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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=17430</id>
		<title>Category:Pyraminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=17430"/>
		<updated>2012-04-21T03:30:53Z</updated>

		<summary type="html">&lt;p&gt;Foster Conklin: /* Advanced Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages describes different methods to speedsolve the [[Pyraminx]].&lt;br /&gt;
&lt;br /&gt;
When speedsolving the Pyraminx the method used does not matter as much as it does on other puzzles - an intermediate method is almost always good enough to get fast times. This is a very quick puzzle which isn&#039;t hard to solve efficiently, so the most important things to practice are [[Pyraminx Speedsolving Methods#Lookahead|lookahead]] and [[Pyraminx Speedsolving Methods#Turning speed|turning speed]].&lt;br /&gt;
&lt;br /&gt;
Some of the descriptions here uses a extended notation, see [[Pyraminx notation]] for an explanation of the system.&lt;br /&gt;
&lt;br /&gt;
==Beginner Methods==&lt;br /&gt;
&lt;br /&gt;
This method is recommended mainly to people who just want to solve the Pyraminx, although the puzzle isn&#039;t hard to figure out yourself. You can still go from a total beginner to under 30 seconds in about an hour with this method:&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient the four corners and their tips. They don&#039;t move, so this shouldn&#039;t require any thought.&lt;br /&gt;
* Step 2: Use R&#039; L R L&#039; and L R&#039; L&#039; R to place the edges. These algorithms will move exactly three edges around, so just keep trying until you are done.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Methods==&lt;br /&gt;
&lt;br /&gt;
Intermediate methods can easily give you an average of around 10 seconds or even less. Note that you can do the tips at any stage in the solving process; the place they are given here is only a suggestion.&lt;br /&gt;
&lt;br /&gt;
===Corner First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve two of the three edges next to a corner, and the tip on that corner.&lt;br /&gt;
* Step 2: Use the extra edge slot as a keyhole to fix all of the corners and tips of the last layer (the layer opposite that corner). Then put the corner on B.&lt;br /&gt;
* Step 3: Solve the last edge of the first tip. Algorithms can be found [[Pyraminx algorithms#Last edge on first tip:|here]].&lt;br /&gt;
* Step 4: Finish the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Layer First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient three of the corners. They will share a color; try to simultaneously place as many of the edges of that layer as you can.&lt;br /&gt;
* Step 2: Finish the layer by inserting the remaining edges with RUR&#039;-type insertions. Sometimes there are special tricks you can do in this step if you end up with edges that are already in the layer but in the wrong place or misoriented.&lt;br /&gt;
* Step 3: Solve the last layer in one step. There are 5 possible algorithms which can be found [[Pyraminx algorithms#Last Layer algorithms:|here]].&lt;br /&gt;
* Step 4: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
==Advanced Methods==&lt;br /&gt;
&lt;br /&gt;
There are a couple of advanced methods for the Pyraminx, and although they are not necessary to get very fast times though they could provide a boost to the serious solver. They are more efficient than intermediate methods but require more memorization or have harder recognition, and thus will take much more time to master.&lt;br /&gt;
&lt;br /&gt;
===Last 4 Edges===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve all of the corners and two adjacent edges. With practice this can be done in inspection.&lt;br /&gt;
* Step 2: Finish the last 4 edges in one step. There are about 70 algs for this.&lt;br /&gt;
* Step 3: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
===Petrus===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create a &#039;block&#039; by matching one edge to the two adjacent corners, and also fixing those two tips.&lt;br /&gt;
* Step 2: Orient the remaining edges, [[Petrus]]-style, so that they can all be solved using only U and R turns.&lt;br /&gt;
* Step 3: Finish all of the edges using only U and R turns, then fix the last two tips on the U and R corners.&lt;br /&gt;
&lt;br /&gt;
===FP===&lt;br /&gt;
FP stands Fan&#039;s Pyraminx Method or Face-Permute. The idea is similar to Ortega for the 2x2x2 cube. &lt;br /&gt;
&lt;br /&gt;
*Step 1: Make one face. Nothing has to be permuted properly. This can be done in about 3-7 moves usually. It should be possible to easily see this from pre-inspection. The EP of the bottom layer can be determined, making the recognition of the 2nd step extremely easy.&lt;br /&gt;
*Step 2: Permute everything. This can be done in about 6-8 moves usually. There are 20 algorithms for this step.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Lookahead ===&lt;br /&gt;
=== Turning speed ===&lt;br /&gt;
&#039;&#039;&#039;Grip shifts:&#039;&#039;&#039; A good way to increase your turning speed is to optimise your algoritms so you can execute them using as few grip shifts as possible, &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; Take the eight turn alg that orients two edges (here FR and FL), a common case for most methods, normally it is notated something like R&#039; L R L&#039; U L&#039; U&#039; L but using the [[Pyraminx#Extensions to the notation:|extended notation]] that allows face twists as well as tip turns it can be notated and executed like R&#039; L R r&#039; R L&#039; R&#039; r and it gives only one grip shift and no orientations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggers:&#039;&#039;&#039; Another way to increase the speed is to use [[trigger]]s. (L R&#039;) is possibly the easiest trigger you can do: turn L about 30% of the turn and then place your right thumb on top of the edge that now shows its corner sticking out of the F-face. Push the edge using the thumb down to the face compleating th L turn and from there keep pushing until also the R&#039; is done. After some practice you can actually do the whole trigger witout pre-turning the L tip, just place you thumb at the proper place on the edge and go away, two turns in one!&lt;br /&gt;
&lt;br /&gt;
To do the four turn 3-cycle LL edges (L R&#039;) (L&#039; R) then do the first part as above and the second trigger (L&#039; R) in the same manner but now do 30% L&#039; and then the right thumb under the edge that comes out of the D-face and then push all the way up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternative style:&#039;&#039;&#039;&lt;br /&gt;
An alternative style is to hold the whole pyraminx in one hand (left) and only use that hand for U layer triggers. Do everything else with the other hand as you would with a 3x3x3 cube.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=20494 Pyraminx method names]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=74zFmYtSfew How to solve a Pyraminx] (Corners First Method)&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=Oio3ZmPDv0g How to Solve a Tetraminx or Pyraminx] (Beginners Method)&lt;br /&gt;
* [http://www.cubewhiz.com/pyraminx.php Bob Burton Method] (Beginners Method)&lt;br /&gt;
* Last 4 Edges Algorithms: [http://www.mzrg.com/rubik/solving/pyraminx/index.html Solution to the Pyraminx]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyraminx]]&lt;br /&gt;
[[Category:Methods]]&lt;br /&gt;
[[Category:Methods for Other Puzzles]]&lt;/div&gt;</summary>
		<author><name>Foster Conklin</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=17190</id>
		<title>Petrus Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Petrus_Method&amp;diff=17190"/>
		<updated>2012-03-09T22:58:57Z</updated>

		<summary type="html">&lt;p&gt;Foster Conklin: /* The Steps */&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 to 60&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. Behind [[Fridrich]], it is currently the second most popular speed cubing method in use.&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 [[sub step|substeps]] 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;
[[Category:Methods]]&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>Foster Conklin</name></author>
	</entry>
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