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	<updated>2026-10-21T16:01:45Z</updated>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=24853</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=24853"/>
		<updated>2014-10-15T06:18:57Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Petrus&lt;br /&gt;
|image=Petrus_method.gif&lt;br /&gt;
|proposers=[[Lars Petrus]]&lt;br /&gt;
|year=1981&lt;br /&gt;
|anames&lt;br /&gt;
|algs=2 to 493 (for the last layer)&lt;br /&gt;
|variants&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves=45-55&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Petrus Method&#039;&#039;&#039;, invented by [[Lars Petrus]], is a block-building [[method]] where the [[F2L]] is solved intuitively with no [[algorithm]]s. Petrus was the second most popular speedcubing method behind [[Fridrich]]/[[CFOP]]; however other methods like [[ZZ]] and [[Roux]] are currently more popular.&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
The following steps describe an approach suited for beginners, more advanced users might combine steps 1 and 2 and/or 5 and 6 ([[COLL]]) or use a [[Fridrich]] type last layer and do [[OLL]] and then [[PLL]]. If the fifth step is skipped the last layer can be solved with a [[2GLL]] algorithm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Build a [[2x2x2 block]] anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Expand the [[2x2x2 block]] to a [[2x2x3 block]], three ways are possible.&lt;br /&gt;
&lt;br /&gt;
3. Fix the &amp;quot;bad edges&amp;quot; or orient the remaining seven edges on the cube that have not been solved.&lt;br /&gt;
&lt;br /&gt;
4. Finish the First Two Layers (F2L) by only turning 2 sides. The pure Petrus approach is to create a 1x2x2 block and expand it to a 1x2x3 block to finish off the F2L, not to solve the cross piece and two corner/edge pairs, two ways are possible.&lt;br /&gt;
&lt;br /&gt;
5. Permute the last layer corners, or put them in their proper places (they do not have to be oriented.)&lt;br /&gt;
&lt;br /&gt;
6. Orient the last layer corners, making the whole last layer a solid color.&lt;br /&gt;
&lt;br /&gt;
7. Permute the last layer edges, without disturbing the other pieces, to solve the cube.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
The Petrus Method uses fewer moves than the [[Fridrich]] method and most other non-block-building methods. It is more intuitive than the Fridrich method, and it requires far less algorithms. If [[COLL]] is used as well, you can orient and permute the corners at the same time. The last layer can even be solved in one look with [[ZBLL]] or [[ZZLL]], however this drastically increases the number of algorithms one must learn.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
It can be sometimes hard (especially for a beginner) to optimize block building, and it&#039;s difficult to keep consistently turning throughout the solve.&lt;br /&gt;
&lt;br /&gt;
== Petrus variations ==&lt;br /&gt;
&lt;br /&gt;
There are several other [[substep]]s that can be used [[EJLS]], [[WV]], [[COLL]], and [[ZBLL]], which completes the entire last layer in a single algorithm.&lt;br /&gt;
&lt;br /&gt;
== Petrus as a Beginner Method ==&lt;br /&gt;
Used as a beginner method, Petrus requires much more intuition, but also involves learning fewer algorithms. For a tutorial, see the external links below.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s tutorial]&lt;br /&gt;
* [http://petrus-speed.netne.net/ Petrus Speed Website]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=14014 YouTube Beginner Petrus Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=EQ9OrFVQw0o Petrus Tutorial] by fallofshadows&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=WqXdO2H2FTs Petrus Tutorial] by CuberChris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24776</id>
		<title>Tripod Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24776"/>
		<updated>2014-09-30T17:13:39Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Tripod&lt;br /&gt;
|image=Tripod_method.gif&lt;br /&gt;
|proposers=[[Ryan Heise]],[[Michael Gottlieb]] &lt;br /&gt;
|year=2002&lt;br /&gt;
|anames&lt;br /&gt;
|variants= [[Petrus]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves= approx. 50&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A blockbuilding approach to solving the 3x3x3, first proposed by Ryan Heise and developed by Michael Gottlieb and Mirek Goljan. The final step involves solving a &#039;tripod&#039; composed of the three 1x1x2 columns connected to the URF corner piece.The steps are as follows-&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x2 block. This is an intuitive step.&lt;br /&gt;
&lt;br /&gt;
2.Build 3 1x2x2 block side by side the 2x2x2 block. This is also an intuitive step.&lt;br /&gt;
&lt;br /&gt;
3. Insert the last F2L slot.&lt;br /&gt;
&lt;br /&gt;
4. Finish the last layer using one of 58 algorithms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/main.html Web-based tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/L1/ece.htm Mirek Goljan&#039;s tripod algorithms]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/2234 Ryan Heise&#039;s Post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24775</id>
		<title>Tripod Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24775"/>
		<updated>2014-09-30T17:12:32Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Tripod&lt;br /&gt;
|image=Tripod_method.gif&lt;br /&gt;
|proposers=[[Ryan Heise]],[[Michael Gottlieb]] &lt;br /&gt;
|year=2002&lt;br /&gt;
|anames&lt;br /&gt;
|variants= [[Petrus]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves= approx. 55&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A blockbuilding approach to solving the 3x3x3, first proposed by Ryan Heise and developed by Michael Gottlieb and Mirek Goljan. The final step involves solving a &#039;tripod&#039; composed of the three 1x1x2 columns connected to the URF corner piece.The steps are as follows-&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x2 block. This is an intuitive step.&lt;br /&gt;
&lt;br /&gt;
2.Build 3 1x2x2 block side by side the 2x2x2 block. This is also an intuitive step.&lt;br /&gt;
&lt;br /&gt;
3. Insert the last F2L slot.&lt;br /&gt;
&lt;br /&gt;
4. Finish the last layer using one of 58 algorithms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/main.html Web-based tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/L1/ece.htm Mirek Goljan&#039;s tripod algorithms]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/2234 Ryan Heise&#039;s Post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24774</id>
		<title>Tripod Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24774"/>
		<updated>2014-09-30T17:10:07Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Tripod&lt;br /&gt;
|image=Tripod_method.gif&lt;br /&gt;
|proposers=[[Ryan Heise]],[[Michael Gottlieb]] &lt;br /&gt;
|year=2002&lt;br /&gt;
|anames&lt;br /&gt;
|variants= [[Petrus]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves= approx. 55&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A blockbuilding approach to solving the 3x3x3, first proposed by Ryan Heise and developed by Michael Gottlieb and Mirek Goljan. The final step involves solving a &#039;tripod&#039; composed of the three 1x1x2 columns connected to the URF corner piece.The steps are as follows-&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x2 block. This is an intuitive step.&lt;br /&gt;
&lt;br /&gt;
2.Build 3 1x2x2 block side by side the 2x2x2 block. This is also an intuitive step.&lt;br /&gt;
&lt;br /&gt;
3. Insert the last F2L slot.&lt;br /&gt;
&lt;br /&gt;
4. Finish the last layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/main.html Web-based tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/L1/ece.htm Mirek Goljan&#039;s tripod algorithms]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/2234 Ryan Heise&#039;s Post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24773</id>
		<title>Tripod Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=24773"/>
		<updated>2014-09-30T17:09:04Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Tripod&lt;br /&gt;
|image=Tripod_method.gif&lt;br /&gt;
|proposers=[[Ryan Heise]],[[Michael Gottlieb]] &lt;br /&gt;
|year=2002&lt;br /&gt;
|anames&lt;br /&gt;
|variants= [[Petrus]]&lt;br /&gt;
|steps=6&lt;br /&gt;
|moves= approx. 55&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A blockbuilding approach to solving the 3x3x3, first proposed by Ryan Heise and developed by Michael Gottlieb and Mirek Goljan. The final step involves solving a &#039;tripod&#039; composed of the three 1x1x2 columns connected to the URF corner piece.The steps are as follows-&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x2 block. This is an intuitive step.&lt;br /&gt;
&lt;br /&gt;
2.Build 3 1x2x2 block side by side the 2x2x2 block. This is also an intuitive step.&lt;br /&gt;
&lt;br /&gt;
3. Insert the last F2L slot.&lt;br /&gt;
&lt;br /&gt;
4. Finish the last layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/main.html Web-based tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/L1/ece.htm Mirek Goljan&#039;s tripod algorithms]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/2234 Ryan Heise&#039;s Post]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=24772</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=24772"/>
		<updated>2014-09-30T17:01:21Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=20&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is the most common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[Fridrich method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
== 3x3x3 LBL Method ==&lt;br /&gt;
Also known as LBL. Solves the cube in layers: First the bottom layer, then the middle layer, and finally the top layer or [[LL]]. As a slight advancement to basic Layer By Layer, the [[Keyhole]] method can be used to enable solving of the middle layer in fewer moves.&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=9&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Done as if solving the 3x3 corners using the Layer-By-Layer method. You can use shorter last layer algs because there are no edges that need to be kept in position on a 2x2. You can use any OLL of your choice as long as the corners are in the correct position. There are two options for the last layer in a beginner 2x2 solve:&lt;br /&gt;
&lt;br /&gt;
* Orientation followed by Permutation&lt;br /&gt;
* Permutation followed by Orientation&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[LOL]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s] excellent (HD) beginner tutorial. Easy transition to Fridrich method.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] excellent quality tutorial. Method designed for easy transition to Fridrich&lt;br /&gt;
* YouTube: [http://ca.youtube.com/watch?v=ofZFUgaxlTQ Badmephisto&#039;s OLD Beginners Tutorial] .. the outdated version.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich&lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://www.monkeysee.com/play/1113-solve-rubik-s-cube Bob Burton&#039;s Tutorial] (video)&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s video tutorial on rubiks.com] (video)&lt;br /&gt;
* [http://www.stanford.edu/~leyanlo/cube_solution.pdf Leyan&#039;s guide for beginners] &#039;&#039;&#039;(PDF)&#039;&#039;&#039;&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#333beginners A 9 algorithm beginner&#039;s guide] (A printable PDF that gives you the algs necessary to solve the cube, but lets you figure out how to use them)&lt;br /&gt;
* [http://erikku.110mb.com/beginner.html Arnaud van Galen&#039;s beginners method explained by Erik Akkersdijk]&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
* [http://joshtime.com/cubing/beginners-method/ JoshTime&#039;s Multiple Page LBL Beginner&#039;s Method Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=24771</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=24771"/>
		<updated>2014-09-30T17:00:29Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=20&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is the most common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[Fridrich method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
== 3x3x3 LBL Method ==&lt;br /&gt;
Also known as LBL. Solves the cube in layers: First the bottom layer, then the middle layer, and finally the top layer or [[LL]]. As a slight advancement to basic Layer By Layer, the [[Keyhole]] method can be used to enable solving of the middle layer in fewer moves.&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=2 to 9 (depending on [[LL]])&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Done as if solving the 3x3 corners using the Layer-By-Layer method. You can use shorter last layer algs because there are no edges that need to be kept in position on a 2x2. You can use any OLL of your choice as long as the corners are in the correct position. There are two options for the last layer in a beginner 2x2 solve:&lt;br /&gt;
&lt;br /&gt;
* Orientation followed by Permutation&lt;br /&gt;
* Permutation followed by Orientation&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[LOL]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s] excellent (HD) beginner tutorial. Easy transition to Fridrich method.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] excellent quality tutorial. Method designed for easy transition to Fridrich&lt;br /&gt;
* YouTube: [http://ca.youtube.com/watch?v=ofZFUgaxlTQ Badmephisto&#039;s OLD Beginners Tutorial] .. the outdated version.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich&lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://www.monkeysee.com/play/1113-solve-rubik-s-cube Bob Burton&#039;s Tutorial] (video)&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s video tutorial on rubiks.com] (video)&lt;br /&gt;
* [http://www.stanford.edu/~leyanlo/cube_solution.pdf Leyan&#039;s guide for beginners] &#039;&#039;&#039;(PDF)&#039;&#039;&#039;&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#333beginners A 9 algorithm beginner&#039;s guide] (A printable PDF that gives you the algs necessary to solve the cube, but lets you figure out how to use them)&lt;br /&gt;
* [http://erikku.110mb.com/beginner.html Arnaud van Galen&#039;s beginners method explained by Erik Akkersdijk]&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
* [http://joshtime.com/cubing/beginners-method/ JoshTime&#039;s Multiple Page LBL Beginner&#039;s Method Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Pikas**t&amp;diff=24769</id>
		<title>Pikas**t</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Pikas**t&amp;diff=24769"/>
		<updated>2014-09-30T16:23:45Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Pikas**t&lt;br /&gt;
|image=pikas--t.gif&lt;br /&gt;
|proposers=[[Justin Harder]]&lt;br /&gt;
|year=2013&lt;br /&gt;
|variants=[[L5E]], [[ELL]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=9-42&lt;br /&gt;
|moves=Est. 50&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pikas**t&#039;&#039;&#039; (alternatively spelled sans asterisks) is a 3x3 speedsolving method proposed by Justin Harder on 24 June 2013 as a variant of the [[Petrus Method]]. Drawing influence from the [[Petrus]] and [[Roux]] methods, this method relies heavily on [[blockbuilding]] at the beginning of the solve and [[EO]] recognition at the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Build a 2x2x3 block&#039;&#039;&#039;&amp;lt;/span&amp;gt; anywhere on the cube. It is advised to consult the [[Petrus]] method for assistance. This step is intuitive and requires no algorithms. After formation, this block is traditionally positioned on the lower left side of the cube with respect to the F face, but can be placed where convenient for the next step.&lt;br /&gt;
&lt;br /&gt;
[[File:Pikas--t.gif|thumb|upright|An example of pieces that can be solved in the C+OP step]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.&#039;&#039;&#039; Solve &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;C+OP&#039;&#039;&#039;&amp;lt;/span&amp;gt; (Corner Plus One Pair) to complete one full layer of corners with one non-LL edge solved as well. The two corners should be solved adjacent to the block to complete one layer of corners. The solved edge can be anywhere as long as it is attached to one of the aforementioned corners. Because of the &amp;quot;missing [[cross]] piece&amp;quot;, other pair insertion techniques are applicable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Corners of the Last Layer (CLL)&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Originally referred to as &#039;&#039;&#039;&amp;quot;Solve Remaining Corner&amp;quot;&#039;&#039;&#039;, This step can be solved using [[CLL algorithms (3x3x3)|3x3 CLL]], [[CMLL]], [[COLL]], and [[OLLCP]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Last Six Edges (LSE)&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Though originally called &#039;&#039;&#039;&amp;quot;Solve the Remaining 6 edge&amp;quot;&#039;&#039;&#039; as to differentiate it from [[Roux]] [[LSE]], this step is traditionally solved as a pseudo-Roux-LSE as follows:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;4a.&#039;&#039;&#039; Perform set-up moves to position the edges in a traditional LSE configuration&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;4b.&#039;&#039;&#039; Roux-style LSE&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;4c.&#039;&#039;&#039; [[AUF]] and undo the set-up moves.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Simplifications ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;1. 2x2x3:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Construct [[CFOP]]-style as a cross with two pairs, but without a fourth cross piece. This is generally frowned upon due to the nonuse of blockbuilding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;2. C+OP:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* The solved edge is advised to be the FR edge, formed with the DFR corner as a [[CFOP]]-style pair.&lt;br /&gt;
* It is acceptable from this point to solve with first layer on left, if the 2x2x3 block is positioned in the lower left side of the cube.&lt;br /&gt;
* It is also acceptable to solve a row of pieces (e.g. DFR-DR-DBR) to complete &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;C+OP&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* [[Winter Variation]] and other techniques may be used to influence [[OCLL]] for the &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;CLL&#039;&#039;&#039;&amp;lt;/span&amp;gt; step.&lt;br /&gt;
* Solving additional edges in this step or the next is advisable to influence the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;LSE&#039;&#039;&#039;&amp;lt;/span&amp;gt; step.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;3. CLL:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Influencing EO is highly advisable for preparation of the &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;LSE&#039;&#039;&#039;&amp;lt;/span&amp;gt; step.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;4. LSE:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;quot;Hacking&amp;quot; LSE, or &#039;&#039;&#039;LSE hax&#039;&#039;&#039;, is performed using alternate approaches to solving LSE that may include the use of [[Commutator|commutators]], [[ELL]] (and [[PLL#Permutations_of_Edges_Only|EPLL]] consequently), 5-cycles, and [[L5E]].&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
Pikas**t allows for freer manipulations of the cube as compared to other more structured methods, particularly in the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;C+OP&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;CLL&#039;&#039;&#039;&amp;lt;/span&amp;gt; steps.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
As can be expected with any pseudo- steps in a speedsolving method, recognising for &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;LSE&#039;&#039;&#039;&amp;lt;/span&amp;gt; can be difficult, notably the EO supstep in &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;4a&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Also, movecount can be considerably higher than other speedsolving methods for solvers unaccustomed to the style of Pikas**t.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Petrus Method]]&lt;br /&gt;
* [[Roux Method]]&lt;br /&gt;
* [[CLL algorithms (3x3x3)]]&lt;br /&gt;
* [[CMLL]]&lt;br /&gt;
* [[OLLCP]]&lt;br /&gt;
* [[Last Six Edges]]&lt;br /&gt;
* [[L5E]]&lt;br /&gt;
* [[ELL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?42671-Method-proposal-week-1-Pikas**t Justin (Cool Frog) Harder&#039;s original proposal of the method.] Example solves included.&lt;br /&gt;
* [http://www.youtube.com/watch?v=RsFoLQ1qCbI Method overview by Ranzha V. Emodrach]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=EOLine&amp;diff=24768</id>
		<title>EOLine</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=EOLine&amp;diff=24768"/>
		<updated>2014-09-30T16:17:56Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=EOLine&lt;br /&gt;
|image&lt;br /&gt;
|proposers= [[Zbigniew Zborowski]]&lt;br /&gt;
|year=2006&lt;br /&gt;
|anames=&lt;br /&gt;
|variants= [[Cross]]&lt;br /&gt;
|subgroup=&lt;br /&gt;
|algs=0&lt;br /&gt;
|moves= 6.127&lt;br /&gt;
|purpose=&lt;br /&gt;
|previous=[[Scrambled cube state]]&lt;br /&gt;
|next=[[EOline cube state]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first and most important step of the [[ZZ Method]]. It involves orienting all 12 edges, while simultaneously placing the &#039;&#039;line edges&#039;&#039; (DF and DB). After the [[EO]] part, the cube is reduced to &amp;lt;R, U, L, D, F2, B2&amp;gt;. After placing DB and DF, the cube is reduced to &amp;lt;R, U, L&amp;gt;, meaning it can be solved completely by turning only the R, U and L layers.&lt;br /&gt;
&lt;br /&gt;
== Solving Procedure ==&lt;br /&gt;
=== EO Detection ===&lt;br /&gt;
Looking at the edges on the U face, D face, F face of the E-slice, and B face of the E-slice:&lt;br /&gt;
* If the sticker has L/R color it&#039;s a bad edge.&lt;br /&gt;
* If the sticker has F/B color, look at the sticker on the other side of the edge.&lt;br /&gt;
: * If the side sticker has U/D color, it&#039;s a bad edge.&lt;br /&gt;
&lt;br /&gt;
=== Orienting 2 Bad Edges ===&lt;br /&gt;
Place one bad edge on F/B using &amp;lt;R, U, L, D, F2, B2&amp;gt; and then do a F/B quarter turn. Repeat with Orienting 4+ bad edges approach.&lt;br /&gt;
&lt;br /&gt;
=== Orienting 4 + Bad Edges ===&lt;br /&gt;
Place four bad edges on F/B using &amp;lt;R, U, L, D, F2, B2&amp;gt; and then do a F/B quarter turn. Repeat until there are no more bad edges.&lt;br /&gt;
&lt;br /&gt;
=== Orienting 6 Bad Edges ===&lt;br /&gt;
Often, 6 bad edges can be oriented more efficiently by placing 3 bad edges into F/B using &amp;lt;R, U, L, D, F2, B2&amp;gt;, performing an F/B quarter turn, and then using the 4 + approach to correctly orient the remaining 4 bad edges.&lt;br /&gt;
&lt;br /&gt;
=== Solving the Line ===&lt;br /&gt;
Place DF and DB in their solved positions using &amp;lt;R, U, L, D, F2, B2&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== EO+Line ==&lt;br /&gt;
In order to improve ease of learning and simplify the planning step, beginners may treat EOLine as two steps - EO+Line. Using this approach only EO is planned during inspection. The solver looks-ahead for the line edges during EO execution to plan for placement of the line. Although sometimes a useful fallback for difficult EOLine cases, EO+Line causes the solver to focus on the line edges during the inital steps, rather than looking ahead for the first 1x2x2 block. This significantly reduces the likelyhood of a smooth transition from EOLine to F2L.&lt;br /&gt;
&lt;br /&gt;
== EOCross ==&lt;br /&gt;
Sometimes, DL and DR are also solved before [[ZZF2L]] (3-gen [[F2L]]). This is known as EOCross. This practice is common among solvers making the transition from CFOP as it allows F2L to be solved in much the same way as before. Although useful for making the transition, using EOCross is generally regarded as slower than EOLine because it is extremely difficult to plan and execute as a single step, and also results in a significantly less efficient F2L. &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cube.crider.co.uk/zz.php?p=eoline EOLine Tutorial] (text based)&lt;br /&gt;
* [http://www.youtube.com/watch?v=a6tkUlkjnOE EOLine Tutorial] (youtube)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 first substeps]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=FRED&amp;diff=24767</id>
		<title>FRED</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=FRED&amp;diff=24767"/>
		<updated>2014-09-30T15:51:16Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Fred&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=Baian Liu, Timothy Sun, Stachu Korick, ??&lt;br /&gt;
|year=2006-10&lt;br /&gt;
|anames=[[CPLS]]+[[2GLL]]&lt;br /&gt;
|variants=[[ZB]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=110&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[One-Handed]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;Fred&amp;quot; is simply the name given to the LS+LL system of CPLS followed by 2GLL, rather than referencing to said method as &amp;quot;CPLS+2GLL.&amp;quot;&lt;br /&gt;
This page will be later updated with progress concerning the method.&lt;br /&gt;
&lt;br /&gt;
# Solve [[F2L]] apart from one slot&lt;br /&gt;
# Do [[ELS]] or another method to solve FR and the EOLL.&lt;br /&gt;
# Perform one of 26 algorithms to finish the F2L while reducing the LL to a 2-gen state&lt;br /&gt;
# Solve the last layer with one of 84 algorithms&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[CPLS]]&lt;br /&gt;
* [[2GLL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Belt_Method&amp;diff=24766</id>
		<title>Belt Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Belt_Method&amp;diff=24766"/>
		<updated>2014-09-30T15:47:54Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Belt&lt;br /&gt;
|image=Belt_method.gif&lt;br /&gt;
|proposers=[[Denton Holder]]&lt;br /&gt;
|year 2009&lt;br /&gt;
|anames= Equator&lt;br /&gt;
lvariants= 2 Look 3 Look 4Look&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves=65+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt Method&#039;&#039;&#039; (also known as &#039;&#039;&#039;Equator&#039;&#039;&#039; or &#039;&#039;&#039;Ring&#039;&#039;&#039;) is a middle-layer-first method for the 3x3 proposed by Denton Holder. It and other middle-layer-first variants have been proposed a number of times, e.g. Ring Method in 2004 by Kyle Bryant.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1.	Solve the E-Slice&lt;br /&gt;
&lt;br /&gt;
2. Separate the remaining pieces into their respective layers. The corners and the edges are usually done separately, but the order varies. This can be done intuitively. &lt;br /&gt;
&lt;br /&gt;
3. Orient the U and D layer pieces. Doing this step in one look requires far too many algorithms, so it is normally done by first orienting the U layer, and then the D layer. OLL (57 algorithms) can be used for this, though a parity algorithm is needed. &lt;br /&gt;
&lt;br /&gt;
Corner Orientation Parity (To be repeated if it does not work): R U&#039; R&#039; U&#039; R U R&#039; U2 R U&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
Edge Orientation Parity (At least one unoriented edge in the M Layer): M&#039; U M&lt;br /&gt;
&lt;br /&gt;
4. Permute U and D layer pieces. The one look version takes over 300 cases, so, once again, two look is much more practical. You first correct the parity error (which occurs 50% of the time), and then you use PLL (21 algorithms) on both layers to finish the cube. &lt;br /&gt;
&lt;br /&gt;
PLL Parity- M2 U2 M2&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
There are many variants to the method described above. Instead of seperating, orienting and then permuting, you could change the order around. You can do orientation, seperation and then permutation. Another slightly different approach is to orient all edges, THEN solve the belt and continue on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
 &lt;br /&gt;
Overall, Belt method has a reasonably large move count and is not as fast as other speed methods (CFOP, Roux, Petrus, CF etc.)&lt;br /&gt;
However, it is a lot of fun and has been used to achieve sub-30.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Human Thistlethwaite]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=16959 3x3 Method - KwS] (a belt-style method)&lt;br /&gt;
* Speedsolving.com : [http://www.speedsolving.com/forum/showthread.php?25419-Middle-layer-first-method Various Middle Layer First methods.]&lt;br /&gt;
*Speedsolving.com : [http://www.speedsolving.com/forum/showthread.php?26875-Belt-Method Great description]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CFOP_method&amp;diff=24765</id>
		<title>CFOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CFOP_method&amp;diff=24765"/>
		<updated>2014-09-30T15:37:23Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=CFOP&lt;br /&gt;
|image=Fridrich_method.gif&lt;br /&gt;
|proposers=[[David Singmaster]]&amp;lt;br/&amp;gt;[[René Schoof]]&amp;lt;br/&amp;gt;[[Jessica Fridrich]]&amp;lt;br/&amp;gt;[[Hans Dockhorn]]&amp;lt;br/&amp;gt;[[Anneke Treep]]&lt;br /&gt;
|year=1981&lt;br /&gt;
|anames=CFOP&lt;br /&gt;
|variants=[[CLL]]/[[ELL]], [[VH]], [[ZB]],  [[MGLS-F]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=78 to 119 &amp;lt;br/&amp;gt;F2L:0 to 41&amp;lt;br/&amp;gt;LL: 78&lt;br /&gt;
|moves=55&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Speed BLD]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
* [[Solving with Feet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CFOP&#039;&#039;&#039; (&#039;&#039;Cross, F2L, OLL, PLL&#039;&#039;, pronounced C-F-O-P or C-fop) is a 3x3 speedsolving method proposed by several cubers around 1981. It is also known as the &#039;&#039;&#039;Fridrich Method&#039;&#039;&#039; after its popularizer, [[Jessica Fridrich]]. In part due to Fridrich&#039;s publication of the method on her website in 1995, CFOP has been the most dominant 3x3 speedcubing method since around 2000, with it and its variants used by the vast majority of the top speedcubers.&lt;br /&gt;
&lt;br /&gt;
== Origin and Naming Dispute ==&lt;br /&gt;
&lt;br /&gt;
Jessica Fridrich is often erroneously credited as the sole inventor of CFOP. In reality, developments made in the early 80&#039;s by other cubers have contributed to the method in its current form. The constituent techniques and their original proposers are as follows:&lt;br /&gt;
* [[Cross]]: [[David Singmaster]]&lt;br /&gt;
* [[F2L]] (4x corner + edge pairs): [[René Schoof]] and possibly others&lt;br /&gt;
* [[OLL]]/[[PLL]]: [[Hans Dockhorn]], [[Anneke Treep]], with many algorithms developed by [[Jessica Fridrich]]&lt;br /&gt;
&lt;br /&gt;
During the resurgence in speedcubing&#039;s popularity in the late 90s and early 2000s, there was a general lack of information on the sport. Fridrich&#039;s website offered a vast wealth of information for those entering the sport, including a full description of CFOP with complete lists of algorithms. As a result, many who learned from her website began to call this method &amp;quot;the Fridrich Method,&amp;quot; which explains the common use of the term today.&lt;br /&gt;
&lt;br /&gt;
Several high-profile cubers have long disputed this terminology; [[Ron van Bruchem]], famously, has publicly written that he will never call CFOP &amp;quot;the Fridrich Method.&amp;quot; The issue became well-advertised in the community around 2008. The term &amp;quot;CFOP&amp;quot; has since seen increasing usage, also in part motivated by efforts to standardize terminology in method classification, and is now seen as commonly as &amp;quot;Fridrich Method.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While some cubers still insist on the term &amp;quot;CFOP,&amp;quot; Fridrich&#039;s contribution to the popularization of the method is undeniable, and many others accept the term &amp;quot;Fridrich Method&amp;quot; as established terminology and a perfectly valid synonym for &amp;quot;CFOP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
W&lt;br /&gt;
CFOP can be viewed as an advanced version of a [[Layer-By-Layer]] method. In particular, it combines some steps of the said method into one by using many more algorithms. Here, we outline pure CFOP without any additional trick.&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;[[Cross]]&#039;&#039;&#039;&lt;br /&gt;
Make a cross on one side by solving all edges of a given color. Align the edges with the second-layer centers.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;[[F2L]] (First Two Layers)&#039;&#039;&#039;&lt;br /&gt;
Fill in the four &#039;&#039;&#039;slots&#039;&#039;&#039; between the cross pieces, one slot at a time. Each slot is filled by inserting a corner and its corresponding edge simultaneously. Most of the 41 cases have reasonable intuitive solutions. The completion of this step leaves one with just the last layer, typically placed on top.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;[[OLL]] (Orientation of the Last Layer)&#039;&#039;&#039;&lt;br /&gt;
Make the entire top side (the last layer) of the cube a solid color. 57 nontrivial cases.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;[[PLL]] (Permutation of the Last Layer)&#039;&#039;&#039;&lt;br /&gt;
Finally, you finish the cube by permuting the top layer of the cube. 21 nontrivial cases.&lt;br /&gt;
&lt;br /&gt;
== Simplifications ==&lt;br /&gt;
Those new to OLL and PLL break up each step into two. This greatly reduces the number of cases; 2-look OLL has 9 cases, while 2-look PLL has 6.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
This method is relatively easy to understand when compared to other methods. Therefore, it is the most tested and most popular method used. It has a reasonable number of algorithms to learn, and sub 15 second averages are definitely possible. This method has been used to set many world records.  It takes less thinking than block-building methods because it&#039;s more algorithm based.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
Learning all of the algorithms takes some time, and it requires a lot of practice to solve the F2L consistently in 10 seconds or less. Also, it has a slightly higher move count when compared to block building methods.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[XCross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]/[[PLL]]&lt;br /&gt;
* [[CFCE]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F2L}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OLL}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PLL}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://solvethecube.110mb.com/ Joël van Noort&#039;s tutorial]&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/Fridrich.html Erik Akkersdijk&#039;s tutorial]&lt;br /&gt;
* [http://www.cubefreak.net/cfop/ Shotaro Makisumi&#039;s tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/cube.html Jessica&#039;s Homepage]&lt;br /&gt;
* [http://www.youtube.com/watch?v=k-xbcAMfWwM Badmephisto&#039;s Intuitive F2L Tutorial]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2322 Fridrich Method] - info on its origin.&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:SpeedBLD Methods]]&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CFOP_method&amp;diff=24764</id>
		<title>CFOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CFOP_method&amp;diff=24764"/>
		<updated>2014-09-30T15:33:02Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=CFOP&lt;br /&gt;
|image=Fridrich_method.gif&lt;br /&gt;
|proposers=[[David Singmaster]]&amp;lt;br/&amp;gt;[[René Schoof]]&amp;lt;br/&amp;gt;[[Jessica Fridrich]]&amp;lt;br/&amp;gt;[[Hans Dockhorn]]&amp;lt;br/&amp;gt;[[Anneke Treep]]&lt;br /&gt;
|year=1981&lt;br /&gt;
|anames=CFOP&lt;br /&gt;
|variants=[[CLL]]/[[ELL]], [[VH]], [[ZB]],  [[MGLS-F]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=78 to 119 &amp;lt;br/&amp;gt;F2L:0 to 41&amp;lt;br/&amp;gt;LL: 78&lt;br /&gt;
|moves=55&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Speed BLD]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
* [[Solving with Feet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CFOP&#039;&#039;&#039; (&#039;&#039;Cross, F2L, OLL, PLL&#039;&#039;, pronounced C-F-O-P or C-fop) is a 3x3 speedsolving method proposed by several cubers around 1981. It is also known as the &#039;&#039;&#039;Fridrich Method&#039;&#039;&#039; after its popularizer, [[Jessica Fridrich]]. In part due to Fridrich&#039;s publication of the method on her website in 1995, CFOP has been the most dominant 3x3 speedcubing method since around 2000, with it and its variants used by the vast majority of the top speedcubers.&lt;br /&gt;
&lt;br /&gt;
== Origin and Naming Dispute ==&lt;br /&gt;
&lt;br /&gt;
Jessica Fridrich is often erroneously credited as the sole inventor of CFOP. In reality, developments made in the early 80&#039;s by other cubers have contributed to the method in its current form. The constituent techniques and their original proposers are as follows:&lt;br /&gt;
* [[Cross]]: [[David Singmaster]]&lt;br /&gt;
* [[F2L]] (4x corner + edge pairs): [[René Schoof]] and possibly others&lt;br /&gt;
* [[OLL]]/[[PLL]]: [[Hans Dockhorn]], [[Anneke Treep]], with many algorithms developed by [[Jessica Fridrich]]&lt;br /&gt;
&lt;br /&gt;
During the resurgence in speedcubing&#039;s popularity in the late 90s and early 2000s, there was a general lack of information on the sport. Fridrich&#039;s website offered a vast wealth of information for those entering the sport, including a full description of CFOP with complete lists of algorithms. As a result, many who learned from her website began to call this method &amp;quot;the Fridrich Method,&amp;quot; which explains the common use of the term today.&lt;br /&gt;
&lt;br /&gt;
Several high-profile cubers have long disputed this terminology; [[Ron van Bruchem]], famously, has publicly written that he will never call CFOP &amp;quot;the Fridrich Method.&amp;quot; The issue became well-advertised in the community around 2008. The term &amp;quot;CFOP&amp;quot; has since seen increasing usage, also in part motivated by efforts to standardize terminology in method classification, and is now seen as commonly as &amp;quot;Fridrich Method.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While some cubers still insist on the term &amp;quot;CFOP,&amp;quot; Fridrich&#039;s contribution to the popularization of the method is undeniable, and many others accept the term &amp;quot;Fridrich Method&amp;quot; as established terminology and a perfectly valid synonym for &amp;quot;CFOP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
&lt;br /&gt;
CFOP can be viewed as an advanced version of a [[Layer-By-Layer]] method. In particular, it combines some steps of the said method into one by using many more algorithms. Here, we outline pure CFOP without any additional trick.&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;[[Cross]]&#039;&#039;&#039;&lt;br /&gt;
Make a cross on one side by solving all edges of a given color. Align the edges with the second-layer centers.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;[[F2L]] (First Two Layers)&#039;&#039;&#039;&lt;br /&gt;
Fill in the four &#039;&#039;&#039;slots&#039;&#039;&#039; between the cross pieces, one slot at a time. Each slot is filled by inserting a corner and its corresponding edge simultaneously. Most of the 41 cases have reasonable intuitive solutions. The completion of this step leaves one with just the last layer, typically placed on top.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;[[OLL]] (Orientation of the Last Layer)&#039;&#039;&#039;&lt;br /&gt;
Make the entire top side (the last layer) of the cube a solid color. 57 nontrivial cases.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;[[PLL]] (Permutation of the Last Layer)&#039;&#039;&#039;&lt;br /&gt;
Finally, you finish the cube by permuting the top layer of the cube. 21 nontrivial cases.&lt;br /&gt;
&lt;br /&gt;
== Simplifications ==&lt;br /&gt;
Those new to OLL and PLL break up each step into two. This greatly reduces the number of cases; 2-look OLL has 9 cases, while 2-look PLL has 6.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
This method is relatively easy to understand when compared to other methods. Therefore, it is the most tested and most popular method used. It has a reasonable number of algorithms to learn, and sub 15 second averages are definitely possible. This method has been used to set many world records.  It takes less thinking than block-building methods because it&#039;s more algorithm based.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
Learning all of the algorithms takes some time, and it requires a lot of practice to solve the F2L consistently in 10 seconds or less. Also, it has a slightly higher move count when compared to block building methods.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[XCross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]/[[PLL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{F2L}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OLL}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PLL}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://solvethecube.110mb.com/ Joël van Noort&#039;s tutorial]&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/Fridrich.html Erik Akkersdijk&#039;s tutorial]&lt;br /&gt;
* [http://www.cubefreak.net/cfop/ Shotaro Makisumi&#039;s tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/cube.html Jessica&#039;s Homepage]&lt;br /&gt;
* [http://www.youtube.com/watch?v=k-xbcAMfWwM Badmephisto&#039;s Intuitive F2L Tutorial]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2322 Fridrich Method] - info on its origin.&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:SpeedBLD Methods]]&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=24763</id>
		<title>Snyder Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=24763"/>
		<updated>2014-09-30T15:27:07Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Snyder&lt;br /&gt;
|image=Snyder.png&lt;br /&gt;
|proposers=[[Anthony Snyder]]&lt;br /&gt;
|year=1982&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[Heise Method]]&lt;br /&gt;
[[Petrus]]&lt;br /&gt;
|steps=3-5&lt;br /&gt;
|moves=40&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Speedsolving]]&lt;br /&gt;
*[[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Snyder Method&#039;&#039;&#039;, invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. The start is similar to [[Petrus]], forming a 2x2x2 block with optional [[XCross]].  Then a variety of methods may be used to complete the rest of the F2L except for one CE.  (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.)  Then the final CE pair is placed while simultaneously orienting and placing a minimum of one LLE.  Then all LL edges are solved together with one corner.  Then the [[last three corners]] are solved.&lt;br /&gt;
&lt;br /&gt;
== Claimed advantages ==&lt;br /&gt;
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:&lt;br /&gt;
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.&lt;br /&gt;
* There is a mathematical advantage.&lt;br /&gt;
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].&lt;br /&gt;
&lt;br /&gt;
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.&lt;br /&gt;
&lt;br /&gt;
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it &amp;quot;Fish &amp;amp; Chips.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A word about algorithms ==&lt;br /&gt;
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: &amp;quot;In the 80&#039;s there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms.&amp;quot; However, he plans to upgrade his method using a computer in the near future.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The Snyder Method allows a number of variations to be applied wherever convenient.&lt;br /&gt;
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE&lt;br /&gt;
* two or more CE may be solved simultaneously to complete the F2L faster&lt;br /&gt;
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution&lt;br /&gt;
&lt;br /&gt;
In the early 80&#039;s, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner.  He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.&lt;br /&gt;
&lt;br /&gt;
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer.  Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns.  Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36.  Many of the shorter algorithms were added throughout the 80&#039;s and 90&#039;s, and the library of LL direct solves were mostly added in the 00&#039;s.&lt;br /&gt;
&lt;br /&gt;
== Publication ==&lt;br /&gt;
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn.  It was entitled, &amp;quot;Tony Snyder&#039;s Simplest Solution to Solve a Rubik&#039;s Cube&amp;quot;, and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.  He has not yet put to print his advanced technique.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method (&#039;Fish &amp;amp; Chips&#039;) in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the &#039;fish&#039; step) and then [[L3C]] (22 cases, the &#039;chips&#039; step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example solves ==&lt;br /&gt;
Here are some of Anthony&#039;s solves.&lt;br /&gt;
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]&lt;br /&gt;
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]&lt;br /&gt;
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Anthony Snyder]]&lt;br /&gt;
* [[Snyder Notation]]&lt;br /&gt;
* [[Snyder Metric]]&lt;br /&gt;
* [[Heise Method]]&lt;br /&gt;
* [[Petrus Method]]&lt;br /&gt;
* [[L3C]]&lt;br /&gt;
&lt;br /&gt;
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Scramble&#039;&#039;&#039;                                 &#039;&#039;&#039;Solution&#039;&#039;&#039;&lt;br /&gt;
 F U F&#039; L2 B&#039; U&#039; B U L2 F U&#039; F&#039; U         AUF to U-PLL a on the left side, (L3C 3-twist).&lt;br /&gt;
 L&#039; U R U&#039; B2 U&#039; B2 U B2 R&#039; L U&#039;          AUF J-PLL b, (L3C &#039;Anti Niklas&#039;)&lt;br /&gt;
 B&#039; F R2 U&#039; R2 U R2 U F&#039; U&#039; B U&#039;          J-PLL b, (L3C Niklas)&lt;br /&gt;
 R2 F2 R2 U R&#039; F2 R U&#039; R2 F2 R U R U      left side double Antisune (L&#039; U2 L U...)&lt;br /&gt;
 R&#039; F U2 F U L&#039; U L F U&#039; F U F R U2       left side double Antisune (again!)&lt;br /&gt;
 B L2 F&#039; D F&#039; D&#039; F2 L2 B&#039; U&#039;              y J-PLL a (setup L&#039; before the y for [[1LLL]])&lt;br /&gt;
 L U2 L D&#039; B2 D L&#039; U2 L D&#039; B2 D L2 U&#039;     y2 left Antisune.&lt;br /&gt;
&lt;br /&gt;
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=633439&amp;amp;viewfull=1#post633439 Reconstructions]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=714631#post714631 Five more reconstructions]&lt;br /&gt;
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Methods]]&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24762</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24762"/>
		<updated>2014-09-30T15:25:01Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[Petrus]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=40&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Speedsolving]] &lt;br /&gt;
*[[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Blockbuilding]]&lt;br /&gt;
*[[Petrus Method]]&lt;br /&gt;
*[[L4C]]&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use [[keyhole]] with two or one-pair techniques from [[Heise]] &lt;br /&gt;
method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=24761</id>
		<title>Snyder Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=24761"/>
		<updated>2014-09-30T15:14:32Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Snyder&lt;br /&gt;
|image=Snyder.png&lt;br /&gt;
|proposers=[[Anthony Snyder]]&lt;br /&gt;
|year=1982&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[Heise Method]]&lt;br /&gt;
[[Petrus]]&lt;br /&gt;
|steps=3-5&lt;br /&gt;
|moves=40&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]] [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Snyder Method&#039;&#039;&#039;, invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. The start is similar to [[Petrus]], forming a 2x2x2 block with optional [[XCross]].  Then a variety of methods may be used to complete the rest of the F2L except for one CE.  (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.)  Then the final CE pair is placed while simultaneously orienting and placing a minimum of one LLE.  Then all LL edges are solved together with one corner.  Then the [[last three corners]] are solved.&lt;br /&gt;
&lt;br /&gt;
== Claimed advantages ==&lt;br /&gt;
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:&lt;br /&gt;
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.&lt;br /&gt;
* There is a mathematical advantage.&lt;br /&gt;
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].&lt;br /&gt;
&lt;br /&gt;
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.&lt;br /&gt;
&lt;br /&gt;
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it &amp;quot;Fish &amp;amp; Chips.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A word about algorithms ==&lt;br /&gt;
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: &amp;quot;In the 80&#039;s there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms.&amp;quot; However, he plans to upgrade his method using a computer in the near future.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The Snyder Method allows a number of variations to be applied wherever convenient.&lt;br /&gt;
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE&lt;br /&gt;
* two or more CE may be solved simultaneously to complete the F2L faster&lt;br /&gt;
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution&lt;br /&gt;
&lt;br /&gt;
In the early 80&#039;s, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner.  He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.&lt;br /&gt;
&lt;br /&gt;
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer.  Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns.  Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36.  Many of the shorter algorithms were added throughout the 80&#039;s and 90&#039;s, and the library of LL direct solves were mostly added in the 00&#039;s.&lt;br /&gt;
&lt;br /&gt;
== Publication ==&lt;br /&gt;
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn.  It was entitled, &amp;quot;Tony Snyder&#039;s Simplest Solution to Solve a Rubik&#039;s Cube&amp;quot;, and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.  He has not yet put to print his advanced technique.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method (&#039;Fish &amp;amp; Chips&#039;) in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the &#039;fish&#039; step) and then [[L3C]] (22 cases, the &#039;chips&#039; step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example solves ==&lt;br /&gt;
Here are some of Anthony&#039;s solves.&lt;br /&gt;
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]&lt;br /&gt;
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]&lt;br /&gt;
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Anthony Snyder]]&lt;br /&gt;
* [[Snyder Notation]]&lt;br /&gt;
* [[Snyder Metric]]&lt;br /&gt;
* [[Heise Method]]&lt;br /&gt;
* [[Petrus Method]]&lt;br /&gt;
* [[L3C]]&lt;br /&gt;
&lt;br /&gt;
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Scramble&#039;&#039;&#039;                                 &#039;&#039;&#039;Solution&#039;&#039;&#039;&lt;br /&gt;
 F U F&#039; L2 B&#039; U&#039; B U L2 F U&#039; F&#039; U         AUF to U-PLL a on the left side, (L3C 3-twist).&lt;br /&gt;
 L&#039; U R U&#039; B2 U&#039; B2 U B2 R&#039; L U&#039;          AUF J-PLL b, (L3C &#039;Anti Niklas&#039;)&lt;br /&gt;
 B&#039; F R2 U&#039; R2 U R2 U F&#039; U&#039; B U&#039;          J-PLL b, (L3C Niklas)&lt;br /&gt;
 R2 F2 R2 U R&#039; F2 R U&#039; R2 F2 R U R U      left side double Antisune (L&#039; U2 L U...)&lt;br /&gt;
 R&#039; F U2 F U L&#039; U L F U&#039; F U F R U2       left side double Antisune (again!)&lt;br /&gt;
 B L2 F&#039; D F&#039; D&#039; F2 L2 B&#039; U&#039;              y J-PLL a (setup L&#039; before the y for [[1LLL]])&lt;br /&gt;
 L U2 L D&#039; B2 D L&#039; U2 L D&#039; B2 D L2 U&#039;     y2 left Antisune.&lt;br /&gt;
&lt;br /&gt;
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=633439&amp;amp;viewfull=1#post633439 Reconstructions]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=714631#post714631 Five more reconstructions]&lt;br /&gt;
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Methods]]&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24760</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24760"/>
		<updated>2014-09-30T15:13:06Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[Petrus]]&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=40&lt;br /&gt;
&lt;br /&gt;
|purpose= [[Speedsolving]] and [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24759</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24759"/>
		<updated>2014-09-30T15:11:29Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=Petrus&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=40&lt;br /&gt;
&lt;br /&gt;
|purpose= [[Speedsolving]] and [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24758</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24758"/>
		<updated>2014-09-30T15:10:12Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=Petrus&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=40&lt;br /&gt;
&lt;br /&gt;
|purpose= [[Speedsolving]]  [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24757</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24757"/>
		<updated>2014-09-30T15:08:44Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=Petrus&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=40 est.&lt;br /&gt;
&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
              = [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=24756</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=24756"/>
		<updated>2014-09-30T15:05:31Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6 to 16 (depending on [[LL]])&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is the most common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[Fridrich method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
== 3x3x3 LBL Method ==&lt;br /&gt;
Also known as LBL. Solves the cube in layers: First the bottom layer, then the middle layer, and finally the top layer or [[LL]]. As a slight advancement to basic Layer By Layer, the [[Keyhole]] method can be used to enable solving of the middle layer in fewer moves.&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=2 to 9 (depending on [[LL]])&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Done as if solving the 3x3 corners using the Layer-By-Layer method. You can use shorter last layer algs because there are no edges that need to be kept in position on a 2x2. You can use any OLL of your choice as long as the corners are in the correct position. There are two options for the last layer in a beginner 2x2 solve:&lt;br /&gt;
&lt;br /&gt;
* Orientation followed by Permutation&lt;br /&gt;
* Permutation followed by Orientation&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[LOL]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s] excellent (HD) beginner tutorial. Easy transition to Fridrich method.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] excellent quality tutorial. Method designed for easy transition to Fridrich&lt;br /&gt;
* YouTube: [http://ca.youtube.com/watch?v=ofZFUgaxlTQ Badmephisto&#039;s OLD Beginners Tutorial] .. the outdated version.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich&lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://www.monkeysee.com/play/1113-solve-rubik-s-cube Bob Burton&#039;s Tutorial] (video)&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s video tutorial on rubiks.com] (video)&lt;br /&gt;
* [http://www.stanford.edu/~leyanlo/cube_solution.pdf Leyan&#039;s guide for beginners] &#039;&#039;&#039;(PDF)&#039;&#039;&#039;&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#333beginners A 9 algorithm beginner&#039;s guide] (A printable PDF that gives you the algs necessary to solve the cube, but lets you figure out how to use them)&lt;br /&gt;
* [http://erikku.110mb.com/beginner.html Arnaud van Galen&#039;s beginners method explained by Erik Akkersdijk]&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
* [http://joshtime.com/cubing/beginners-method/ JoshTime&#039;s Multiple Page LBL Beginner&#039;s Method Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24754</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24754"/>
		<updated>2014-09-29T10:08:30Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=Petrus&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=40 est.&lt;br /&gt;
&lt;br /&gt;
|purpose= Fewest Moves&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=24753</id>
		<title>Snyder Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Snyder_Method&amp;diff=24753"/>
		<updated>2014-09-29T09:05:39Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Snyder&lt;br /&gt;
|image=Snyder.png&lt;br /&gt;
|proposers=[[Anthony Snyder]]&lt;br /&gt;
|year=1982&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[Heise Method]]&lt;br /&gt;
[[Petrus]]&lt;br /&gt;
|steps=3-5&lt;br /&gt;
|moves=35 est.&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]] [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Snyder Method&#039;&#039;&#039;, invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. The start is similar to [[Petrus]], forming a 2x2x2 block with optional [[XCross]].  Then a variety of methods may be used to complete the rest of the F2L except for one CE.  (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.)  Then the final CE pair is placed while simultaneously orienting and placing a minimum of one LLE.  Then all LL edges are solved together with one corner.  Then the [[last three corners]] are solved.&lt;br /&gt;
&lt;br /&gt;
== Claimed advantages ==&lt;br /&gt;
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:&lt;br /&gt;
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.&lt;br /&gt;
* There is a mathematical advantage.&lt;br /&gt;
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].&lt;br /&gt;
&lt;br /&gt;
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.&lt;br /&gt;
&lt;br /&gt;
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it &amp;quot;Fish &amp;amp; Chips.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== A word about algorithms ==&lt;br /&gt;
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: &amp;quot;In the 80&#039;s there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms.&amp;quot; However, he plans to upgrade his method using a computer in the near future.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
The Snyder Method allows a number of variations to be applied wherever convenient.&lt;br /&gt;
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE&lt;br /&gt;
* two or more CE may be solved simultaneously to complete the F2L faster&lt;br /&gt;
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution&lt;br /&gt;
&lt;br /&gt;
In the early 80&#039;s, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner.  He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.&lt;br /&gt;
&lt;br /&gt;
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer.  Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns.  Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36.  Many of the shorter algorithms were added throughout the 80&#039;s and 90&#039;s, and the library of LL direct solves were mostly added in the 00&#039;s.&lt;br /&gt;
&lt;br /&gt;
== Publication ==&lt;br /&gt;
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn.  It was entitled, &amp;quot;Tony Snyder&#039;s Simplest Solution to Solve a Rubik&#039;s Cube&amp;quot;, and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.  He has not yet put to print his advanced technique.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method (&#039;Fish &amp;amp; Chips&#039;) in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the &#039;fish&#039; step) and then [[L3C]] (22 cases, the &#039;chips&#039; step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example solves ==&lt;br /&gt;
Here are some of Anthony&#039;s solves.&lt;br /&gt;
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]&lt;br /&gt;
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]&lt;br /&gt;
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Anthony Snyder]]&lt;br /&gt;
* [[Snyder Notation]]&lt;br /&gt;
* [[Snyder Metric]]&lt;br /&gt;
* [[Heise Method]]&lt;br /&gt;
* [[Petrus Method]]&lt;br /&gt;
* [[L3C]]&lt;br /&gt;
&lt;br /&gt;
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Scramble&#039;&#039;&#039;                                 &#039;&#039;&#039;Solution&#039;&#039;&#039;&lt;br /&gt;
 F U F&#039; L2 B&#039; U&#039; B U L2 F U&#039; F&#039; U         AUF to U-PLL a on the left side, (L3C 3-twist).&lt;br /&gt;
 L&#039; U R U&#039; B2 U&#039; B2 U B2 R&#039; L U&#039;          AUF J-PLL b, (L3C &#039;Anti Niklas&#039;)&lt;br /&gt;
 B&#039; F R2 U&#039; R2 U R2 U F&#039; U&#039; B U&#039;          J-PLL b, (L3C Niklas)&lt;br /&gt;
 R2 F2 R2 U R&#039; F2 R U&#039; R2 F2 R U R U      left side double Antisune (L&#039; U2 L U...)&lt;br /&gt;
 R&#039; F U2 F U L&#039; U L F U&#039; F U F R U2       left side double Antisune (again!)&lt;br /&gt;
 B L2 F&#039; D F&#039; D&#039; F2 L2 B&#039; U&#039;              y J-PLL a (setup L&#039; before the y for [[1LLL]])&lt;br /&gt;
 L U2 L D&#039; B2 D L&#039; U2 L D&#039; B2 D L2 U&#039;     y2 left Antisune.&lt;br /&gt;
&lt;br /&gt;
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=633439&amp;amp;viewfull=1#post633439 Reconstructions]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=714631#post714631 Five more reconstructions]&lt;br /&gt;
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Methods]]&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24752</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24752"/>
		<updated>2014-09-29T09:01:52Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants=Petrus&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=35 est.&lt;br /&gt;
&lt;br /&gt;
|purpose= Fewest Moves&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24751</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24751"/>
		<updated>2014-09-29T09:00:36Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=35 est.&lt;br /&gt;
&lt;br /&gt;
|purpose= Fewest Moves&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[L4C]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24750</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24750"/>
		<updated>2014-09-29T08:59:24Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=35 est.&lt;br /&gt;
&lt;br /&gt;
|purpose= Fewest Moves&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[CLL]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24749</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24749"/>
		<updated>2014-09-29T08:57:24Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
lalgorithms=84 &lt;br /&gt;
|moves=35 est.&lt;br /&gt;
|purpose= Fewest Moves&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[CLL]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24748</id>
		<title>Hahn Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hahn_Method&amp;diff=24748"/>
		<updated>2014-09-29T08:55:01Z</updated>

		<summary type="html">&lt;p&gt;Cubeboy9235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hahn Method&lt;br /&gt;
|image=keyhole.jpg‎ &lt;br /&gt;
|proposers=[[Eric Hahn]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
algorithms=84 &lt;br /&gt;
|moves=35 .est&lt;br /&gt;
|purpose= Fewest Moves&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hahn Method&#039;&#039;&#039; is a [[blockbuilding]] and intuitive [[keyhole]] based method. First build a 2x2x3 block then add one edge at the bottom and one edge at the left side. Next use the keyhole for placing every edge and two corners into position. The last step is to solve the remaining corners with [[CLL]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x3 block leaving the F and U faces free&lt;br /&gt;
&lt;br /&gt;
2. Add the FD and FL edge pieces&lt;br /&gt;
&lt;br /&gt;
3. Use keyhole with two- or one-pair techniques from heise method to solve the remaining 5 edges and the UFL and UFR corners&lt;br /&gt;
&lt;br /&gt;
4. Use an x rotation and solve the 4 remaining corners using [[L4C]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Cubeboy9235</name></author>
	</entry>
</feed>