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	<updated>2026-10-26T10:31:55Z</updated>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=29805</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=29805"/>
		<updated>2016-12-29T16:03:21Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: That should have been an L (thanks Cuc for pointing this out on the talk page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* (R&#039; F R&#039;) B2 R F&#039; (R&#039; B2 R2)  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* y&#039; R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; R&#039; U2 R2 B&#039; (Ja Permutation)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039;) D R2&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039; U) F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* [R&#039; U R&#039; U&#039;] y [R&#039; F&#039;] [R2 U&#039; R&#039; U] [R&#039; F R F]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* R2 B2 R2&#039;&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* [R U&#039; R] F2 [R&#039; U R&#039;]&lt;br /&gt;
* [R U&#039; L] U2 [R&#039; U R&#039;]&lt;br /&gt;
* y2 [R&#039; U L&#039;] U2 [R U&#039; L]&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:PBL&amp;diff=29804</id>
		<title>Talk:PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:PBL&amp;diff=29804"/>
		<updated>2016-12-29T16:01:31Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: /* Swap UF Corners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Swap UF Corners==&lt;br /&gt;
The formula R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039; is wrong. Can anybody correct it? It&#039;s probably a typo, but I can&#039;t reconstruct it. [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 18:14, 23 December 2016 (UTC)&lt;br /&gt;
:The algorithm is correct but it swaps the UR corners, not the UF corners. I&#039;ve added a &#039;&#039;y&#039;&#039;&#039; rotation to show this. [[User:EastsheenFan|EastsheenFan]] ([[User talk:EastsheenFan|talk]]) 13:34, 24 December 2016 (UTC)&lt;br /&gt;
::I performed it on a regular cube and I noticed that the last L&#039; should be replaced by an L. I am sorry that I did not see this on a 2x2 at once. Please, verify. And yes, the y&#039; helps too :-) [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 05:57, 26 December 2016 (UTC)&lt;br /&gt;
:::Oh yes, you&#039;re right; that should indeed be an L. I didn&#039;t notice that! [[User:EastsheenFan|EastsheenFan]] ([[User talk:EastsheenFan|talk]]) 16:01, 29 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:PBL&amp;diff=29799</id>
		<title>Talk:PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:PBL&amp;diff=29799"/>
		<updated>2016-12-24T13:34:38Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: /* Swap UF Corners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Swap UF Corners==&lt;br /&gt;
The formula R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039; is wrong. Can anybody correct it? It&#039;s probably a typo, but I can&#039;t reconstruct it. [[User:Cuc|Cuc]] ([[User talk:Cuc|talk]]) 18:14, 23 December 2016 (UTC)&lt;br /&gt;
:The algorithm is correct but it swaps the UR corners, not the UF corners. I&#039;ve added a &#039;&#039;y&#039;&#039;&#039; rotation to show this. [[User:EastsheenFan|EastsheenFan]] ([[User talk:EastsheenFan|talk]]) 13:34, 24 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=29798</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=29798"/>
		<updated>2016-12-24T13:34:28Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* (R&#039; F R&#039;) B2 R F&#039; (R&#039; B2 R2)  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* y&#039; R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039;&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; R&#039; U2 R2 B&#039; (Ja Permutation)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039;) D R2&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039; U) F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* [R&#039; U R&#039; U&#039;] y [R&#039; F&#039;] [R2 U&#039; R&#039; U] [R&#039; F R F]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* R2 B2 R2&#039;&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* [R U&#039; R] F2 [R&#039; U R&#039;]&lt;br /&gt;
* [R U&#039; L] U2 [R&#039; U R&#039;]&lt;br /&gt;
* y2 [R&#039; U L&#039;] U2 [R U&#039; L]&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx&amp;diff=28246</id>
		<title>Megaminx</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx&amp;diff=28246"/>
		<updated>2016-03-28T16:58:13Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Megaminx.jpg|200px|thumb|right|Megaminx]] &lt;br /&gt;
The &#039;&#039;&#039;Megaminx&#039;&#039;&#039; is a [[puzzle]] in the shape of a dodecahedron that was first produced by [[Uwe Meffert]], who has the rights to some of the patents. Each of the 12 sides consists of one pentagonal fixed center, five triangular edge pieces and five corner pieces. The corner and edge pieces are arranged in a five-pointed star pattern. It has 1.01 x 10^68 positions on the 12 colour version and 6.14x10^63 positions on the 6 colour version. A variant where the cuts are a little deeper, so that each face has a five-pointed star on it, is known as the Hungarian Supernova, but since it is similar these names are often interchanged.&lt;br /&gt;
&lt;br /&gt;
==Colour scheme==&lt;br /&gt;
The standard colour scheme for most 12-colour Megaminx puzzles is as follows:&lt;br /&gt;
* &#039;&#039;red&#039;&#039; is opposite &#039;&#039;orange&#039;&#039;;&lt;br /&gt;
* &#039;&#039;green&#039;&#039; is opposite &#039;&#039;lime green&#039;&#039;;&lt;br /&gt;
* &#039;&#039;yellow&#039;&#039; is opposite &#039;&#039;pale yellow&#039;&#039;;&lt;br /&gt;
* &#039;&#039;white&#039;&#039; is opposite &#039;&#039;grey&#039;&#039;;&lt;br /&gt;
* &#039;&#039;purple&#039;&#039; is opposite &#039;&#039;pink&#039;&#039;;&lt;br /&gt;
* &#039;&#039;blue&#039;&#039; is opposite &#039;&#039;dark blue&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In addition, the colours of the faces around the white face are, in a clockwise order: red, green, purple, yellow and blue.&lt;br /&gt;
&lt;br /&gt;
Some manufacturers (most notably C4U) sometimes use black stickers instead of white, or brown instead of pale yellow.&lt;br /&gt;
&lt;br /&gt;
==Megaminx methods==&lt;br /&gt;
{{Main Article|Article=Megaminx Methods}}&lt;br /&gt;
The way the Megaminx functions is very similar to the [[3x3x3]]: it has fixed centers, edges with two orientations, and corners with three orientations, and each turn moves the same number of edges and corners. Because of this it can be (and usually is) solved with a variant on a 3x3x3 method, either by placing edges and then corner/edge pairs (like the [[Fridrich method]]) or simply building a series of [[Block building|block]]s (like the [[Petrus method]]). It is also possible to finish using some [[OLL]] and [[PLL]] algorithms. The biggest difference from the 3x3 is that slice moves are not possible and therefore methods that solves edges preserving corners are having much longer algorithms.&lt;br /&gt;
&lt;br /&gt;
== Brands ==&lt;br /&gt;
* [[Meffert&#039;s Megaminx]]&lt;br /&gt;
* [[QJ Megaminx]]&lt;br /&gt;
* [[MF8 Megaminx]]&lt;br /&gt;
* [[Chinaminx]]&lt;br /&gt;
* [[PVC Megaminx]]&lt;br /&gt;
* [[DaYan Megaminx]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meffert&#039;s Megaminx]] (brand)&lt;br /&gt;
* [[Megaminx methods]]&lt;br /&gt;
* [[Megaminx Notation]]&lt;br /&gt;
* [[Gigaminx]]&lt;br /&gt;
* [[Teraminx]]&lt;br /&gt;
* [[Petaminx]]&lt;br /&gt;
* [[Pyraminx]]&lt;br /&gt;
* [[Pyraminx Crystal]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* {{WP}}&lt;br /&gt;
[[Category:Megaminx]]&lt;br /&gt;
[[Category:Meffert&#039;s Puzzles]]&lt;br /&gt;
[[Category:Twisty puzzles]]&lt;br /&gt;
[[Category:Twisty puzzles used in WCA-official events]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26670</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26670"/>
		<updated>2015-07-23T22:12:52Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: I don&amp;#039;t know where in the world you live but worldwide, &amp;quot;orientate&amp;quot; is exponentially more common that &amp;quot;orient&amp;quot;.&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; (in other words, orientate the remaining seven edges on the cube that have not been solved).&lt;br /&gt;
&lt;br /&gt;
4. Finish the First Two Layers (F2L) by only turning 2 sides. The pure Petrus approach is to create a 1x2x2 block and expand it to a 1x2x3 block to finish off the F2L, not to solve the cross piece and two corner/edge pairs; two ways are possible. The last-layer edges will orientate themselves automatically.&lt;br /&gt;
&lt;br /&gt;
5. Permutate the last-layer corners (put them in their correct places).&lt;br /&gt;
&lt;br /&gt;
6. Orientate the last-layer corners, making the whole last layer a solid colour.&lt;br /&gt;
&lt;br /&gt;
7. Permutate the last layer edges, without disturbing the other pieces, to solve the cube.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
* The Petrus Method uses fewer moves than the [[Fridrich]] method and most, if not all, other non-block-building methods.&lt;br /&gt;
* It is more intuitive than the Fridrich method, and it requires far fewer algorithms.&lt;br /&gt;
* It requires fewer algorithms than some beginner methods (including the most popular one: [[Layer By Layer]]).&lt;br /&gt;
* If [[COLL]] is used as well, one can orientate and permutate the corners at the same time.&lt;br /&gt;
* The last layer can even be solved in one look with [[ZBLL]] or [[ZZLL]], however this drastically increases the number of algorithms one must learn.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
* It can be sometimes hard (especially for a beginner) to optimize block building, and it&#039;s difficult to keep consistently turning throughout the solve.&lt;br /&gt;
&lt;br /&gt;
== Petrus variations ==&lt;br /&gt;
&lt;br /&gt;
There are several other [[substep]]s that can be used [[EJLS]], [[WV]], [[COLL]], and [[ZBLL]], which completes the entire last layer in a single algorithm.&lt;br /&gt;
&lt;br /&gt;
== Petrus as a Beginner Method ==&lt;br /&gt;
&lt;br /&gt;
Used as a beginner method, Petrus requires much more intuition, but also involves learning fewer algorithms. For a tutorial, see the external links below.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s tutorial]&lt;br /&gt;
* [http://petrus-speed.netne.net/ Petrus Speed Website]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=14014 YouTube Beginner Petrus Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=EQ9OrFVQw0o Petrus Tutorial] by fallofshadows&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=WqXdO2H2FTs Petrus Tutorial] by CuberChris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=26629</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=26629"/>
		<updated>2015-07-22T19:51:20Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: Undo revision 26628 by EastsheenFan (talk) Actually, I take that back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* (R&#039; F R&#039;) B2 R F&#039; (R&#039; B2 R2)  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039;&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; R&#039; U2 R2 B&#039; (Ja Permutation)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039;) D R2&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039; U) F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* [R&#039; U R&#039; U&#039;] y [R&#039; F&#039;] [R2 U&#039; R&#039; U] [R&#039; F R F]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* R2 B2 R2&#039;&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* [R U&#039; R] F2 [R&#039; U R&#039;]&lt;br /&gt;
* [R U&#039; L] U2 [R&#039; U R&#039;]&lt;br /&gt;
* y2 [R&#039; U L&#039;] U2 [R U&#039; L]&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=26628</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=26628"/>
		<updated>2015-07-22T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* (R&#039; F R&#039;) B2 R F&#039; (R&#039; B2 R2)  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039;&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; R&#039; U2 R2 B&#039; (Ja Permutation)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039;) D R2&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039; U) F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* [R&#039; U R&#039; U&#039;] y [R&#039; F&#039;] [R2 U&#039; R&#039; U] [R&#039; F R F]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* R2 B2 R2&#039;&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* [R U&#039; R] F2 [R&#039; U R&#039;]&lt;br /&gt;
* [R U&#039; L] U2 [R&#039; U R&#039;]&lt;br /&gt;
* y2 [R&#039; U L&#039;] U2 [R U&#039; L]&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26627</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26627"/>
		<updated>2015-07-22T10:23:47Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: Undo revision 26626 by Randomno (talk) &amp;quot;orientate&amp;quot; was correct&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; (in other words, 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. The last-layer edges will orientate themselves automatically&lt;br /&gt;
&lt;br /&gt;
5. Permutate the last-layer corners (put them in their correct places).&lt;br /&gt;
&lt;br /&gt;
6. Orientate the last-layer corners, making the whole last layer a solid colour.&lt;br /&gt;
&lt;br /&gt;
7. Permutate the last layer edges, without disturbing the other pieces, to solve the cube.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
* The Petrus Method uses fewer moves than the [[Fridrich]] method and most, if not all, other non-block-building methods.&lt;br /&gt;
* It is more intuitive than the Fridrich method, and it requires far fewer algorithms.&lt;br /&gt;
* It requires fewer algorithms than some beginner methods (including the most popular one: [[Layer By Layer]]).&lt;br /&gt;
* If [[COLL]] is used as well, one can orientate and permutate the corners at the same time.&lt;br /&gt;
* The last layer can even be solved in one look with [[ZBLL]] or [[ZZLL]], however this drastically increases the number of algorithms one must learn.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
* It can be sometimes hard (especially for a beginner) to optimize block building, and it&#039;s difficult to keep consistently turning throughout the solve.&lt;br /&gt;
&lt;br /&gt;
== Petrus variations ==&lt;br /&gt;
&lt;br /&gt;
There are several other [[substep]]s that can be used [[EJLS]], [[WV]], [[COLL]], and [[ZBLL]], which completes the entire last layer in a single algorithm.&lt;br /&gt;
&lt;br /&gt;
== Petrus as a Beginner Method ==&lt;br /&gt;
&lt;br /&gt;
Used as a beginner method, Petrus requires much more intuition, but also involves learning fewer algorithms. For a tutorial, see the external links below.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s tutorial]&lt;br /&gt;
* [http://petrus-speed.netne.net/ Petrus Speed Website]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=14014 YouTube Beginner Petrus Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=EQ9OrFVQw0o Petrus Tutorial] by fallofshadows&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=WqXdO2H2FTs Petrus Tutorial] by CuberChris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26625</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26625"/>
		<updated>2015-07-21T09:06:21Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &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; (in other words, 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. The last-layer edges will orientate themselves automatically&lt;br /&gt;
&lt;br /&gt;
5. Permutate the last-layer corners (put them in their correct places).&lt;br /&gt;
&lt;br /&gt;
6. Orientate the last-layer corners, making the whole last layer a solid colour.&lt;br /&gt;
&lt;br /&gt;
7. Permutate the last layer edges, without disturbing the other pieces, to solve the cube.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
* The Petrus Method uses fewer moves than the [[Fridrich]] method and most, if not all, other non-block-building methods.&lt;br /&gt;
* It is more intuitive than the Fridrich method, and it requires far fewer algorithms.&lt;br /&gt;
* It requires fewer algorithms than some beginner methods (including the most popular one: [[Layer By Layer]]).&lt;br /&gt;
* If [[COLL]] is used as well, one can orientate and permutate the corners at the same time.&lt;br /&gt;
* The last layer can even be solved in one look with [[ZBLL]] or [[ZZLL]], however this drastically increases the number of algorithms one must learn.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
* It can be sometimes hard (especially for a beginner) to optimize block building, and it&#039;s difficult to keep consistently turning throughout the solve.&lt;br /&gt;
&lt;br /&gt;
== Petrus variations ==&lt;br /&gt;
&lt;br /&gt;
There are several other [[substep]]s that can be used [[EJLS]], [[WV]], [[COLL]], and [[ZBLL]], which completes the entire last layer in a single algorithm.&lt;br /&gt;
&lt;br /&gt;
== Petrus as a Beginner Method ==&lt;br /&gt;
&lt;br /&gt;
Used as a beginner method, Petrus requires much more intuition, but also involves learning fewer algorithms. For a tutorial, see the external links below.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s tutorial]&lt;br /&gt;
* [http://petrus-speed.netne.net/ Petrus Speed Website]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=14014 YouTube Beginner Petrus Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=EQ9OrFVQw0o Petrus Tutorial] by fallofshadows&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=WqXdO2H2FTs Petrus Tutorial] by CuberChris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26624</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=26624"/>
		<updated>2015-07-21T09:05:58Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &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; (in other words, 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. The last-layer edges will orientate themselves automatically&lt;br /&gt;
&lt;br /&gt;
5. Permutate the last-layer corners (put them in their correct places).&lt;br /&gt;
&lt;br /&gt;
6. Orientate the last-layer corners, making the whole last layer a solid colour.&lt;br /&gt;
&lt;br /&gt;
7. Permutate the last layer edges, without disturbing the other pieces, to solve the cube.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
* The Petrus Method uses fewer moves than the [[Fridrich]] method and most, if not all, other non-block-building methods.&lt;br /&gt;
* It is more intuitive than the Fridrich method, and it requires far fewer algorithms.&lt;br /&gt;
* It requires fewer algorithms than some beginner methods (including the most popular one: [[Layer By Layer]].&lt;br /&gt;
* If [[COLL]] is used as well, one can orientate and permutate the corners at the same time.&lt;br /&gt;
* The last layer can even be solved in one look with [[ZBLL]] or [[ZZLL]], however this drastically increases the number of algorithms one must learn.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
* It can be sometimes hard (especially for a beginner) to optimize block building, and it&#039;s difficult to keep consistently turning throughout the solve.&lt;br /&gt;
&lt;br /&gt;
== Petrus variations ==&lt;br /&gt;
&lt;br /&gt;
There are several other [[substep]]s that can be used [[EJLS]], [[WV]], [[COLL]], and [[ZBLL]], which completes the entire last layer in a single algorithm.&lt;br /&gt;
&lt;br /&gt;
== Petrus as a Beginner Method ==&lt;br /&gt;
&lt;br /&gt;
Used as a beginner method, Petrus requires much more intuition, but also involves learning fewer algorithms. For a tutorial, see the external links below.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://lar5.com/cube/ Lars Petrus&#039;s tutorial]&lt;br /&gt;
* [http://petrus-speed.netne.net/ Petrus Speed Website]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=14014 YouTube Beginner Petrus Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=EQ9OrFVQw0o Petrus Tutorial] by fallofshadows&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=WqXdO2H2FTs Petrus Tutorial] by CuberChris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 Speedsolving Methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Shengshou&amp;diff=23518</id>
		<title>Shengshou</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Shengshou&amp;diff=23518"/>
		<updated>2013-11-30T17:15:46Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Manufacturer&lt;br /&gt;
|NAME=ShengShou&lt;br /&gt;
|LOGO=SS Logo.jpg&lt;br /&gt;
|LOCATION=China&lt;br /&gt;
|YEARSACTIVE=?-present&lt;br /&gt;
|AREASSERVED=Worldwide&lt;br /&gt;
|PRODUCTS=ShengShou 2x2, ShengShou 3x3, ShengShou 4x4, ShengShou 5x5, ShengShou 6x6, ShengShou 7x7, ShengShou 8x8, ShengShou 9x9, ShengShou 10x10, ShengShou Pyraminx, ShengShou Megaminx, ShengShou Mirror Block&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
ShengShou (traditional/simplified Chinese: 圣手 pinyin: shèngshǒu, pronounced SHENG-shoo) is a Chinese company that first became widely known after the release of the high-quality 4x4 cube. Since then, they have expanded and have many high-quality cubes.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
&lt;br /&gt;
===ShengShou 2x2===&lt;br /&gt;
&lt;br /&gt;
The ShengShou 2x2 is almost identical to the [[GhostHand]] 2x2, but they are not produced by the same company.&lt;br /&gt;
The mechanism consists of a bandaged 3x3x3, with rounded up edges and the inner and outer corners connected by a lock-up system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;LighTake Product Pages&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://lightake.com/detail.do/sku.29016 Assembled Black]&lt;br /&gt;
* [http://www.lightake.com/detail.do/sku.29017 Assembled White]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 3x3===&lt;br /&gt;
&lt;br /&gt;
The ShengShou 3x3 has 3 different versions released currently.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?37669 Shengshou 3x3 review/my thoughts]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 4x4===&lt;br /&gt;
&lt;br /&gt;
One of the best 4x4&#039;s on the market. There are 4 versions of this cube on sale. Corner cutting is similar to the Maru, cutting over a cubie. Reverse corner cutting is very good for a 4x4, around a 1/4 of a cubie. It has a spring/screw structure like the Maru but doesn&#039;t have misalignment problems. Turning has a clicky feel and the performance improves a bit after some breaking in. The corners/edges is rounded like the Haiyan cube making it having a better feel and more control. The size is reasonable (6.25cmx6.25cmx6.26cm), bigger than an Eastsheen and 2cm smaller than the huge Maru 4x4. At a weight of 161.1g, it has a very comfortable weight. Highly recommended cube and very cheap.&lt;br /&gt;
&lt;br /&gt;
The mechanism is similar to a 5x5x5 Shengshou, with some pieces reduced and hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?31448 ShengShou 4x4 Version III Review ---Tall5001---]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?35037 ShengShou 4x4x4 Version 3 [Review]]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?31902 Shengshou 4x4 v3 is AMAZING! -- Review]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?37127 CUBE REVIEW: ShengShou 4x4x4 V3]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?34630 ShengShou 4x4 v3 review + 40.09 solve]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;LighTake Product Pages&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://lightake.com/detail.do/sku.45682 Assembled Black]&lt;br /&gt;
* [http://lightake.com/detail.do/sku.45683 Assembled White]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 5x5===&lt;br /&gt;
Good cube with mostly positive reviews. It&#039;s mechanism it&#039;s similar to the 4x4x4 Shengshou with all it&#039;s pieces visible. It has 98 external pieces and no hidden internal pieces but the core. It also looks like a V Cube 5, with slightly different proportions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?35129 ShengShou 5x5x5 [Review]]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?30061 Shengshou 5x5 Review!]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?32037 ShengShou 5x5x5 Cube Review!]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?30368-ShengShou ShengShou 5x5 Review (Video)]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 6x6===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?36070 Shengshou 6x6x6 [Review]]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?36358 Shengshou 6x6 Review -Tall5001]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?33872 Cube Review: ShengShou 6x6x6 Cube]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 7x7===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?36315 ShengShou 7x7x7 solve + review (by qqwref)]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?36453 ShengShou 7x7 Unboxing and Review]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;LighTake Product Pages&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://lightake.com/detail.do/sku.52908 Assembled Black]&lt;br /&gt;
* [http://lightake.com/detail.do/sku.52909 Assembled White]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 8x8===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?36608 [video Shengshou 8x8 Review -Tall5001]&lt;br /&gt;
&lt;br /&gt;
===ShengShou 9x9===&lt;br /&gt;
&lt;br /&gt;
===ShengShou 10x10===&lt;br /&gt;
&lt;br /&gt;
===ShengShou Pyraminx===&lt;br /&gt;
&lt;br /&gt;
===ShengShou Megaminx===&lt;br /&gt;
&lt;br /&gt;
===ShengShou Mirror Block===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Reviews on Speedsolving.com&amp;lt;/u&amp;gt;&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?38648 Review of the ShengShou Pyraminx]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle Manufacturers]]&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=23451</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=23451"/>
		<updated>2013-10-29T09:53:43Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* R&#039; F R&#039; B2 R F&#039; R&#039; B2 R2  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* R U&#039; R&#039; U&#039; F2 U&#039; R U R&#039; D R2&lt;br /&gt;
* R U&#039; R&#039; U&#039; F2 U&#039; R U R&#039; U F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* R U&#039; L U2 R&#039; U R&#039;&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=23450</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=23450"/>
		<updated>2013-10-29T09:52:17Z</updated>

		<summary type="html">&lt;p&gt;EastsheenFan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* R&#039; F R&#039; B2 R F&#039; R&#039; B2 R2  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* R U&#039; R&#039; U&#039; F2 U&#039; R U R&#039; D R2&lt;br /&gt;
* R U&#039; R&#039; U&#039; F2 U&#039; R U R&#039; U F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* R U&#039; L U2 R&#039; U R&#039;&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>EastsheenFan</name></author>
	</entry>
</feed>