<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CriticalCubing</id>
	<title>Speedsolving.com Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CriticalCubing"/>
	<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php/Special:Contributions/CriticalCubing"/>
	<updated>2026-10-20T21:20:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CR4&amp;diff=32796</id>
		<title>CR4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CR4&amp;diff=32796"/>
		<updated>2017-08-21T09:52:06Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=CR4&lt;br /&gt;
|image=CR4.png&lt;br /&gt;
|proposers=[[CriticalCubing]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=C-Roux4&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= Around ~130&lt;br /&gt;
|algs= CMLL Algs (42)&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CR4&#039;&#039;&#039; or C-Roux4 (Critical-Roux4, longer name) is a Roux-based method proposed by [[CriticalCubing]] in 2017 for solving the 4x4x4 using Roux method principles. He posted this method initially in the &amp;quot;Roux Method Speedsolvers&amp;quot; facebook group as an alternative to Meyer method, which is what most Roux users use for solving the 4x4 cube.&lt;br /&gt;
&lt;br /&gt;
CR4 can also be applied to bigger cubes, but its reliance on M slice will be a con as M slices becomes difficult to use on bigger cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The CR4 Method consists of 7 steps;&lt;br /&gt;
&lt;br /&gt;
# Two opposite centres. One of them will become your First Block Center.&lt;br /&gt;
# Blockbuild a 1x3x4 block. You can make it on either of the two centers.&lt;br /&gt;
# Complete two adjacent centers + one random edge. Keep the centers on D and B slice, keep the edge in DB position.&lt;br /&gt;
# Pair up 3 edges and keep them on R slice.&lt;br /&gt;
# Complete the Last two Centers (use slice moves)&lt;br /&gt;
# Finish Edge Pairing&lt;br /&gt;
# Do 3x3 stage with Roux (first block is already solved)  &lt;br /&gt;
(Look at the example solves in the CR4 doc for more information)&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
*Small number of rotations required. 3x3 stage is completely rotationless.&lt;br /&gt;
&lt;br /&gt;
*M Slice method of pairing is ergonomic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
*Reliance on M slice. Using M slices becomes difficult on big cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/150UxosBFn5Trhi16wa4qv2u06mTweXHSsDH6iv5JeRc/edit?usp=sharing CR4 Method Overview + Example Solve]&lt;br /&gt;
* [https://www.speedsolving.com/wiki/index.php/Roux Roux Method]&lt;br /&gt;
* [https://www.speedcubing.ch/4x4%20Solution/Stadler%20Methode%204x4.htm Stadler Method]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CR4&amp;diff=32795</id>
		<title>CR4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CR4&amp;diff=32795"/>
		<updated>2017-08-21T09:45:44Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Created page with &amp;quot;{{Method Infobox |name=CR4 |image=CR4.png |proposers=CriticalCubing |year=2017 |anames=C-Roux4 |variants= |steps=7 |moves= Around ~130 |algs= CMLL Algs (42) |purpose=|purp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=CR4&lt;br /&gt;
|image=CR4.png&lt;br /&gt;
|proposers=[[CriticalCubing]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=C-Roux4&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= Around ~130&lt;br /&gt;
|algs= CMLL Algs (42)&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CR4&#039;&#039;&#039; or C-Roux4 (Critical-Roux4, longer name) is a Roux-based method proposed by [[CriticalCubing]] in 2017 for solving the 4x4x4 using Roux method principles. He posted this method initially in the &amp;quot;Roux Method Speedsolvers&amp;quot; facebook group as an alternative to Meyer method, which is what most Roux users use for solving the 4x4 cube.&lt;br /&gt;
&lt;br /&gt;
CR4 can also be applied to bigger cubes, but its reliance on M slice will be a con as M slices becomes difficult to use on bigger cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The CR4 Method consists of 7 steps;&lt;br /&gt;
&lt;br /&gt;
# Two opposite centres&lt;br /&gt;
# Blockbuild a 1x3x4 block&lt;br /&gt;
# Complete two adjacent centers + one random edge&lt;br /&gt;
# Pair up 3 edges&lt;br /&gt;
# Complete the Last two Centers&lt;br /&gt;
# Finish Edge Pairing&lt;br /&gt;
# Do 3x3 stage with Roux (first block is already solved)&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
*Small number of rotations required. 3x3 stage is completely rotationless.&lt;br /&gt;
&lt;br /&gt;
*M Slice method of pairing is ergonomic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
*Reliance on M slice. Using M slices becomes difficult on big cubes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/150UxosBFn5Trhi16wa4qv2u06mTweXHSsDH6iv5JeRc/edit?usp=sharing CR4 Method Overview + Example Solve]&lt;br /&gt;
* [https://www.speedsolving.com/wiki/index.php/Roux Roux Method]&lt;br /&gt;
* [https://www.speedcubing.ch/4x4%20Solution/Stadler%20Methode%204x4.htm Stadler Method]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:CR4.png&amp;diff=32794</id>
		<title>File:CR4.png</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:CR4.png&amp;diff=32794"/>
		<updated>2017-08-21T09:44:08Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32774</id>
		<title>No More PLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32774"/>
		<updated>2017-08-19T21:31:03Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: minor formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=No More PLL&lt;br /&gt;
|image=NMP.jpg&lt;br /&gt;
|proposers=[[CriticalCubing]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames = NMP&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=42&lt;br /&gt;
|moves= 46-47 (Sub 50 on average)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;No More PLL&#039;&#039;&#039; Method is a 3x3 speedsolving method proposed by [[CriticalCubing]] in 2017. This method provides an alternate approach to [[CFOP]] while not being an handicap to traditional [[CFOP]]. You can use your CFOP techniques freely, but &#039;&#039;&#039;NMP&#039;&#039;&#039; provides alternate approach to Last Layer, finishing with 4c, instead of PLL. Solving this way, completely eliminates PLL and Diagonal Swap PLL&#039;s like N/V/Y/F which are considered bad and generally needs an extra alg to be learned which avoids these cases. Solving with 4c instead of PLL also grants more efficient solutions with average solutions being comparable to [[Roux]] solutions.&#039;&#039;&#039;No More PLL&#039;&#039;&#039; also provides for flawless and pauseless transition from COLL to 4c, since 4c prediction only requires the position of edges to be known, and this can be easily predicted while you&#039;re solving COLL (like how [[Roux]] users predict LSE while solving CMLL). Average 4c movecount is comparable to MU U-Perms, and MU U Perms can be solved on average in 0.6 seconds, and 4c can also be done in the same time. &#039;&#039;&#039;NMP&#039;&#039;&#039; is versatile and you can use your current CFOP techniques like X-Cross and Color Neutrality to aid you in the solving process. Plus, the lookahead style is the same as traditional CFOP and Mixed Cross uses the same CFOP cross techniques, so the only new thing is 4c with the NMP method. Overall, &#039;&#039;&#039;NMP&#039;&#039;&#039; isn&#039;t an handicap to traditional CFOP, and it provides efficient, fast and ergonomic solutions while allowing for pauseless and fluid solve.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Mixed Cross&#039;&#039;&#039;: Make a horizontal line on D layer with the DL/DR edges and insert the UL/UR edges in the DF/DB position (in any order). This step is highly optimizable.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;First 2 Layers + Edge Orientation&#039;&#039;&#039;: Solve F2L while influencing edges so that once your F2L is solved, you have all the edges oriented. Alternatively, you can solve F2L any way you want (without EO), but solve the last F2L pair while orienting all the edges (using some subset like VHLS/ZBLS), or you can also solve in intuitively.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;COLL&#039;&#039;&#039;: Since your EO is done, orient and permute the corners using COLL. This can also be done in 2 looks for beginners.  &lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;4c&#039;&#039;&#039;: You solve the UL/UR edges by doing M2. Now, only your M slice needs to be solved and there are 2 type of cases that you can get. (a) 3 move case: In this case, your 4c solution will be 3 moves (like M&#039; U2 M&#039;). (b) 5 move case: In this case, your 4c solution will be 5 moves (like M&#039; U2 M&#039; U2 M2). 4c can be completely solved using M and U moves and can be done sub 1 with ease. Plus, with prediction of edges, you can pauselessly transition to COLL, while eliminating the pause between the transition.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient. Average move count is comparable to Roux method. &lt;br /&gt;
*Mixed Cross is highly optimizable, allowing you to use your inspection time wisely. &lt;br /&gt;
*Relatively low algorithm count. The only algs that you require are COLL algs. Rest of the solve can be done intuitively. You can also completely skip learning PLL&#039;s (21 algs)&lt;br /&gt;
*Completely avoid bad PLL cases like F/V/Y/N perms.&lt;br /&gt;
*Fluid solves. Only pause in this method is the COLL pause (which can be done pauselessly after some practice, since you only need to predict the corners). Otherwise, Mixed Cross to F2L transition is done pauselessly. COLL to 4c transition is also done pauselessly.&lt;br /&gt;
*Relatively easy prediction. 4c prediction is easier than PLL prediction and you can accurately predict your 4c case, while solving COLL.&lt;br /&gt;
*4c step is very easy to master, as it has easy lookahead and allows for fast 2-gen MU TPS spam.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
*4c and Mixed Cross is a new concept, which needs to be learned and get used to.&lt;br /&gt;
*50/50 chance of rotating with y/y’ after solving F2L (which isn’t too bad as you can do these rotations as d/d’).&lt;br /&gt;
&lt;br /&gt;
== Why is this method good? ==&lt;br /&gt;
&lt;br /&gt;
This method provides an alternate finish to CFOP which has a lower move count, yet still allows for fast TPS and lookahead/prediction ability. Solving with PLL gives rise to bad cases like F/V/Y/N perms which you’ll never get with this approach. Plus, the worst 4c cases are 8 moves which just requires 8.08 TPS to sub 1. Since, these cases are all alg based (like U perm), you can achieve much faster TPS and can sub 1 with ease. Let’s take a detail look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Last-Step Methods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMLL + LSE&#039;&#039;&#039;&lt;br /&gt;
This is standard for Roux. Avg movecount: 10 CMLL (computed from avg of all the algs in my cmll sheet + 0.25 AUF) + 13 LSE (assuming 8 EOLR/EOFB and 5 4c, essentially the most advanced LSE there is) = &#039;&#039;&#039;23 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OLL + PLL&#039;&#039;&#039;&lt;br /&gt;
This is standard for CFOP. Avg movecount: 10.3 OLL (algdb OLL sheet + AUF) + 13.7 PLL(using all of the fingertricky good algs(15 move G perms, RU U perms, J perm setup N perm, T perm setup F perm etc)) +2.25 AUF = &#039;&#039;&#039;26 Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COLL + 4c&#039;&#039;&#039;&lt;br /&gt;
Standard for this method. Avg movecount: 11.2 COLL (taken from algdb + AUF) + 6-7 4c (0.25 move for AUF before M2, 1 move for initial M2, 1 move for AUF, 4 move avg for 4c) = &#039;&#039;&#039;17-18 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not only is the proposed COLL+4c approach more efficient than CMLL+LSE and OLL+PLL, but COLL+4c can reach high TPS too, as COLL is recognize case, and spam TPS to solve. Predict 4c and you can pauselessly transition to 4c and spam MU moves once more. Since, 4c is algorithmic (it can have 3 move solution, or a 5 move solution), you can spam TPS here like you do for U perms. MU U perms average 7 STM and 4c also averages 7 STM. U Perm can be done around 0.6 on average, and 4c can also be done around that that.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
Random M Centers (Misoriented Centers): Mixed Cross doesn&#039;t need to be permuted correctly. You only need to make sure that your horizontal D line with the DL/DR edge is permuted correctly. You can insert the UL/UR edges in any order with any center. This can be solved during 4c stage since 4c solves the M slice, and you can correct your wrong permutation at the end of the solve.&lt;br /&gt;
&lt;br /&gt;
UF/UB instead of UL/UR: In some scrambles, solving UF/UB will be more efficient than solving UL/UR. In those cases, instead of forcing yourself to solve UL/UR (which will be inefficient), you can opt for solving UF/UB. You can use UF/UB in conjunction with Random M Centers (Misoriented Centers), since the M slice will be solved correctly during 4c. &lt;br /&gt;
&lt;br /&gt;
OLLCP: This is not much of an improvement, rather than an alternative. You can solve F2L normally without caring much about EO (Edge Orientation). You can fix the edges and solve + orient and permute the corners using OLLCP. However, OLLCP has high alg count. &lt;br /&gt;
&lt;br /&gt;
Color Neutrality and X-Crosses.  Feel free to make X-Crosses and opt for color neutral solves, granting for more efficient solutions.&lt;br /&gt;
&lt;br /&gt;
VHLS/ZBLS: The second step of this method solves F2L and EO. The general approach that I use for achieving this, is to influence the edges as I solve F2L. However, there are alternative approach for achieving the same. You can either use OLLCP, and solve EO+COLL at once, or you can use Last Slot subsets like VHLS/ZBLS which will do EO for you on the Last Slot. You can achieve the same result by intuitively doing Edge Orientation on the Last Slot as well.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/no-more-pll-3x3-rubiks-cube-method.65797/ No More PLL Method Thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1VCh8IuAU8I83FnH-wxeyfWLwALDirorjO_Uws2e570I/edit No More PLL Word Document with detailed information + Example Solves]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32765</id>
		<title>No More PLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32765"/>
		<updated>2017-08-19T10:16:27Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=No More PLL&lt;br /&gt;
|image=NMP.jpg&lt;br /&gt;
|proposers=[[CriticalCubing]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames = NMP&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=42&lt;br /&gt;
|moves= 46-47 (Sub 50 on average)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;No More PLL&#039;&#039;&#039; Method is a 3x3 speedsolving method proposed by [[CriticalCubing]] in 2017. This method provides an alternate approach to [[CFOP]] while not being an handicap to traditional [[CFOP]]. You can use your CFOP techniques freely, but &#039;&#039;&#039;NMP&#039;&#039;&#039; provides alternate approach to Last Layer, finishing with 4c, instead of PLL. Solving this way, completely eliminates PLL and Diagonal Swap PLL&#039;s like N/V/Y/F which are considered bad and generally needs an extra alg to be learned which avoids these cases. Solving with 4c instead of PLL also grants more efficient solutions with average solutions being comparable to [[Roux]] solutions.&#039;&#039;&#039;No More PLL&#039;&#039;&#039; also provides for flawless and pauseless transition from COLL to 4c, since 4c prediction only requires the position of edges to be known, and this can be easily predicted while you&#039;re solving COLL (like how [[Roux]] users predict LSE while solving CMLL). Average 4c movecount is comparable to MU U-Perms, and MU U Perms can be solved on average in 0.6 seconds, and 4c can also be done in the same time. &#039;&#039;&#039;NMP&#039;&#039;&#039; is versatile and you can use your current CFOP techniques like X-Cross and Color Neutrality to aid you in the solving process. Plus, the lookahead style is the same as traditional CFOP and Mixed Cross uses the same CFOP cross techniques, so the only new thing is 4c with the NMP method. Overall, &#039;&#039;&#039;NMP&#039;&#039;&#039; isn&#039;t an handicap to traditional CFOP, and it provides efficient, fast and ergonomic solutions while allowing for pauseless and fluid solve.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Mixed Cross&#039;&#039;&#039;: Make a horizontal line on D layer with the DL/DR edges and insert the UL/UR edges in the DF/DB position (in any order). This step is highly optimizable.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;First 2 Layers + Edge Orientation&#039;&#039;&#039;: Solve F2L while influencing edges so that once your F2L is solved, you have all the edges oriented. Alternatively, you can solve F2L any way you want (without EO), but solve the last F2L pair while orienting all the edges (using some subset like VHLS/ZBLS), or you can also solve in intuitively.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;COLL&#039;&#039;&#039;: Since your EO is done, orient and permute the corners using COLL. This can also be done in 2 looks for beginners.  &lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;4c&#039;&#039;&#039;: You solve the UL/UR edges by doing M2. Now, only your M slice needs to be solved and there are 2 type of cases that you can get. (a) 3 move case: In this case, your 4c solution will be 3 moves (like M&#039; U2 M&#039;). (b) 5 move case: In this case, your 4c solution will be 5 moves (like M&#039; U2 M&#039; U2 M2). 4c can be completely solved using M and U moves and can be done sub 1 with ease. Plus, with prediction of edges, you can pauselessly transition to COLL, while eliminating the pause between the transition.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient. Average move count is comparable to Roux method. &lt;br /&gt;
*Mixed Cross is highly optimizable, allowing you to use your inspection time wisely. &lt;br /&gt;
*Relatively low algorithm count. The only algs that you require are COLL algs. Rest of the solve can be done intuitively. You can also completely skip learning PLL&#039;s (21 algs)&lt;br /&gt;
*Completely avoid bad PLL cases like F/V/Y/N perms.&lt;br /&gt;
*Fluid solves. Only pause in this method is the COLL pause (which can be done pauselessly after some practice, since you only need to predict the corners). Otherwise, Mixed Cross to F2L transition is done pauselessly. COLL to 4c transition is also done pauselessly.&lt;br /&gt;
*Relatively easy prediction. 4c prediction is easier than PLL prediction and you can accurately predict your 4c case, while solving COLL.&lt;br /&gt;
*4c step is very easy to master, as it has easy lookahead and allows for fast 2-gen MU TPS spam.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
*4c and Mixed Cross is a new concept, which needs to be learned and get used to.&lt;br /&gt;
*50/50 chance of rotating with y/y’ after solving F2L (which isn’t too bad as you can do these rotations as d/d’).&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
Random M Centers (Misoriented Centers): Mixed Cross doesn&#039;t need to be permuted correctly. You only need to make sure that your horizontal D line with the DL/DR edge is permuted correctly. You can insert the UL/UR edges in any order with any center. This can be solved during 4c stage since 4c solves the M slice, and you can correct your wrong permutation at the end of the solve.&lt;br /&gt;
&lt;br /&gt;
UF/UB instead of UL/UR: In some scrambles, solving UF/UB will be more efficient than solving UL/UR. In those cases, instead of forcing yourself to solve UL/UR (which will be inefficient), you can opt for solving UF/UB. You can use UF/UB in conjunction with Random M Centers (Misoriented Centers), since the M slice will be solved correctly during 4c. &lt;br /&gt;
&lt;br /&gt;
OLLCP: This is not much of an improvement, rather than an alternative. You can solve F2L normally without caring much about EO (Edge Orientation). You can fix the edges and solve + orient and permute the corners using OLLCP. However, OLLCP has high alg count. &lt;br /&gt;
&lt;br /&gt;
Color Neutrality and X-Crosses.  Feel free to make X-Crosses and opt for color neutral solves, granting for more efficient solutions.&lt;br /&gt;
&lt;br /&gt;
VHLS/ZBLS: The second step of this method solves F2L and EO. The general approach that I use for achieving this, is to influence the edges as I solve F2L. However, there are alternative approach for achieving the same. You can either use OLLCP, and solve EO+COLL at once, or you can use Last Slot subsets like VHLS/ZBLS which will do EO for you on the Last Slot. You can achieve the same result by intuitively doing Edge Orientation on the Last Slot as well.&lt;br /&gt;
&lt;br /&gt;
== Why is this method good? ==&lt;br /&gt;
&lt;br /&gt;
This method provides an alternate finish to CFOP which has a lower move count, yet still allows for fast TPS and lookahead/prediction ability. Solving with PLL gives rise to bad cases like F/V/Y/N perms which you’ll never get with this approach. Plus, the worst 4c cases are 8 moves which just requires 8.08 TPS to sub 1. Since, these cases are all alg based (like U perm), you can achieve much faster TPS and can sub 1 with ease. Let’s take a detail look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Last-Step Methods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMLL + LSE&#039;&#039;&#039;&lt;br /&gt;
This is standard for Roux. Avg movecount: 10 CMLL (computed from avg of all the algs in my cmll sheet + 0.25 AUF) + 13 LSE (assuming 8 EOLR/EOFB and 5 4c, essentially the most advanced LSE there is) = &#039;&#039;&#039;23 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OLL + PLL&#039;&#039;&#039;&lt;br /&gt;
This is standard for CFOP. Avg movecount: 10.3 OLL (algdb OLL sheet + AUF) + 13.7 PLL(using all of the fingertricky good algs(15 move G perms, RU U perms, J perm setup N perm, T perm setup F perm etc)) +2.25 AUF = &#039;&#039;&#039;26 Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COLL + 4c&#039;&#039;&#039;&lt;br /&gt;
Standard for this method. Avg movecount: 11.2 COLL (taken from algdb + AUF) + 6-7 4c (0.25 move for AUF before M2, 1 move for initial M2, 1 move for AUF, 4 move avg for 4c) = &#039;&#039;&#039;17-18 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not only is the proposed COLL+4c approach more efficient than CMLL+LSE and OLL+PLL, but COLL+4c can reach high TPS too, as COLL is recognize case, and spam TPS to solve. Predict 4c and you can pauselessly transition to 4c and spam MU moves once more. Since, 4c is algorithmic (it can have 3 move solution, or a 5 move solution), you can spam TPS here like you do for U perms. MU U perms average 7 STM and 4c also averages 7 STM. U Perm can be done around 0.6 on average, and 4c can also be done around that that.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/no-more-pll-3x3-rubiks-cube-method.65797/ No More PLL Method Thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1VCh8IuAU8I83FnH-wxeyfWLwALDirorjO_Uws2e570I/edit No More PLL Word Document with detailed information + Example Solves]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:NMP.jpg&amp;diff=32764</id>
		<title>File:NMP.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:NMP.jpg&amp;diff=32764"/>
		<updated>2017-08-19T10:15:50Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: No More PLL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No More PLL&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32762</id>
		<title>No More PLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32762"/>
		<updated>2017-08-19T10:03:09Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=No More PLL&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames = NMP&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=42&lt;br /&gt;
|moves= 46-47 (Sub 50 on average)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;No More PLL&#039;&#039;&#039; Method is a 3x3 speedsolving method proposed by [[CriticalCubing]] in 2017. This method provides an alternate approach to [[CFOP]] while not being an handicap to traditional [[CFOP]]. You can use your CFOP techniques freely, but &#039;&#039;&#039;NMP&#039;&#039;&#039; provides alternate approach to Last Layer, finishing with 4c, instead of PLL. Solving this way, completely eliminates PLL and Diagonal Swap PLL&#039;s like N/V/Y/F which are considered bad and generally needs an extra alg to be learned which avoids these cases. Solving with 4c instead of PLL also grants more efficient solutions with average solutions being comparable to [[Roux]] solutions.&#039;&#039;&#039;No More PLL&#039;&#039;&#039; also provides for flawless and pauseless transition from COLL to 4c, since 4c prediction only requires the position of edges to be known, and this can be easily predicted while you&#039;re solving COLL (like how [[Roux]] users predict LSE while solving CMLL). Average 4c movecount is comparable to MU U-Perms, and MU U Perms can be solved on average in 0.6 seconds, and 4c can also be done in the same time. &#039;&#039;&#039;NMP&#039;&#039;&#039; is versatile and you can use your current CFOP techniques like X-Cross and Color Neutrality to aid you in the solving process. Plus, the lookahead style is the same as traditional CFOP and Mixed Cross uses the same CFOP cross techniques, so the only new thing is 4c with the NMP method. Overall, &#039;&#039;&#039;NMP&#039;&#039;&#039; isn&#039;t an handicap to traditional CFOP, and it provides efficient, fast and ergonomic solutions while allowing for pauseless and fluid solve.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Mixed Cross&#039;&#039;&#039;: Make a horizontal line on D layer with the DL/DR edges and insert the UL/UR edges in the DF/DB position (in any order). This step is highly optimizable.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;First 2 Layers + Edge Orientation&#039;&#039;&#039;: Solve F2L while influencing edges so that once your F2L is solved, you have all the edges oriented. Alternatively, you can solve F2L any way you want (without EO), but solve the last F2L pair while orienting all the edges (using some subset like VHLS/ZBLS), or you can also solve in intuitively.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;COLL&#039;&#039;&#039;: Since your EO is done, orient and permute the corners using COLL. This can also be done in 2 looks for beginners.  &lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;4c&#039;&#039;&#039;: You solve the UL/UR edges by doing M2. Now, only your M slice needs to be solved and there are 2 type of cases that you can get. (a) 3 move case: In this case, your 4c solution will be 3 moves (like M&#039; U2 M&#039;). (b) 5 move case: In this case, your 4c solution will be 5 moves (like M&#039; U2 M&#039; U2 M2). 4c can be completely solved using M and U moves and can be done sub 1 with ease. Plus, with prediction of edges, you can pauselessly transition to COLL, while eliminating the pause between the transition.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient. Average move count is comparable to Roux method. &lt;br /&gt;
*Mixed Cross is highly optimizable, allowing you to use your inspection time wisely. &lt;br /&gt;
*Relatively low algorithm count. The only algs that you require are COLL algs. Rest of the solve can be done intuitively. You can also completely skip learning PLL&#039;s (21 algs)&lt;br /&gt;
*Completely avoid bad PLL cases like F/V/Y/N perms.&lt;br /&gt;
*Fluid solves. Only pause in this method is the COLL pause (which can be done pauselessly after some practice, since you only need to predict the corners). Otherwise, Mixed Cross to F2L transition is done pauselessly. COLL to 4c transition is also done pauselessly.&lt;br /&gt;
*Relatively easy prediction. 4c prediction is easier than PLL prediction and you can accurately predict your 4c case, while solving COLL.&lt;br /&gt;
*4c step is very easy to master, as it has easy lookahead and allows for fast 2-gen MU TPS spam.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
*4c and Mixed Cross is a new concept, which needs to be learned and get used to.&lt;br /&gt;
*50/50 chance of rotating with y/y’ after solving F2L (which isn’t too bad as you can do these rotations as d/d’).&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
Random M Centers (Misoriented Centers): Mixed Cross doesn&#039;t need to be permuted correctly. You only need to make sure that your horizontal D line with the DL/DR edge is permuted correctly. You can insert the UL/UR edges in any order with any center. This can be solved during 4c stage since 4c solves the M slice, and you can correct your wrong permutation at the end of the solve.&lt;br /&gt;
&lt;br /&gt;
UF/UB instead of UL/UR: In some scrambles, solving UF/UB will be more efficient than solving UL/UR. In those cases, instead of forcing yourself to solve UL/UR (which will be inefficient), you can opt for solving UF/UB. You can use UF/UB in conjunction with Random M Centers (Misoriented Centers), since the M slice will be solved correctly during 4c. &lt;br /&gt;
&lt;br /&gt;
OLLCP: This is not much of an improvement, rather than an alternative. You can solve F2L normally without caring much about EO (Edge Orientation). You can fix the edges and solve + orient and permute the corners using OLLCP. However, OLLCP has high alg count. &lt;br /&gt;
&lt;br /&gt;
Color Neutrality and X-Crosses.  Feel free to make X-Crosses and opt for color neutral solves, granting for more efficient solutions.&lt;br /&gt;
&lt;br /&gt;
VHLS/ZBLS: The second step of this method solves F2L and EO. The general approach that I use for achieving this, is to influence the edges as I solve F2L. However, there are alternative approach for achieving the same. You can either use OLLCP, and solve EO+COLL at once, or you can use Last Slot subsets like VHLS/ZBLS which will do EO for you on the Last Slot. You can achieve the same result by intuitively doing Edge Orientation on the Last Slot as well.&lt;br /&gt;
&lt;br /&gt;
== Why is this method good? ==&lt;br /&gt;
&lt;br /&gt;
This method provides an alternate finish to CFOP which has a lower move count, yet still allows for fast TPS and lookahead/prediction ability. Solving with PLL gives rise to bad cases like F/V/Y/N perms which you’ll never get with this approach. Plus, the worst 4c cases are 8 moves which just requires 8.08 TPS to sub 1. Since, these cases are all alg based (like U perm), you can achieve much faster TPS and can sub 1 with ease. Let’s take a detail look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Last-Step Methods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMLL + LSE&#039;&#039;&#039;&lt;br /&gt;
This is standard for Roux. Avg movecount: 10 CMLL (computed from avg of all the algs in my cmll sheet + 0.25 AUF) + 13 LSE (assuming 8 EOLR/EOFB and 5 4c, essentially the most advanced LSE there is) = &#039;&#039;&#039;23 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OLL + PLL&#039;&#039;&#039;&lt;br /&gt;
This is standard for CFOP. Avg movecount: 10.3 OLL (algdb OLL sheet + AUF) + 13.7 PLL(using all of the fingertricky good algs(15 move G perms, RU U perms, J perm setup N perm, T perm setup F perm etc)) +2.25 AUF = &#039;&#039;&#039;26 Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COLL + 4c&#039;&#039;&#039;&lt;br /&gt;
Standard for this method. Avg movecount: 11.2 COLL (taken from algdb + AUF) + 6-7 4c (0.25 move for AUF before M2, 1 move for initial M2, 1 move for AUF, 4 move avg for 4c) = &#039;&#039;&#039;17-18 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not only is the proposed COLL+4c approach more efficient than CMLL+LSE and OLL+PLL, but COLL+4c can reach high TPS too, as COLL is recognize case, and spam TPS to solve. Predict 4c and you can pauselessly transition to 4c and spam MU moves once more. Since, 4c is algorithmic (it can have 3 move solution, or a 5 move solution), you can spam TPS here like you do for U perms. MU U perms average 7 STM and 4c also averages 7 STM. U Perm can be done around 0.6 on average, and 4c can also be done around that that.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/no-more-pll-3x3-rubiks-cube-method.65797/ No More PLL Method Thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1VCh8IuAU8I83FnH-wxeyfWLwALDirorjO_Uws2e570I/edit No More PLL Word Document with detailed information + Example Solves]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32761</id>
		<title>No More PLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=No_More_PLL&amp;diff=32761"/>
		<updated>2017-08-19T09:56:38Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Created page with &amp;quot;{{Method Infobox |name=No More PLL |image= |proposers=CriticalCubing |year=2017 |anames = NMP |variants |steps=4 |algs=42 |moves= 46-47 (Sub 50 on average) |purpose=&amp;lt;sup&amp;gt;&amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=No More PLL&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames = NMP&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=42&lt;br /&gt;
|moves= 46-47 (Sub 50 on average)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;No More PLL&#039;&#039;&#039; Method is a 3x3 speedsolving method created by [[CriticalCubing]] in 2017. This method provides an alternate approach to [[CFOP]] while not being an handicap to traditional [[CFOP]]. You can use your CFOP techniques freely, but &#039;&#039;&#039;NMP&#039;&#039;&#039; provides alternate approach to Last Layer, finishing with 4c, instead of PLL. Solving this way, completely eliminates PLL and Diagonal Swap PLL&#039;s like N/V/Y/F which are considered bad and generally needs an extra alg to be learned which avoids these cases. Solving with 4c instead of PLL also grants more efficient solutions with average solutions being comparable to Roux solutions.&#039;&#039;&#039;No More PLL&#039;&#039;&#039; also provides for flawless and pauseless transition from COLL to 4c, since 4c prediction only requires the position of edges to be known, and this can be easily predicted while you&#039;re solving COLL (like how Roux users predict LSE while solving CMLL). Average 4c movecount is comparable to MU U-Perms, and MU U Perms can be solved on average in 0.6 seconds, and 4c can also be done in the same time. &#039;&#039;&#039;NMP&#039;&#039;&#039; is versatile and you can use your current CFOP techniques like X-Cross and Color Neutrality to aid you in the solving process. Plus, the lookahead style is the same as traditional CFOP and Mixed Cross uses the same CFOP cross techniques, so the only new thing is 4c with the NMP method. Overall, &#039;&#039;&#039;NMP&#039;&#039;&#039; isn&#039;t an handicap to traditional CFOP, and it provides efficient, fast and ergonomic solutions while allowing for pauseless and fluid solve.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Mixed Cross&#039;&#039;&#039;: Make a horizontal line on D layer with the DL/DR edges and insert the UL/UR edges in the DF/DB position (in any order). This step is highly optimizable.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;First 2 Layers + Edge Orientation&#039;&#039;&#039;: Solve F2L while influencing edges so that once your F2L is solved, you have all the edges oriented. Alternatively, you can solve F2L any way you want (without EO), but solve the last F2L pair while orienting all the edges (using some subset like VHLS/ZBLS), or you can also solve in intuitively.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;COLL&#039;&#039;&#039;: Since your EO is done, orient and permute the corners using COLL. This can also be done in 2 looks for beginners.  &lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;4c&#039;&#039;&#039;: You solve the UL/UR edges by doing M2. Now, only your M slice needs to be solved and there are 2 type of cases that you can get. (a) 3 move case: In this case, your 4c solution will be 3 moves (like M&#039; U2 M&#039;). (b) 5 move case: In this case, your 4c solution will be 5 moves (like M&#039; U2 M&#039; U2 M2). 4c can be completely solved using M and U moves and can be done sub 1 with ease. Plus, with prediction of edges, you can pauselessly transition to COLL, while eliminating the pause between the transition.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient. Average move count is comparable to Roux method. &lt;br /&gt;
*Mixed Cross is highly optimizable, allowing you to use your inspection time wisely. &lt;br /&gt;
*Relatively low algorithm count. The only algs that you require are COLL algs. Rest of the solve can be done intuitively. You can also completely skip learning PLL&#039;s (21 algs)&lt;br /&gt;
*Completely avoid bad PLL cases like F/V/Y/N perms.&lt;br /&gt;
*Fluid solves. Only pause in this method is the COLL pause (which can be done pauselessly since you only need to predict the corners). Otherwise, Mixed Cross to F2L is done pauselessly. COLL to 4c is also done pauselessly.&lt;br /&gt;
*Relatively easy prediction. 4c prediction is easier than PLL prediction and you can accurately predict your 4c case, while solving COLL.&lt;br /&gt;
*4c step is very easy to master, as it has easy lookahead and allows for fast 2-gen MU TPS spam.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
*4c and Mixed Cross is a new concept, which needs to be learned.&lt;br /&gt;
*50/50 chance of rotating with y/y’ after solving F2L (which isn’t too bad as you can do these rotations as d/d’).&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
Random M Centers (Misoriented Centers): Mixed Cross doesn&#039;t need to be permuted correctly. You only need to make sure that your horizontal D line with the DL/DR edge is permuted correctly. You can insert the UL/UR edges in any order with any center. This can be solved during 4c stage since 4c solves the M slice, and you can correct your wrong permutation at the end of the solve.&lt;br /&gt;
&lt;br /&gt;
UF/UB instead of UL/UR: In some scrambles, solving UF/UB will be more efficient than solving UL/UR. In those cases, instead of forcing yourself to solve UL/UR (which will be inefficient), you can opt for solving UF/UB. You can use UF/UB in conjunction with Random M Centers (Misoriented Centers), since the M slice will be solved correctly during 4c. &lt;br /&gt;
&lt;br /&gt;
OLLCP: This is not much of an improvement, rather than an alternative. You can solve F2L normally without caring much about EO (Edge Orientation). You can fix the edges and solve + orient and permute the corners using OLLCP. However, OLLCP has high alg count. &lt;br /&gt;
&lt;br /&gt;
Color Neutrality and X-Crosses.  Feel free to make X-Crosses and opt for color neutral solves, granting for more efficient solutions.&lt;br /&gt;
&lt;br /&gt;
VHLS/ZBLS: The second step of this method solves F2L and EO. The general approach that I use for achieving this, is to influence the edges as I solve F2L. However, there are alternative approach for achieving the same. You can either use OLLCP, and solve EO+COLL at once, or you can use Last Slot subsets like VHLS/ZBLS which will do EO for you on the Last Slot. You can achieve the same result by intuitively doing Edge Orientation on the Last Slot as well.&lt;br /&gt;
&lt;br /&gt;
== Why is this method good? ==&lt;br /&gt;
&lt;br /&gt;
This method provides an alternate finish to CFOP which has a lower move count, yet still allows for fast TPS and lookahead/prediction ability. Solving with PLL gives rise to bad cases like F/V/Y/N perms which you’ll never get with this approach. Plus, the worst 4c cases are 8 moves which just requires 8.08 TPS to sub 1. Since, these cases are all alg based (like U perm), you can achieve much faster TPS and can sub 1 with ease. Let’s take a detail look.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Last-Step Methods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMLL + LSE&#039;&#039;&#039;&lt;br /&gt;
This is standard for Roux. Avg movecount: 10 CMLL (computed from avg of all the algs in my cmll sheet + 0.25 AUF) + 13 LSE (assuming 8 EOLR/EOFB and 5 4c, essentially the most advanced LSE there is) = &#039;&#039;&#039;23 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OLL + PLL&#039;&#039;&#039;&lt;br /&gt;
This is standard for CFOP. Avg movecount: 10.3 OLL (algdb OLL sheet + AUF) + 13.7 PLL(using all of the fingertricky good algs(15 move G perms, RU U perms, J perm setup N perm, T perm setup F perm etc)) +2.25 AUF = &#039;&#039;&#039;26 Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COLL + 4c&#039;&#039;&#039;&lt;br /&gt;
Standard for this method. Avg movecount: 11.2 COLL (taken from algdb + AUF) + 6-7 4c (0.25 move for AUF before M2, 1 move for initial M2, 1 move for AUF, 4 move avg for 4c) = &#039;&#039;&#039;17-18 STM total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not only is the proposed COLL+4c approach more efficient than CMLL+LSE and OLL+PLL, but COLL+4c can reach high TPS too, as COLL is recognize case, and spam TPS to solve. Predict 4c and you can pauselessly transition to 4c and spam MU moves once more. Since, 4c is algorithmic (it can have 3 move solution, or a 5 move solution), you can spam TPS here like you do for U perms. MU U perms average 7 STM and 4c also averages 7 STM. U Perm can be done around 0.6 on average, and 4c can also be done around that that.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/no-more-pll-3x3-rubiks-cube-method.65797/ No More PLL Method Thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1VCh8IuAU8I83FnH-wxeyfWLwALDirorjO_Uws2e570I/edit No More PLL Word Document with detailed information + Example Solves]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32329</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32329"/>
		<updated>2017-07-31T09:42:05Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Some formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=Sh2.jpg&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=24 (simplified) / 72 (full)&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise. It uses [[Speed-Heise]] algorithm set developed by [[Matt DiPalma]] for making the 5e2c step of Heise, speed optimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
R&#039; U2 F // 2 squares (3)  &lt;br /&gt;
&lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)  &lt;br /&gt;
&lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)  &lt;br /&gt;
&lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)  &lt;br /&gt;
&lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)  &lt;br /&gt;
&lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)  &lt;br /&gt;
&lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)  &lt;br /&gt;
&lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)  &lt;br /&gt;
&lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)  &lt;br /&gt;
&lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)  &lt;br /&gt;
&lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)  &lt;br /&gt;
&lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)  &lt;br /&gt;
&lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)  &lt;br /&gt;
&lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)  &lt;br /&gt;
&lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve Edge Orientation and insert the remaining DB/DF edge. Make the final pair in the U layer.&lt;br /&gt;
&lt;br /&gt;
4. Use &amp;quot;speed-heise&amp;quot; algset to solve your edges+corner. Now remains Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate approach&#039;&#039;&#039; for Step 3 and Step 4:  &lt;br /&gt;
&lt;br /&gt;
3. Orient and permute edges + orient 2 corners.  &lt;br /&gt;
&lt;br /&gt;
4. Use 1 algorithm to orient the remaining corners and permute all of the corners.  &lt;br /&gt;
&lt;br /&gt;
This approach has high alg count for the last step, however the overall solution is efficient and comes around 40-42 moves.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Initial steps are more ergonomic and rotationless than a Petrus-style block (which is what most people do)&lt;br /&gt;
*More efficient than CFOP and efficiency is comparable to Roux.  &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
*Uses algs for last step which will take time to learn.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
* [https://www.speedsolving.com/wiki/index.php/Speed-Heise Speed-Heise]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32328</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32328"/>
		<updated>2017-07-31T09:38:59Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Added pic and some more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=Sh2.jpg&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=24 (simplified) / 72 (full)&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise. It uses [[Speed-Heise]] algorithm set developed by [[Matt DiPalma]] for making the 5e2c step of Heise, speed optimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
R&#039; U2 F // 2 squares (3)  &lt;br /&gt;
&lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)  &lt;br /&gt;
&lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)  &lt;br /&gt;
&lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)  &lt;br /&gt;
&lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)  &lt;br /&gt;
&lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)  &lt;br /&gt;
&lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)  &lt;br /&gt;
&lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)  &lt;br /&gt;
&lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)  &lt;br /&gt;
&lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)  &lt;br /&gt;
&lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)  &lt;br /&gt;
&lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)  &lt;br /&gt;
&lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)  &lt;br /&gt;
&lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)  &lt;br /&gt;
&lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve Edge Orientation and insert the remaining DB/DF edge. Make the final pair in the U layer.&lt;br /&gt;
&lt;br /&gt;
4. Use &amp;quot;speed-heise&amp;quot; algset to solve your edges+corner. Now remains Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate approach&#039;&#039;&#039; for Step 3 and Step 4:  &lt;br /&gt;
&lt;br /&gt;
3. Orient and permute edges + orient 2 corners.  &lt;br /&gt;
&lt;br /&gt;
4. Use 1 algorithm to orient the remaining corners and permute all of them.  &lt;br /&gt;
&lt;br /&gt;
This approach has high alg count, however the overall solution is efficient and comes around 40-42 moves.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Initial steps are more ergonomic and rotationless than a Petrus-style block (which is what most people do)&lt;br /&gt;
*More efficient than CFOP and efficiency is comparable to Roux.  &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
*Uses algs for last step which will take time to learn.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
* [https://www.speedsolving.com/wiki/index.php/Speed-Heise Speed-Heise]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:Sh2.jpg&amp;diff=32327</id>
		<title>File:Sh2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:Sh2.jpg&amp;diff=32327"/>
		<updated>2017-07-31T09:23:23Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32313</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32313"/>
		<updated>2017-07-28T10:13:30Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Fixing the image :/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|image=[[File:LLOB.jpg|200px|thumb|center|LLOB Method]]&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form: &#039;&#039;&#039;Last Layer Optimized Blockbuilding&#039;&#039;&#039;) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32312</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32312"/>
		<updated>2017-07-28T10:12:42Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|[[File:LLOB.jpg|200px|thumb|left|LLOB Method]]&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form: &#039;&#039;&#039;Last Layer Optimized Blockbuilding&#039;&#039;&#039;) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32311</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32311"/>
		<updated>2017-07-28T10:11:10Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|image=[[File:LLOB.jpg|200px|thumb|left|LLOB Method]]&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form: &#039;&#039;&#039;Last Layer Optimized Blockbuilding&#039;&#039;&#039;) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32310</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32310"/>
		<updated>2017-07-28T10:09:40Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|image=LLOB.jpg&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form: &#039;&#039;&#039;Last Layer Optimized Blockbuilding&#039;&#039;&#039;) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:LLOB.jpg&amp;diff=32309</id>
		<title>File:LLOB.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:LLOB.jpg&amp;diff=32309"/>
		<updated>2017-07-28T10:08:41Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: LLOB Method Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LLOB Method Image&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CriticalCubing&amp;diff=32307</id>
		<title>CriticalCubing</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CriticalCubing&amp;diff=32307"/>
		<updated>2017-07-28T08:32:01Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=CriticalCubing&lt;br /&gt;
|IMAGE=criticalcubing.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=CC&lt;br /&gt;
|COUNTRY=India&lt;br /&gt;
|BIRTHDATE=&lt;br /&gt;
|AGE=&lt;br /&gt;
|JOBS=&lt;br /&gt;
|YEARSACTIVE=2014-present&lt;br /&gt;
|ID=Hasn&#039;t attended comp&lt;br /&gt;
|FAMOUSFOR=YouTube channel,[[LLOB]], [[SH-2]], other methods&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CriticalCubing&#039;&#039;&#039; is a Indian method designer, speedsolver and a Youtuber. He is one of the few speedcubers that is [[method neutral]]. &#039;&#039;&#039;CC&#039;&#039;&#039; is neutral with [[Roux]] and [[CFOP]], currently averaging below 9.5 seconds with both of these methods. His real name is unknown. He started his Youtube channel in 2014 but has been more active from 2015 till present. CriticalCubing hasn&#039;t gone to a WCA competition.&lt;br /&gt;
&lt;br /&gt;
He is most commonly known for his YouTube channel (which features reviews, tips, tutorials, analyzations of notable singles and averages, and more) and for the creation of Rubik&#039;s cube methods.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[LLOB]]&lt;br /&gt;
* [[CFCL]]&lt;br /&gt;
* [[Speed Heise-2]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.youtube.com/user/criticalcubing YouTube Channel]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CriticalCubing&amp;diff=32306</id>
		<title>CriticalCubing</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CriticalCubing&amp;diff=32306"/>
		<updated>2017-07-28T08:23:08Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=CriticalCubing&lt;br /&gt;
|IMAGE=criticalcubing.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=CC&lt;br /&gt;
|COUNTRY=India&lt;br /&gt;
|BIRTHDATE=&lt;br /&gt;
|AGE=&lt;br /&gt;
|JOBS=&lt;br /&gt;
|YEARSACTIVE=2014-present&lt;br /&gt;
|ID=Hasn&#039;t attended comp&lt;br /&gt;
|FAMOUSFOR=YouTube channel,[[LLOB]], [[SH-2]], other methods&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CriticalCubing&#039;&#039;&#039; is a Indian method designer, speedsolver and a Youtuber. He is one of the few speedcubers that is [[method neutral]]. &#039;&#039;&#039;CC&#039;&#039;&#039; is neutral with [[Roux]] and [[CFOP]], currently averaging below 9.5 seconds with both of these methods. His real name is unknown. He started his Youtube channel in 2014 but has been more active from 2015 till present.&lt;br /&gt;
&lt;br /&gt;
He is most commonly known for his YouTube channel (which features reviews, tips, tutorials, analyzations of notable singles and averages, and more) and for the creation of Rubik&#039;s cube methods.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[LLOB]]&lt;br /&gt;
* [[CFCL]]&lt;br /&gt;
* [[Speed Heise-2]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.youtube.com/user/criticalcubing YouTube Channel]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CriticalCubing&amp;diff=32305</id>
		<title>CriticalCubing</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CriticalCubing&amp;diff=32305"/>
		<updated>2017-07-28T08:22:30Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Wrote by me, CriticalCubing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=CriticalCubing&lt;br /&gt;
|IMAGE=criticalcubing.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=CC&lt;br /&gt;
|COUNTRY=India&lt;br /&gt;
|BIRTHDATE=&lt;br /&gt;
|AGE=&lt;br /&gt;
|JOBS=&lt;br /&gt;
|YEARSACTIVE=2014-present&lt;br /&gt;
|ID=Hasn&#039;t attended comp&lt;br /&gt;
|FAMOUSFOR=YouTube channel,[[LLOB]], [[M-CELL]], other methods&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CriticalCubing&#039;&#039;&#039; is a Indian method designer, speedsolver and a Youtuber. He is one of the few speedcubers that is [[method neutral]]. &#039;&#039;&#039;CC&#039;&#039;&#039; is neutral with [[Roux]] and [[CFOP]], currently averaging below 9.5 seconds with both of these methods. His real name is unknown. He started his Youtube channel in 2014 but has been more active from 2015 till present.&lt;br /&gt;
&lt;br /&gt;
He is most commonly known for his YouTube channel (which features reviews, tips, tutorials, analyzations of notable singles and averages, and more) and for the creation of Rubik&#039;s cube methods.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[LLOB]]&lt;br /&gt;
* [[CFCL]]&lt;br /&gt;
* [[Speed Heise-2]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.youtube.com/user/criticalcubing YouTube Channel]&lt;/div&gt;</summary>
		<author><name>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32279</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32279"/>
		<updated>2017-07-26T22:36:00Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=&lt;br /&gt;
|moves= around ~40-42&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
R&#039; U2 F // 2 squares (3)  &lt;br /&gt;
&lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)  &lt;br /&gt;
&lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)  &lt;br /&gt;
&lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)  &lt;br /&gt;
&lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)  &lt;br /&gt;
&lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)  &lt;br /&gt;
&lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)  &lt;br /&gt;
&lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)  &lt;br /&gt;
&lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)  &lt;br /&gt;
&lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)  &lt;br /&gt;
&lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)  &lt;br /&gt;
&lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)  &lt;br /&gt;
&lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)  &lt;br /&gt;
&lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)  &lt;br /&gt;
&lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve the remaining edges + 2 Corners. If you made DBR 2x2x2, solve the DF edge (and vice versa). Orient all the edges while simultaneously solving 2 corners. You solve 5 edges (orientation + permutation) and solve 2 corners.&lt;br /&gt;
&lt;br /&gt;
4. Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient and low move count.  &lt;br /&gt;
*Highly Intuitive. &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32278</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32278"/>
		<updated>2017-07-26T22:34:53Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=&lt;br /&gt;
|moves= around ~40-42&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:  &lt;br /&gt;
&lt;br /&gt;
R&#039; U2 F // 2 squares (3)  &lt;br /&gt;
&lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)  &lt;br /&gt;
&lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)  &lt;br /&gt;
&lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)  &lt;br /&gt;
&lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)  &lt;br /&gt;
&lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)  &lt;br /&gt;
&lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:  &lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)  &lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)  &lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)  &lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)  &lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)  &lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)  &lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)  &lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:  &lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)  &lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)  &lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)  &lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)  &lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;  &lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve the remaining edges + 2 Corners. If you made DBR 2x2x2, solve the DF edge (and vice versa). Orient all the edges while simultaneously solving 2 corners. You solve 5 edges (orientation + permutation) and solve 2 corners.&lt;br /&gt;
&lt;br /&gt;
4. Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient and low move count.  &lt;br /&gt;
*Highly Intuitive. &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32277</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32277"/>
		<updated>2017-07-26T22:34:22Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=&lt;br /&gt;
|moves= around ~40-42&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:  &lt;br /&gt;
R&#039; U2 F // 2 squares (3)  &lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)  &lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)  &lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)  &lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)  &lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)  &lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:  &lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)  &lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)  &lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)  &lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)  &lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)  &lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)  &lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)  &lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:  &lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)  &lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)  &lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)  &lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)  &lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;  &lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve the remaining edges + 2 Corners. If you made DBR 2x2x2, solve the DF edge (and vice versa). Orient all the edges while simultaneously solving 2 corners. You solve 5 edges (orientation + permutation) and solve 2 corners.&lt;br /&gt;
&lt;br /&gt;
4. Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient and low move count.  &lt;br /&gt;
*Highly Intuitive. &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32276</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32276"/>
		<updated>2017-07-26T22:29:42Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=&lt;br /&gt;
|moves= around ~40-42&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;  &lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:  &lt;br /&gt;
R&#039; U2 F // 2 squares (3)  &lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)  &lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)  &lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)  &lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)  &lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)  &lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:  &lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)  &lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)  &lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)  &lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)  &lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)  &lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)  &lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)  &lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;  &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:  &lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)  &lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)  &lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)  &lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)  &lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;  &lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve the remaining edges + 2 Corners. If you made DBR 2x2x2, solve the DF edge (and vice versa). Orient all the edges while simultaneously solving 2 corners. You solve 5 edges (orientation + permutation) and solve 2 corners.&lt;br /&gt;
&lt;br /&gt;
4. Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient and low move count.  &lt;br /&gt;
*Highly Intuitive. &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32274</id>
		<title>Speed Heise-2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speed_Heise-2&amp;diff=32274"/>
		<updated>2017-07-26T22:27:55Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Created page with &amp;quot;{{Method Infobox |name=Speed Heise-2 (SH-2) |image= |proposers=CriticalCubing, John Li (teoidus) |year=2017 |anames=SH-2 |variants |steps=4 |algs= |moves= around ~40-4...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Speed Heise-2 (SH-2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=SH-2&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=&lt;br /&gt;
|moves= around ~40-42&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039; is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. &#039;&#039;&#039;SH-2&#039;&#039;&#039; offers an alternate speed optimized approach to normal Heise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise&#039;&#039;&#039; vs &#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;&lt;br /&gt;
R2 D2 R2 D2 B2 D2 B&#039; R2 B&#039; F2 D2 L B R D B&#039; F2 D&#039; L D&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Heise&#039;&#039;&#039;:&lt;br /&gt;
R&#039; U2 F // 2 squares (3)&lt;br /&gt;
y2 F R2 U2 R2 U R // 3rd square (6)&lt;br /&gt;
y&#039; U R&#039; U R y U&#039; L F&#039; L&#039; U // prepare last square (9)&lt;br /&gt;
R&#039; F R2 // fix f2l, orient edges (3)&lt;br /&gt;
y U&#039; R U&#039; R&#039; U&#039; R U&#039; // 5 edges + 2 corners (7)&lt;br /&gt;
y2 F&#039; L&#039; U R2 U&#039; L U R2 U&#039; F // commutator (10)&lt;br /&gt;
// = &#039;&#039;&#039;38 moves pure Heise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed-Heise&#039;&#039;&#039;:&lt;br /&gt;
x2 D2 F2 U B&#039; D // 2x2x2 (5)&lt;br /&gt;
y&#039; R2 U&#039; D&#039; F D // 3x2x2 (5)&lt;br /&gt;
L&#039; U L2&#039; F&#039; L&#039; R U&#039; R&#039; // eo (8)&lt;br /&gt;
y&#039; R2 U R&#039; U&#039; R // f2l-1 (5)&lt;br /&gt;
U2 R U&#039; R&#039; // set up (4)&lt;br /&gt;
R2 U&#039; L&#039; U R2 U&#039; L U2 R U2 R&#039; // speed-heise (11)&lt;br /&gt;
d&#039; y R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039; // l3c (10)&lt;br /&gt;
// = &#039;&#039;&#039;48 moves Speed-Heise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Heise-2&#039;&#039;&#039;:&lt;br /&gt;
x2 y R2 F U R u&#039; R2 u&#039; //FB (7)&lt;br /&gt;
U&#039; M&#039; r U&#039; r U2 R2 U&#039; M // 2x2x2 DBR (9)&lt;br /&gt;
U r U2 r&#039; F&#039; U F U&#039; R U R&#039; // Setup (11)&lt;br /&gt;
F2 U2 F2 U R&#039; F2 U L&#039; U&#039; L F2 R // Finish (12)&lt;br /&gt;
// = &#039;&#039;&#039;39 moves SH-2&#039;&#039;&#039;&lt;br /&gt;
(Heise and Speed-Heise by [[Matt DiPalma]]. SH-2 by [[CriticalCubing]] )&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.&lt;br /&gt;
&lt;br /&gt;
3. Solve the remaining edges + 2 Corners. If you made DBR 2x2x2, solve the DF edge (and vice versa). Orient all the edges while simultaneously solving 2 corners. You solve 5 edges (orientation + permutation) and solve 2 corners.&lt;br /&gt;
&lt;br /&gt;
4. Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Efficient and low move count.  &lt;br /&gt;
*Highly Intuitive. &lt;br /&gt;
*Easy lookahead due to the intuitive nature of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Since its highly intuitive, it may be difficult to understand and apply for beginners.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/speed-heise-2-rubiks-cube-method-sh-2.65646/ SH-2 discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1MzkN-d1YLfjjeY4QlnF9_6-fa1RDyvE-W7Vxes2aq48/edit SH-2 Word Document highlighting more information]&lt;br /&gt;
&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32272</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32272"/>
		<updated>2017-07-26T21:45:44Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form: &#039;&#039;&#039;Last Layer Optimized Blockbuilding&#039;&#039;&#039;) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32271</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32271"/>
		<updated>2017-07-26T21:45:25Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form:&#039;&#039;&#039;Last Layer Optimized Blockbuilding&#039;&#039;&#039;) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32270</id>
		<title>ZBRoux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZBRoux&amp;diff=32270"/>
		<updated>2017-07-26T21:42:39Z</updated>

		<summary type="html">&lt;p&gt;CriticalCubing: Created page with &amp;quot;{{Method Infobox |name=LLOB |image= |proposers=CriticalCubing, John Li (teoidus) |year=2017 |anames |variants |steps=4 |algs=493 |moves=41-45 |purpose= [[Speedsolving]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LLOB&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[CriticalCubing]], [[John Li (teoidus)]]&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=493&lt;br /&gt;
|moves=41-45&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;LLOB Method&#039;&#039;&#039; (Full-form:Last Layer Optimized Blockbuilding) is a 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. LLOB uses Roux&#039;s F2B as its base and provides an alternative way to finish L10P that allows for higher max TPS and lower movecount in exchange for a large alg count. LLOB provides very good prediction during second block(SB) for ZBLL. It is fairly easy to track DFDB edges + D center, so there should be no pause between SB and EODFDB. During EODFDB, it is very easy to recognize CP (because corners are just being AUFed back and forth), making it possible to predict the position of two edges; hence, there should be no pause between EODFDB and ZBLL. Currently, the main bottleneck of a Roux solve is the often frustratingly long pause to recognize CMLL (the rest the solve is pretty much pauseless). By performing this recognition during the execution of EODFDB, we can eliminate this pause, leading to even more fluid solves.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. First Block(FB): Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Second Block(SB): Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. EODFDB: Simultaneously solve EO (Edge Orientation) and insert the DF and DB edges to its correct place.&lt;br /&gt;
&lt;br /&gt;
4. ZBLL: Since you have EO done and DFDB inserted, you solve the rest using ZBLL.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Low move count. F2B+EODFDB average movecount is as efficient as ZZ-a ZZF2L (if not more).  &lt;br /&gt;
*First 2 Blocks + EODFDB is intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations. You will only rotate, if your ZBLL alg has rotations in it.&lt;br /&gt;
*Higher TPS than CMLL/LSE as CMLL is 10 drilled algorithmic face turns while LSE is 13 moves MU spam. EODFDB is 8 moves MU spam and 15 drilled algorithmic face turns.&lt;br /&gt;
*Good prediction for ZBLL during EODFDB allowing for more fluid pauseless solves and seamless transition.&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Large algorithm count due to using ZBLL.&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves and its intuitive nature nature will be tough for beginners to get used to.&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/last-layer-optimized-blockbuilding-llob-method.65223/ LLOB discussion thread]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1gs3THtRU5UCckKcM_5zjjm5RkJmGxHAJUnv6ta4lJhw/edit LLOB Word Document highlighting more information]&lt;br /&gt;
&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>CriticalCubing</name></author>
	</entry>
</feed>