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].&lt;br /&gt;
&lt;br /&gt;
# Solve Centres&lt;br /&gt;
# EOpair DF/DB and place&lt;br /&gt;
# EOpair 10 remaining edges&lt;br /&gt;
# Flip final bad dedges (including orientation parity)&lt;br /&gt;
# ZZF2L&lt;br /&gt;
# COLL&lt;br /&gt;
# EPLL including PLL parity (1 step)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Experimental Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
[[Category:Abbreviations and Acronyms]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Cage_Method&amp;diff=11383</id>
		<title>Cage Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Cage_Method&amp;diff=11383"/>
		<updated>2010-10-23T14:23:36Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Cage method&lt;br /&gt;
|image=cage.png&lt;br /&gt;
|proposers=Per Kristen Fredlund&lt;br /&gt;
|year=&lt;br /&gt;
|anames=Centers last&lt;br /&gt;
|variants&lt;br /&gt;
|steps=5&lt;br /&gt;
|algs&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a layer by layer-ish solution, also known as the centers last method. First you solve one side on the bottom intuitively. This is by no means hard, it just requires a bit of experience. For the next step, you solve the second layer edges, ignoring the centers. This step requires only two algorithms, usually just modified versions of the 3x3 algorithms U R U&#039; R&#039; U&#039; F&#039; U F(UF to FR) and the algorithm U&#039; L&#039; U L U F U&#039; F&#039;(UF to FL)with slices AND outer layer turns. Though, through trial and error, you may figure these ones out on your own, it will be much simpler to find a solution to this step on your good friend, the internet! Step 3 is the same, ecxept now you are working with the middle layer edges. For this step, you use the same algorithm as you did for step 2, except this time turning double layers. So if the algorithm you used had the move &amp;quot;u&amp;quot;, you would turn BOTH top layers in the same direction. By now, all corners and midges that belong on the top layer should be solveable using 3x3 last layer algorithms. Only turn outer layers and slices E, M, and S. That means no &amp;quot;d&amp;quot; &amp;quot;r2&amp;quot; &amp;quot;(Bb)2&amp;quot; etc. These moves will destroy what you have solved, and this is obviously not something you want during a speedsolve. The next step separates wing edges on the U layer from the u slice. This step is also simple and requires only (4?) algorithms. Also, while you do this step all of the edges on the first four layers should be solved. The second to last step can be done a few ways. One way would be to do commutators, which is simple and intuitive, or you could learn a few algorithms to solve a few edges at a time. You might want to combine these two for certain harder cases also. FINALLY, the last step. Even though it is considered to be algorithms, this is really an intuitive. all you need to know is the algorithm &amp;quot;r U&#039; l&#039; U r&#039; U&#039; l U&amp;quot;. you can mirror this alg and use different slices but NEVER use outer layers in this step, unless you are 100 percent sure that it works. &lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sandwich_Method&amp;diff=11382</id>
		<title>Sandwich Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sandwich_Method&amp;diff=11382"/>
		<updated>2010-10-23T14:23:10Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Sandwich&lt;br /&gt;
|image=Sandwich.gif&lt;br /&gt;
|proposers=Nicholas Ho&lt;br /&gt;
|year=August 2007-present&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=8&lt;br /&gt;
|algs&lt;br /&gt;
|moves=~140&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cage variation based on Denny Dedmore&#039;s solution. Although the method was originally designed for big cubes, it can also be used to solve the 3x3, though it is just a CF method for the 3x3 version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Steps: ==&lt;br /&gt;
&lt;br /&gt;
# First 2 centers&amp;lt;br/&amp;gt;&lt;br /&gt;
# Corners (any method)&amp;lt;br/&amp;gt;&lt;br /&gt;
# 3 dedges on L after a z rotation&amp;lt;br/&amp;gt;&lt;br /&gt;
# z2 rotation, 4 dedges on current L face&amp;lt;br/&amp;gt;&lt;br /&gt;
# Last dedge of the outside layers&amp;lt;br/&amp;gt;&lt;br /&gt;
# Bottom 2 dedges (on M)&amp;lt;br/&amp;gt;&lt;br /&gt;
# Last 2 dedges (on M)&amp;lt;br/&amp;gt;&lt;br /&gt;
# Last 4 centers&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heavy center control at times during steps 6 and 7 are used (using different algorithms or other tricks), and rachmaninovian currently uses a centers system that produces a ~4 look average.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.rachmaninovian.webs.com Sandwich Method Tutorial]&lt;br /&gt;
* Speedsolving.com : [http://www.speedsolving.com/forum/showthread.php?t=16740 sandwich 3x3]&lt;br /&gt;
* Speedsolving.com : [http://www.speedsolving.com/forum/showthread.php?t=17138 Expansion of sandwich centers]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:3x3x3 Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Reduction_Method&amp;diff=11381</id>
		<title>Reduction Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Reduction_Method&amp;diff=11381"/>
		<updated>2010-10-23T14:22:45Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Reduction&lt;br /&gt;
|image=reduction.png&lt;br /&gt;
|proposers=&lt;br /&gt;
|year=&lt;br /&gt;
|anames=Centers first&lt;br /&gt;
|variants=Yau&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=2 (min)&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reduction is a prevalent [[method]] for solving [[big cube]]s, which involves solving [[Center|centers]] and assembling [[Edge|edges]] so that the cube is &amp;quot;reduced&amp;quot; to a [[3x3x3]] puzzle. Most recent official records and fastest times on the [[4x4x4]] and [[5x5x5]] cubes have been set by speedsolvers using reduction. The one notable exception is Dan Cohen&#039;s single solve world record set at US Nationals 2009 using the [[k4]] method. The fastest unofficial times on the [[6x6x6]] and [[7x7x7]] cubes have also been set on reduction, although other methods such as [[Cage Method|Cage]] have been used to attain fast times on very large cube [[Simulator|cube simulators]] (on very big cubes there are almost only centers to solve and most time is spent looking for them so the method used does not matter that much).&lt;br /&gt;
&lt;br /&gt;
The idea of reduction is applicable to other puzzles, where it may be easier to manipulate a puzzle so it functions as a simpler sub-puzzle. In most cases, reduction is used to simplify the puzzle by grouping pieces first, instead of directly solving pieces into their correct positions.&lt;br /&gt;
&lt;br /&gt;
The idea of reduction can sometimes be formalized as effectively as placing a puzzle into a smaller subgroup. [[Thistlethwaite&#039;s Algorithm|Thistlethwaite&#039;s algorithm]] was based on several iterative reductions, and most fast computer solvers essentially use those approaches.&lt;br /&gt;
&lt;br /&gt;
Although most solving methods involve steps that reduce the left-over puzzle portion, simply solving the puzzle into &amp;quot;less of a mess&amp;quot; (such as &amp;quot;reducing&amp;quot; a cube to the [[Last Layer|LL]] with [[Petrus]]) is not commonly considered reduction. The term is more applied to solving a puzzle into a differently interpretable puzzle, which is normally solved without resort to treating it like the original puzzle (with notable exceptions, such as [[Parity]]).&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.bigcubes.com bigcubes.com Tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Cubing Terminology]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=11380</id>
		<title>User:Cride5</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:Cride5&amp;diff=11380"/>
		<updated>2010-10-23T14:21:30Z</updated>

		<summary type="html">&lt;p&gt;Cride5: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was first introduced to the cube early in 2008, and got into speed cubing in January 2009&lt;br /&gt;
The main methods I use are:&lt;br /&gt;
* 2x2 Speed: &#039;&#039;&#039;[[Guimond]]&#039;&#039;&#039;/&#039;&#039;&#039;[[Ortega]]&#039;&#039;&#039;&lt;br /&gt;
* 2x2 Blind: &#039;&#039;&#039;[[Old Pochmann]]&#039;&#039;&#039; (with A-perm)&lt;br /&gt;
* 3x3 Speed: &#039;&#039;&#039;[[ZZ]]&#039;&#039;&#039; (using COLL/EPLL and OCLL/PLL for LL)&lt;br /&gt;
* 3x3 Blind: &#039;&#039;&#039;[[M2]]/[[Old Pochmann]]&#039;&#039;&#039;&lt;br /&gt;
* 3x3 FMC: &#039;&#039;&#039;[[Heise]]/Freestyle&#039;&#039;&#039;&lt;br /&gt;
* 4x4 Speed: &#039;&#039;&#039;[[Z4]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I also have a general interest in methods and finding new developments. Related threads:&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=16047 OCELL/CPLL]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22684 Intuitive 3x3 Solution (no algs)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=14203 CF + Roux]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=13055 Beginner (2-Alg) Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3 Guimond Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showpost.php?p=437059&amp;amp;postcount=9 Roux/Fridrich Hybrid for 4x4]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=23617 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fair amount of my cubing time is spent programming cube related software. Examples include:&lt;br /&gt;
* [http://cube.crider.co.uk/visualcube.php VisualCube] - cube image generator&lt;br /&gt;
* [http://www.ctimer.co.uk cTimer] - online cube timer&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [http://cube.crider.co.uk/algtrans.html Algorithm Translator]&lt;br /&gt;
* [http://cube.crider.co.uk/coracle.html Coracle] - corner lookahead drill&lt;br /&gt;
* [http://cube.crider.co.uk/scrambler.html  Random-state 3x3 Scrambler]&lt;br /&gt;
* [http://cube.crider.co.uk/wca_scrambler/scramble_cube_333.htm Web-based WCA-style Scrambler]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since I cheated on my first 3x3 (Using Dan Brown&#039;s Video) I&#039;ve decided never to do it again (for the first solve anyway). So far I&#039;ve managed:&lt;br /&gt;
4x4, 5x5, 6x6, 7x7, Pyraminx, Megaminx, Square-1, Rubik&#039;s Clock, Mirror Blocks, 3x3 picture cube, Void Cube, Magic, Mefferts Morphegg and Mastermorphix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Cride5|Cride5]] 14:28, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wiki Work ==&lt;br /&gt;
Main work on the wiki so far has been:&lt;br /&gt;
&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
&lt;br /&gt;
* [[Special:Categories | Organising of Wiki Categories]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Methods| Organising the Method Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[Complete Method List]]&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Puzzle Hardware| Organising the Hardware Pages]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
* [[Main Page|Restructuring the Main Page]]&lt;br /&gt;
&lt;br /&gt;
* [[Web-based Software]]&lt;br /&gt;
&lt;br /&gt;
* Adding and Clearing up/Organising the [[OLL]] and [[PLL]] algs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
Click for my:&lt;br /&gt;
* [http://www.crider.co.uk  homepage]&lt;br /&gt;
* [http://cube.crider.co.uk  ZZ Method Tutorial] - with links to all other cubing related tutorials/software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:WCA|ID=2009RIDE01}}&lt;br /&gt;
| valign=&amp;quot;bottom&amp;quot; |{{Usr:Forums|ID=3643}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:2x2|SNG=3.40|AVE=5.27}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:3x3|SNG=11.22|AVE=18.06}}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |{{Usr:4x4|SNG=1:45.80|AVE=2:17.30}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=11379</id>
		<title>Category:Methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=11379"/>
		<updated>2010-10-23T14:17:52Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Methods used to solve all or part of various cubes/puzzles&lt;br /&gt;
&lt;br /&gt;
== Complete List of Methods by Purpose ==&lt;br /&gt;
&lt;br /&gt;
Presented below is a complete list of methods (and their variants) for solving various twisty puzzles. Use the Wiki links in the table to find out more about each method, or the methods in each category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 Beginner Methods | 2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Guimond]]&lt;br /&gt;
| [[Conrad Rider]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 Speedsolving Methods | 2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| Victor Ortega,&amp;lt;br/&amp;gt;Josef Jelinek&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| Gaétan Guimond&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]] ([[CLL]])&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| Erik Akkersdijk, Gunnar Krig&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| Stern-Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[VOP]]&lt;br /&gt;
|Kenneth Gustavsson&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Beginner Methods | 3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| [[Keyhole]], [[XG]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| Reheart Sheu&lt;br /&gt;
| [[Sexy Method]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| Zbigniew Zborowski&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS | MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| Michael Gottlieb&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| [[Hahn]]&lt;br /&gt;
| Eric Hahn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[:Category:SpeedBLD Methods|SpeedBLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| Jessica Fridrich,&amp;lt;br/&amp;gt;and others&lt;br /&gt;
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS | MGLS-F]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[Fewest Moves Techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| Lars Petrus &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS | MGLS-P]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| Gilles Roux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Snyder]]&lt;br /&gt;
| Anthony Snyder&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | 3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| John White?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| Stefan Pochmann&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| Stephen Pochmann&lt;br /&gt;
| Deadalnix ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Daniel Beyer,&amp;lt;br&amp;gt;Chris Hardwick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| Chris Tran&lt;br /&gt;
| ZBLD-2Cycle, ZBLD-3Cycle&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental Methods | Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| Morwen Thistlethwaite&amp;lt;br/&amp;gt;Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| David Salvia&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| Lars Nielsson&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods | Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| Per Kristen Fredlund &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| Thom Barlow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| Nicholas Ho &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| Kenneth Gustavsson&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Z4]]&lt;br /&gt;
| [[User:Cride5|Conrad Rider]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Daniel Beyer,&amp;lt;br&amp;gt;Chris Hardwick&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx Methods | Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | WO]]&lt;br /&gt;
| Oscar Andersen (Odder)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Oka Method]]&lt;br /&gt;
| Yohei Oka&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx Methods | Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 Methods | Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| Shelley Chang&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| Lars Vandenbergh&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s Clock Methods | Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Methods for Other Puzzles | Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Master Magic Methods | Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| Stephan Pochmann &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| Alexander Ooms &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Skewb Methods | Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s 360 Methods | Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Method]]&lt;br /&gt;
* [[Common Sub Steps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Resources]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=11378</id>
		<title>Category:Methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Methods&amp;diff=11378"/>
		<updated>2010-10-23T14:16:20Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Methods used to solve all or part of various cubes/puzzles&lt;br /&gt;
&lt;br /&gt;
== Complete List of Methods by Purpose ==&lt;br /&gt;
&lt;br /&gt;
Presented below is a complete list of methods (and their variants) for solving various twisty puzzles. Use the Wiki links in the table to find out more about each method, or the methods in each category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 Beginner Methods | 2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Guimond]]&lt;br /&gt;
| [[Conrad Rider]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 Speedsolving Methods | 2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| Victor Ortega,&amp;lt;br/&amp;gt;Josef Jelinek&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| Gaétan Guimond&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]] ([[CLL]])&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| Erik Akkersdijk, Gunnar Krig&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| Stern-Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[VOP]]&lt;br /&gt;
|Kenneth Gustavsson&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Beginner Methods | 3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| [[Keyhole]], [[XG]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| Reheart Sheu&lt;br /&gt;
| [[Sexy Method]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| Zbigniew Zborowski&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS | MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| Marc Waterman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| Michael Gottlieb&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| [[Hahn]]&lt;br /&gt;
| Eric Hahn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[:Category:SpeedBLD Methods|SpeedBLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| Jessica Fridrich,&amp;lt;br/&amp;gt;and others&lt;br /&gt;
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS | MGLS-F]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 Speedsolving Methods | 3x3 Speed]]/[[Fewest Moves Techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| Lars Petrus &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS | MGLS-P]],[[jsls]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| Gilles Roux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Snyder]]&lt;br /&gt;
| Anthony Snyder&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | 3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| John White?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| Stefan Pochmann&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| Stephen Pochmann&lt;br /&gt;
| Deadalnix ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Daniel Beyer,&amp;lt;br&amp;gt;Chris Hardwick&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| Chris Tran&lt;br /&gt;
| ZBLD-2Cycle, ZBLD-3Cycle&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental Methods | Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| Morwen Thistlethwaite&amp;lt;br/&amp;gt;Ryan Heise&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| David Salvia&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| Lars Nielsson&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods | Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| Per Kristen Fredlund &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| Thom Barlow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Z4]]&lt;br /&gt;
| [[User:Cride5|Conrad Rider]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods | Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| Erik Akkersdijk&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| Daniel Beyer,&amp;lt;br&amp;gt;Chris Hardwick&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx Methods | Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | WO]]&lt;br /&gt;
| Oscar Andersen (Odder)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx Methods | Oka Method]]&lt;br /&gt;
| Yohei Oka&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx Methods | Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 Methods | Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| Shelley Chang&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| Lars Vandenbergh&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s Clock Methods | Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Methods for Other Puzzles | Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Master Magic Methods | Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| Stephan Pochmann &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| Alexander Ooms &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Skewb Methods | Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Rubik&#039;s 360 Methods | Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Method]]&lt;br /&gt;
* [[Common Sub Steps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cubing Resources]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11377</id>
		<title>Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11377"/>
		<updated>2010-10-23T14:12:05Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Z4&lt;br /&gt;
|image=Z4.gif&lt;br /&gt;
|proposers=Conrad Rider&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= ~125 (estimate)&lt;br /&gt;
|algs=7 for EO pairing&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Experimental Methods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A reduction-based method for solving the 4x4x4 using ZZ principals: minimal rotations and F/B moves.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].&lt;br /&gt;
&lt;br /&gt;
# Solve Centres&lt;br /&gt;
# EOpair DF/DB and place&lt;br /&gt;
# EOpair 10 remaining edges&lt;br /&gt;
# Flip final bad dedges (including orientation parity)&lt;br /&gt;
# ZZF2L&lt;br /&gt;
# COLL&lt;br /&gt;
# EPLL including PLL parity (1 step)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Experimental Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11376</id>
		<title>Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11376"/>
		<updated>2010-10-23T14:11:14Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Z4&lt;br /&gt;
|image=Z4.gif&lt;br /&gt;
|proposers=Conrad Rider&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= ~125 (estimate)&lt;br /&gt;
|algs=7 for EO pairing&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Experimental Methods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A reduction-based method for solving the 4x4x4 using ZZ principals: minimal rotations and F/B moves.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].&lt;br /&gt;
&lt;br /&gt;
# Solve Centres&lt;br /&gt;
# EOpair DF/DB and place&lt;br /&gt;
# EOpair 10 remaining dedges&lt;br /&gt;
# Flip final bad dedges (including orientation parity)&lt;br /&gt;
# ZZF2L&lt;br /&gt;
# COLL&lt;br /&gt;
# EPLL including PLL parity (1 step)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Experimental Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11375</id>
		<title>Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11375"/>
		<updated>2010-10-23T14:07:44Z</updated>

		<summary type="html">&lt;p&gt;Cride5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Z4&lt;br /&gt;
|image=Z4.gif&lt;br /&gt;
|proposers=Conrad Rider&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= ~125 (estimate)&lt;br /&gt;
|algs=7 for EO pairing&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Experimental Methods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A reduction-based method for solving the 4x4x4, based on ZZ principals - minimal rotations and F/B moves.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].&lt;br /&gt;
&lt;br /&gt;
# Solve Centres&lt;br /&gt;
# EOpair DF/DB and place&lt;br /&gt;
# EOpair 10 remaining dedges&lt;br /&gt;
# Flip final bad dedges (including orientation parity)&lt;br /&gt;
# ZZF2L&lt;br /&gt;
# COLL&lt;br /&gt;
# EPLL including PLL parity (1 step)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Experimental Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11374</id>
		<title>Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=11374"/>
		<updated>2010-10-23T14:07:07Z</updated>

		<summary type="html">&lt;p&gt;Cride5: /* Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Z4&lt;br /&gt;
|image=Z4.gif&lt;br /&gt;
|proposers=Conrad Rider&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= ~125 (estimate)&lt;br /&gt;
|algs=7 for EO pairing&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Experimental Methods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A reduction-based method for solving big cubes, based on ZZ principals - minimal rotations and F/B moves.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].&lt;br /&gt;
&lt;br /&gt;
# Solve Centres&lt;br /&gt;
# EOpair DF/DB and place&lt;br /&gt;
# EOpair 10 remaining dedges&lt;br /&gt;
# Flip final bad dedges (including orientation parity)&lt;br /&gt;
# ZZF2L&lt;br /&gt;
# COLL&lt;br /&gt;
# EPLL including PLL parity (1 step)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:4x4x4 Methods]]&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;br /&gt;
[[Category:Experimental Methods]]&lt;/div&gt;</summary>
		<author><name>Cride5</name></author>
	</entry>
</feed>