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	<updated>2026-10-20T09:30:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Uwe_M%C3%A8ffert&amp;diff=59386</id>
		<title>Uwe Mèffert</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Uwe_M%C3%A8ffert&amp;diff=59386"/>
		<updated>2026-06-10T21:09:28Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Moved date of death to infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=Uwe Mèffert&lt;br /&gt;
|IMAGE=Uwe-meffert.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=&lt;br /&gt;
|COUNTRY=Germany&lt;br /&gt;
|BIRTHDATE=28 November 1939&lt;br /&gt;
|DEATHDATE=30 April 2022 [https://twistypuzzles.com/forum/viewtopic.php?p=418389]&lt;br /&gt;
|AGE=&lt;br /&gt;
|JOBS=&lt;br /&gt;
|YEARSACTIVE=&lt;br /&gt;
|ID=&lt;br /&gt;
|FAMOUSFOR=Pyraminx inventor; puzzles manufacturer&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Uwe Mèffert&#039;&#039;&#039; was a German-born puzzle inventor and marine biologist. He was the designer of many [[puzzle]]s such as the [[Pyraminx]]. He has also helped to produce many puzzles that he did not design, such as the [[Megaminx]], [[Pyraminx Crystal]], [[Tony Durham]]&#039;s [[Skewb (puzzle type)|Skewb]], and [[Tony Fisher]]&#039;s [[Golden Cube]]. Mèffert also operated an online store &#039;&#039;[[Meffert&#039;s]]&#039;&#039; containing puzzles he produced, although his store also contained products that Mèffert neither designed or actively produced, such as the [[Master Pyramorphix]].&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
Mèffert was born in Wernigerode in the Harz Mountains of Germany. He was educated in Heidelberg, Germany; Geelong, Australia; and Bern, Switzerland. He lived in Asia since the 1970s, especially Hong Kong. He also worked in Australasia, doing private research into human and animal nutrition. He wrote several books on Nutrition &amp;amp; Tai-Chi Chi-Gung, Long life Health &amp;amp; Beauty exercise. &lt;br /&gt;
&lt;br /&gt;
In the early 1970s he experimented with slicing polyhedra into symmetric slices and attaching them with rubber bands to a center ball. Part of his interests were in supposed &amp;quot;energy flows&amp;quot; inside the human body and the mystical power of the pyramid and other shapes. His wooden puzzles eventually end up in a drawer, half-forgotten.&lt;br /&gt;
&lt;br /&gt;
In 1980 the [[Rubik&#039;s Cube]] was launched upon the world leading to a mass craze. Urged on by his friends, he agreed to show his puzzles to Tomy Toys of Japan in early 1981. Tomy liked the puzzles and selected the [[Pyraminx]]. Over 10 million pieces where sold through toy stores by Christmas 1981, (and 90 million within 3 years). Following this initial success, he also supplied 4x4x4 &amp;amp; 5x5x5 cubes to Ideal toys and their subsidiaries from his Hong Kong base. He also produced a [[Megaminx]] (getting &amp;quot;his impulse from Kersten Meier and [[Udo Krell]]&amp;quot;)[http://www.mefferts.com/page.php?lang=en&amp;amp;theme=puzzle_history]; and the [[Skewb]], invented by Tony Durham, and originally sold as the &amp;quot;Pyraminx Cube&amp;quot; (to associate it with his best-selling product).&lt;br /&gt;
&lt;br /&gt;
The puzzle market went very quiet in the aftermath of the cube craze in 1982. In the 1990s and 2000s Mèffert began releasing puzzles from his online store &#039;&#039;[[Meffert&#039;s]]&#039;&#039;, including 4x4x4 &amp;amp; 5x5x5 cubes, but especially a large range of unusual twisty puzzles sourced from puzzle designers.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.mefferts.com/page.php?lang=en&amp;amp;theme=about_uwe About Uwe Meffert &amp;amp; Meffert&#039;s Puzzles]&lt;br /&gt;
*[http://www.mefferts.com Meffert&#039;s] Home page&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle inventors|Meffert, Uwe]]&lt;br /&gt;
[[Category:Cubers|Meffert, Uwe]]&lt;br /&gt;
[[Category:Puzzle hardware]]&lt;br /&gt;
[[Category:Meffert&#039;s Puzzles]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=David_Singmaster&amp;diff=59385</id>
		<title>David Singmaster</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=David_Singmaster&amp;diff=59385"/>
		<updated>2026-06-10T21:05:13Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Moved date of death to infobox and gave more accurate date of birth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|NAME=David Singmaster&lt;br /&gt;
|IMAGE=David Singmaster.jpg&lt;br /&gt;
|IMAGEYEAR=&lt;br /&gt;
|ALIASES=&lt;br /&gt;
|COUNTRY=USA&lt;br /&gt;
|BIRTHDATE=14 December 1938 [https://ww2.ams.org/journals/notices/202307/noti2744/noti2744.html]&lt;br /&gt;
|AGE=&lt;br /&gt;
|DEATHDATE=13 February 2023&lt;br /&gt;
|JOBS=Mathematics professor&lt;br /&gt;
|YEARSACTIVE=1978-2000s; 2012&lt;br /&gt;
|ID=2012SING03	&lt;br /&gt;
|FAMOUSFOR=[[Layer by layer|Layer by layer method popularization]], [[3x3x3 notation|Singmaster notation]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;David Breyer Singmaster&#039;&#039;&#039; was an American mathematics professor at London South Bank University in the United Kingdom. He was most famous for being an early adopter and enthusiastic promoter of the [[Rubik&#039;s Cube]]. His &#039;&#039;Notes on Rubik&#039;s &amp;quot;Magic Cube&amp;quot;&#039;&#039; which he began compiling in 1979 provided the first mathematical introduction to the Cube as well as providing one of the first published solutions. The book contains the [[3x3x3 notation|cube notation]] which has become standard. He also owned a huge collection of mechanical puzzles, which he stated in 2002 contained &amp;quot;perhaps 3000 puzzles, of which about 400 are Rubik Cubes and variants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Singmaster&#039;s association with Rubik&#039;s Cubes dates from August 1978, when he saw a Cube (at that time a rarity) at the International Congress of Mathematicians in Helsinki. Some other mathematicians at the conference, including John Conway and [[Roger Penrose]], already had one. Singmaster acquired a Cube from Hungarian mathematician Tamás Varga, and was able to solve it by early September 1978, taking about two weeks to develop a general solution. He devised his notation for recording moves (now known as the [[3x3x3 notation|Singmaster notation]]) in December 1978. In June 1979 he wrote the first (non-Hungarian) newspaper article about the Cube in &#039;&#039;The Observer&#039;&#039; newspaper. He became one of the most enthusiastic and prolific promoters of Rubik&#039;s Cube during the early 1980s, and for two years even ran his own puzzle company, David Singmaster Ltd, which stocked puzzles and books. Throughout this period he shared an office with [[Morwen Thistlethwaite]] another prominent Rubik&#039;s Cube theorist.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Notes on Rubik&#039;s &amp;quot;Magic Cube&amp;quot;&#039;&#039;==&lt;br /&gt;
By February 1979 Singmaster had written in manuscript form the first version of his &#039;&#039;&amp;quot;Notes on the &#039;Magic Cube&#039;&amp;quot;&#039;&#039;. The booklet contained his mathematical analysis of Rubik&#039;s Cube using basic group theory. The first edition became available (by mail-order) in October 1979. The book was subsequently expanded as results of his correspondence with other &amp;quot;cubologists&amp;quot; came in. The 5th edition was published in August 1980 and was retitled as &#039;&#039;Notes on Rubik&#039;s &amp;quot;Magic Cube&amp;quot;&#039;&#039;. Although self-published, it was one of the few resources available for cubers until mid-1981 when there was an explosion in cubing books. Even then it was still considered by many &amp;quot;THE book&amp;quot; on the Rubik&#039;s cube, with &amp;quot;the history, anecdotes, the math theory, and a solution.&amp;quot;[http://www.cube20.org/cubelovers/CL02/105.txt] The book included a variant of the [[Layer by layer]] approach for solving the cube based on other Layer by Layer solutions at the time and played a major part in the popularization of the method.[https://sites.google.com/view/methodlibrary/3x3-methods/layer-by-layer] In 1981, at the height of the Rubik&#039;s Cube craze, the book was formally published by Penguin Books (UK), with a US edition by Enslow Publishers. There were also Dutch and Spanish translations. He estimated that he sold around 50 to 60,000 copies of his book. Much of the mathematical content of the book was later reworked by Alexander H. Frey in collaboration with Singmaster to create their &#039;&#039;Handbook of Cubik Math&#039;&#039; published in 1982.&lt;br /&gt;
&lt;br /&gt;
===Contents===&lt;br /&gt;
The first edition (October 1979) contained 10 sections plus an addendum totalling around 30 pages. Section 4 contained the group theory and the reader was advised to &amp;quot;skim through it&amp;quot; on first reading. For those wishing to solve the Cube the most important parts were: section 3 which described the [[3x3x3 notation|notation]]; section 6 which described some basic [[commutator]]s demonstrating how algorithms can be constructed; and section 9 which outlined the Layer-by-layer approach and provided some improved processes. Editions two, three and four followed in quick succession (Oct 1979 to Jan 1980) and contained new material in three short addendums as information from his correspondents came in.&lt;br /&gt;
&lt;br /&gt;
The most important update came in August 1980 with the fifth edition. This nearly doubled the size of the book with a lengthy Fifth Addendum. This contained many new anecdotes, processes, and other theoretical results including some details of the [[Thistlethwaite Algorithm]]. Important for cubers was a small catalogue of algorithms, many just for the upper layer including 2-cycles, 3-cycles, flips and twists. There was also a list of pretty patterns (including his &amp;quot;cube in a cube in a cube&amp;quot; pattern which he had discovered himself). For the first time there was a separate step-by-step solution guide in its own section.&lt;br /&gt;
&lt;br /&gt;
===Singmaster method===&lt;br /&gt;
Singmaster had initially solved the Cube using a [[Corners First]] method (using basic [[Commutators and Conjugates|commutators and conjugates]]) but by 1979 he had developed a variant of the [[Layer by layer]] method. In the first edition of his &#039;&#039;Notes&#039;&#039; (October 1979) he provided an outline of the method, together with suggestions for various algorithms. His solution steps are:&lt;br /&gt;
&lt;br /&gt;
* 1) Put all bottom edges correctly in place.&lt;br /&gt;
* 2) Put all bottom corners correctly in place.&lt;br /&gt;
* 3) Put middle slice edges correctly in place.&lt;br /&gt;
* 4) Flip top edges so all U faces are up.&lt;br /&gt;
* 5) Make top orientations correct. [i.e. making a single U move]&lt;br /&gt;
* 6) Put top edges correctly in place.&lt;br /&gt;
* 7) Put top corners in their right positions.&lt;br /&gt;
* 8) Twist top corners into their correct orientations.&lt;br /&gt;
&lt;br /&gt;
For the step-by-step solution from the 5th edition see this [https://web.archive.org/web/20070603094148/http://www.linkedresources.com/teach/rubik/solution.php David Singmaster&#039;s Solution] as webified by Jeffrey W Baumann.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Cubic Circular&#039;&#039;==&lt;br /&gt;
Singmaster is also famous for his &#039;&#039;Cubic Circular&#039;&#039; newsletter published 1981-5. In total five magazines were published, of which three were double issues. The newsletters, which he considered as further addenda to his &#039;&#039;Notes&#039;&#039;, are an unparalleled source of historical information about Rubik&#039;s Cube and other [[twisty puzzles]] during the 1980s Cube craze.&lt;br /&gt;
&lt;br /&gt;
==Publications==&lt;br /&gt;
===Books===&lt;br /&gt;
* &#039;&#039;Notes on Rubik&#039;s &amp;quot;Magic Cube&amp;quot;&#039;&#039;, David Singmaster. 1981. Penguin Books ISBN 0-140-06149-5 / Enslow Publishers ISBN 0-89490-043-9&lt;br /&gt;
* &#039;&#039;Handbook of Cubik Math&#039;&#039;, David Singmaster and Alexander H. Frey. The Lutterworth Press, 1982. ISBN 0-7188-2555-1&lt;br /&gt;
* &#039;&#039;Rubik&#039;s Cubic Compendium&#039;&#039;, by [[Ernő Rubik]] and four others. Edited with an Introduction and Afterword by David Singmaster. Oxford University Press, 1987. ISBN 0-19-853202-4&lt;br /&gt;
* &#039;&#039;The Cube: The Ultimate Guide to the World&#039;s Bestselling Puzzle&#039;&#039;, Jerry Slocum, David Singmaster, Wei-Hwa Huang, Dieter Gebhardt, Geert Hellings, Ernő Rubik. Black Dog &amp;amp; Leventhal, 2009. ISBN 157912805X&lt;br /&gt;
&lt;br /&gt;
===Newsletters===&lt;br /&gt;
*&#039;&#039;Cubic Circular&#039;&#039; magazine published 1981-5 by David Singmaster ([http://www.jaapsch.net/puzzles/cubic.htm available online at Jaap&#039;s Puzzle Page])&lt;br /&gt;
&lt;br /&gt;
===Articles===&lt;br /&gt;
*Singmaster, D. &amp;quot;The Hungarian Magic Cube.&amp;quot; &#039;&#039;Mathematical Intelligencer&#039;&#039; 2:1. (1979) p. 29-30&lt;br /&gt;
*Singmaster, D. &amp;quot;Six-sided magic.&amp;quot; &#039;&#039;The Observer&#039;&#039;. (17 June 1979) p. 40.&lt;br /&gt;
*Singmaster, D. &amp;quot;The Magic Cube.&amp;quot; &#039;&#039;Games &amp;amp; Puzzles&#039;&#039; 76. (Spring 1980). p. 4-6.&lt;br /&gt;
*Singmaster, D. &amp;quot;The educational value of the Hungarian Magic Cube.  In: &#039;&#039;Proceedings of the Fourth International Congress on Mathematical Education: Berkeley, California, U.S.A., 10-16 August 1980&#039;&#039;. Published: Boston: Birkhäuser, (c. 1983).&lt;br /&gt;
*Singmaster, D. &amp;quot;The incredible cube.&amp;quot; &#039;&#039;Games &amp;amp; Puzzles&#039;&#039; 81. (Summer 1981) p. 4, 5, 10.&lt;br /&gt;
*Singmaster, D. &amp;quot;Cube news again.&amp;quot; &#039;&#039;Mathematical Intelligencer&#039;&#039; 3:3. (1981) p. 107-108.&lt;br /&gt;
*Singmaster, D. &amp;quot;[https://books.google.co.uk/books?id=_n1vr0_RbXoC&amp;amp;pg=PA786 Moral and mathematical lessons from a Rubik Cube]&amp;quot;. &#039;&#039;New Scientist&#039;&#039;. (23/30 Dec 1982) p. 786-791.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://en.wikipedia.org/wiki/David_Singmaster Wikipedia entry on David Singmaster]&lt;br /&gt;
* [http://www.twistypuzzles.com/articles/spotlight-singmaster/ Interview with David Singmaster] at &#039;&#039;Twisty Puzzles&#039;&#039;. Originally published c. 2002 ([https://web.archive.org/web/20020403133052/http://www.zeta.org.au/~sausage/twistymegasite/interview-singmaster.html archive]).&lt;br /&gt;
&amp;lt;!--  *Video: [http://www.itnsource.com/fr/specials/1980s/shotlist//ITN/1981/09/04/AS040981001/ David Singmaster on British (ITN) News], 4 September 1981  --&amp;gt;&lt;br /&gt;
*Video: [https://www.youtube.com/watch?v=DtYr_3h0Ubw David Singmaster talks about Rubik&#039;s Cubes], &#039;&#039;Gathering 4 Gardner - Celebration of Mind&#039;&#039;, 23 March 2014&lt;br /&gt;
*Video: [https://www.youtube.com/watch?v=VDwSaCB3UbM Cubic Tales], Erno Rubik, David Singmaster, Jeffrey Varasano, at &#039;&#039;Gathering 4 Gardner&#039;&#039;, April 2018&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle theorists|Singmaster, David]]&lt;br /&gt;
[[Category:Method inventors|Singmaster, David]]&lt;br /&gt;
[[Category:Cubers|Singmaster, David]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Template:Infobox&amp;diff=59384</id>
		<title>Template:Infobox</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Template:Infobox&amp;diff=59384"/>
		<updated>2026-06-10T20:57:00Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added optional date of death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;infobox-template&amp;quot; style=&amp;quot;float: right; border-collapse:collapse; width: 22em; font-size: 90%; margin: 0 0 10px 10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; bgcolor=&amp;quot;#F0F0F0&amp;quot; cellspacing=&amp;quot;2&amp;quot; style=&amp;quot;color:black; text-align:center; width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D0DFEE&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 125%;&amp;quot; | &#039;&#039;&#039;{{{NAME}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:90%;&amp;quot;| {{#if:{{{IMAGE}}}|[[Image:{{{IMAGE}}}|125px]]&amp;lt;br&amp;gt;{{{NAME}}} {{#if:{{{IMAGEYEAR}}}| in {{{IMAGEYEAR}}}|}}|}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#E0E8EF&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Background Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot; align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Alias(es):&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{ALIASES}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Country:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{COUNTRY}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Born:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{BIRTHDATE}}} {{#if:{{{AGE}}}|(age {{{AGE}}})|}}{{#if:{{{DEATHDATE|}}}|&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;background:#F0F0F0; text-align:right&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Died:&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;text-align:left&amp;quot;&amp;gt;{{{DEATHDATE}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Occupation(s):&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{JOBS}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Years Active:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{YEARSACTIVE}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;WCA ID:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [http://www.worldcubeassociation.org/persons/{{{ID}}} {{{ID}}}]&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Claim to Fame:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{FAMOUSFOR}}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Infobox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=MegaZZ&amp;diff=59383</id>
		<title>MegaZZ</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=MegaZZ&amp;diff=59383"/>
		<updated>2026-06-10T20:32:03Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Removed from &amp;quot;Infobox templates&amp;quot; category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;infobox-template&amp;quot; style=&amp;quot;float: right; border-collapse:collapse; width: 22em; font-size: 90%; margin: 0 0 10px 10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; bgcolor=&amp;quot;#F0F0F0&amp;quot; cellspacing=&amp;quot;2&amp;quot; style=&amp;quot;color:black; text-align:center; width: 100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#D0DFEE&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 125%;&amp;quot; | &#039;&#039;&#039;{{{name|}}} MegaZZ&#039;&#039;&#039;&lt;br /&gt;
|-	&lt;br /&gt;
| bgcolor=&amp;quot;#E0E8EF&amp;quot; colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Information about the method&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Proposer(s):&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{proposers|Ryan Kennelly}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Proposed:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{year|2021}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;No. Steps:&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{steps|4}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#F0F0F0&amp;quot;  align=&amp;quot;right&amp;quot; | &#039;&#039;&#039;Purpose(s):&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{{purpose|Megaminx Speedsolving}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
MegaZZ is a method for Megaminx created as a Megaminx version of ZZ apart from [[ZZ-Spike]]. This method bassically reduces a megaminx to 6 gen compared to the 4 gen of ZZ spike.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
* &#039;&#039;&#039;Helix:&#039;&#039;&#039; This is a series of 5 edges that form what is one continuous stripe or &amp;quot;Helix&amp;quot;. This is similar to ZZ&#039;s EOLine, though the Edge Orientation is done afterwards&lt;br /&gt;
* &#039;&#039;&#039;Edge Orientation:&#039;&#039;&#039; Edge Orientation or &amp;quot;EO&amp;quot; involves reducing all edges on the puzzle to a 6-gen state which will leave you with a star on the last layer every solve. The execution of this step is fairly similar to ZZ-Spike EO, just with more edges needed to be oriented.&lt;br /&gt;
* &#039;&#039;&#039;Blockbuilding to Last Layer:&#039;&#039;&#039; This is pretty straight forward. The goal of this step is to blockbuild, as in 3x3 ZZ until there is only one layer left to solve.&lt;br /&gt;
* &#039;&#039;&#039;Last Layer:&#039;&#039;&#039; Just as with ZZ-Spike or Petrus, you solve the last layer with the advantage of all the edges being oriented.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
* &#039;&#039;&#039;2LLL&#039;&#039;&#039;: The last layer can be solved in only two looks without any influencing from last slot and slightly less algorithms than for standard 3LLL.&lt;br /&gt;
* &#039;&#039;&#039;Early EO&#039;&#039;&#039;: As opposed to ZZ-Spike or Petrus, Edge Orientation is done really early on in the solve and could potentially even be inspected in 15 seconds along with the Helix.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
* &#039;&#039;&#039;Edge Orientation&#039;&#039;&#039;: Edge Orientation can take a while to get used to and even if mastered, the solver needs to spend time on recognition and execution while other pieces could have been solved in the mean time.&lt;br /&gt;
* &#039;&#039;&#039;Fixed Order&#039;&#039;&#039;: Because the solver usually only learns EO recognition for six specific sides, the Helix always needs to be built at the same position, which can sometimes be inefficient.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZZ-Spike]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
* [[ZZ]]&lt;br /&gt;
* [[GenTheThief]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=T9tFQhURYqc Video Tutorial]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZB_method&amp;diff=59382</id>
		<title>ZB method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZB_method&amp;diff=59382"/>
		<updated>2026-06-10T20:14:19Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Wording/Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ZB&lt;br /&gt;
|image=ZBLS_representation_imageV2.png&lt;br /&gt;
|proposers=[[Zbigniew Zborowski]]&amp;lt;br/&amp;gt;[[Ron van Bruchem]]&lt;br /&gt;
|year=2002&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=[[VH]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=798 &amp;lt;br/&amp;gt;ZBLS: 305&amp;lt;br/&amp;gt;ZBLL: 472 (+ 21 inc. [[PLL]])&lt;br /&gt;
|moves=Speedsolving: 48&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZB&#039;&#039;&#039; (short for &#039;&#039;Zborowski-Bruchem&#039;&#039; after its proponents, [[Zbigniew Zborowski]] and [[Ron van Bruchem]]) is a very efficient but algorithm-intensive method which is a variation of advanced [[LBL]] methods such as the [[Fridrich method]].  After solving the F2L minus one [[corner-edge]] pair in whatever method the solver wishes, there are just two more steps: [[ZBLS]] (originally called &#039;&#039;ZBF2L&#039;&#039;), which finishes F2L while simultaneously orienting the edges of the [[last layer]], and [[ZBLL]], which finishes the last layer in one algorithm.&lt;br /&gt;
&lt;br /&gt;
ZB averages fewer moves than CFOP and reaches the all last layer edges oriented state without requiring the use of edge control. Unfortunately, because this method has a total of 300 algorithms or 795 total cases, it would take a very long time to learn the entire method. The ergonomics of the ZBLS algorithms are also mostly unknown.&lt;br /&gt;
&lt;br /&gt;
The method has historically been regarded as difficult to learn due to its high algorithm count, requiring solvers to memorize approximately 800 algorithms (798 algorithms including [[ZBLS]] and [[ZBLL]]). As a result, many speedcubers have not adopted the method entirely, instead incorporating selected ZB techniques (mostly [[ZBLL]]) into [[CFOP]], with which it is highly compatible. In recent years, the method has gained increased attention within the speedcubing community. This growth has been associated with the success of Chinese speedcubers such as [[Xuanyi Geng]] and [[Qixian Cao]], both of whom use the [[ZB]] method. This later inspired [[Tymon Kolasiński]] to switch to the ZB method in its entirety. As of 2026, the 3x3 average World Record is currently held by [[Xuanyi Geng]], who uses the ZB method.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZBLS]]&lt;br /&gt;
* [[ZBLL]]&lt;br /&gt;
* [[VH]]&lt;br /&gt;
* [[Fridrich Method]]&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [http://www.zborowski.republika.pl/expert3x3x3method.html Zbigniew Zborowski&#039;s ZB Page]&lt;br /&gt;
* [http://www.speedcubing.com/chris/zb.html Chris Hardwick&#039;s ZB Page]&lt;br /&gt;
* [http://jmbaum.110mb.com/zb.htm Jason Baum&#039;s ZB Page]&lt;br /&gt;
* [http://www.cubestation.co.uk/cs2/index.php?page=3x3x3/zb/zb Dan Harris&#039;s ZB Page]&lt;br /&gt;
* [https://pepkin88.me/zbll-explorer/ pepkin88&#039;s ZBLL Explorer, compiles algorithms from many different resources]&lt;br /&gt;
* [http://lar5.com/cube/270/index.html Lars Petrus&#039;s ZBLL Algs]&lt;br /&gt;
* [http://www.cubezone.be/zbf2l.html Lars Vandenbergh&#039;s ZB F2L Algs]&lt;br /&gt;
* [https://archive.ph/f6YtJ CE&#039;s ZB F2L Algs] (OH)&lt;br /&gt;
* [https://archive.ph/tmQyo Tading&#039;s ZBLL Algs]&lt;br /&gt;
* [https://www.speedcubingtips.eu/methode-zb/ speedcubingtips.eu&#039;s ZB method in French]&lt;br /&gt;
* [https://www.speedcubingtips.eu/zbll-zborowski-bruchem-last-layer/ speedcubingtips.eu&#039;s ZBLL Algs]&lt;br /&gt;
* [https://www.speedcubingtips.eu/zbls-zborowski-bruchem-last-slot/ speedcubingtips.eu&#039;s ZBLS Algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Advanced methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=59381</id>
		<title>Sexy Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sexy_Method&amp;diff=59381"/>
		<updated>2026-06-10T20:09:54Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added back link to tutorial (url has been moved)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Sexy&lt;br /&gt;
|image=Sexy_method.gif&lt;br /&gt;
|proposers=[[Conrad Rider]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=SAM (Single Alg Method),&amp;lt;br/&amp;gt;1234 method&lt;br /&gt;
|variants=[[8355]], [[MirIS]], [[Y-Move Method]], [[Less is More]]&lt;br /&gt;
|algs=1&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves=100+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sexy Method&#039;&#039;&#039; is a variant of the [[8355 Method]] specifically designed for ease of learning, using a single algorithm: the [[sexy move]].&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
* Intuitively solve the [[Cross]]&lt;br /&gt;
* Intuitively solve 3 of the E-slice edges, leaving a [[keyhole]].&lt;br /&gt;
* Use the sexy move to solve the corresponding 3 D-layer corners by passing them from the U-layer through the keyhole.&lt;br /&gt;
* Intuitively solve 3 U-layer edges.&lt;br /&gt;
* Solve the last 2 edges, using intuition or algorithms.&lt;br /&gt;
* Turn the cube over.&lt;br /&gt;
* Solve 3 more corners with the sexy move as before. To avoid confusion, leave the corner under the keyhole unsolved.&lt;br /&gt;
* Continue sexy moves as necessary until the cube is either solved, or is solved with the exception that two corners are misoriented.&lt;br /&gt;
* If two corners are misoriented, rotate the cube to put those corners at DF. Solve them with the sexy move as before.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sexy Move]]&lt;br /&gt;
* [[MirIS]]&lt;br /&gt;
* [[8355]]&lt;br /&gt;
* [[LBL]]&lt;br /&gt;
* [[Y-Move Method]]&lt;br /&gt;
* [[Less is More]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://cube.rider.biz/miris.html Main tutorial]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=22275 Beginner 3x3 Tutorial (1 alg solution)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods and substeps]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=41427</id>
		<title>Tripod Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Tripod_Method&amp;diff=41427"/>
		<updated>2020-02-15T15:44:22Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added ZZ-Tripod as a variant&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]], [[Mirek Goljan]]&lt;br /&gt;
|year=2002&lt;br /&gt;
|anames&lt;br /&gt;
|variants= [[Petrus]], [[ZZ]]-Tripod&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=58&lt;br /&gt;
|moves= ~50&lt;br /&gt;
|purpose= [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A blockbuilding approach to solving the 3x3x3, first proposed by [[Ryan Heise]] and developed by [[Michael Gottlieb]] and [[Mirek Goljan]]. The method is characterized by the final steps, which involve solving a &#039;tripod&#039; composed of the three 1x1x2 columns connected to the URF corner piece.&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
&lt;br /&gt;
1. Build a 2x2x2 block. This is an intuitive step.&lt;br /&gt;
&lt;br /&gt;
2.Build 3 1x2x2 block side by side the 2x2x2 block. This is also an intuitive step.&lt;br /&gt;
&lt;br /&gt;
3. Insert the last F2L slot.&lt;br /&gt;
&lt;br /&gt;
4. Finish the last layer using one of 58 algorithms.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* &#039;&#039;&#039;[[ZZ]]-Tripod:&#039;&#039;&#039; ZZ-Tripod, invented by Neuro in 2017, is an attempt at combining [[ZZ]] with Tripod, resulting in a normal ZZ solve up to F2L-1 when a 1x2x2 block is built on the top face. This is followed by NLS to insert the last F2L pair while preserving edge orientation. After that, the last layer is solved using TELL, which is a subset of both [[Tripod LL]] and [[ZBLL]] with very few algorithms.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
Like many other blockbuilding methods, this method uses less moves than the ever popular CFOP method. &lt;br /&gt;
The steps are all fairly simple and easy to execute, allowing for good lookahead. &lt;br /&gt;
The method has a low algorithm count compared to most mainstream methods such as CFOP or ZZ. &lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
&lt;br /&gt;
The blocks, particularly the U layer block, are quite restrictive to the construction of the final F2L slot. &lt;br /&gt;
Recognition for the final step is not excellent and could be compared to that of COLL. &lt;br /&gt;
Beginners may find blockbuilding to be difficult.&lt;br /&gt;
&lt;br /&gt;
== Example solve ==&lt;br /&gt;
&lt;br /&gt;
Scramble (white on top, green in front): L&#039; F2 R U B R2 D&#039; F2 L&#039; B U&#039; R2 F2 B2 U L2 U&#039; R2 L2&lt;br /&gt;
&lt;br /&gt;
x2 R U&#039; D R&#039; D&#039; - 2x2x2&lt;br /&gt;
&lt;br /&gt;
y&#039; L&#039; F U&#039; F2 L F&#039; - First 2x2x1 block&lt;br /&gt;
&lt;br /&gt;
L2 D L&#039; U2 L D&#039; - Second 2x2x1 block&lt;br /&gt;
&lt;br /&gt;
U F R U&#039; R&#039; F&#039; L&#039; U&#039; L U2 - Final 2x2x1 block&lt;br /&gt;
&lt;br /&gt;
U&#039; R F&#039; U&#039; F&#039; U F R&#039; F2 U&#039; F2 U2 - F2L slot&lt;br /&gt;
&lt;br /&gt;
L&#039; U R U&#039; R&#039; U R U&#039; R&#039; L R U R&#039; U&#039; R U R&#039; U&#039; - Last 5 pieces&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://web.mac.com/teisenmann/Tripod/main.html Web-based tutorial]&lt;br /&gt;
* [http://www.ws.binghamton.edu/fridrich/L1/ece.htm Mirek Goljan&#039;s tripod algorithms]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/2234 Ryan Heise&#039;s Post]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1dPeO6UkCF4QsyineVvHr6wZOcBkVmfTZnMA42KM92to Neuro&#039;s ZZ-Tripod algorithms (includes NLS and TELL)]&lt;br /&gt;
* YouTube: [https://youtu.be/nMlEQ9M6Xcg Neuro&#039;s ZZ-Tripod tutorial]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/threads/bindedsas-algorithms.55518/ BindeDSA&#039;s Algorithms]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SSC&amp;diff=41425</id>
		<title>SSC</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SSC&amp;diff=41425"/>
		<updated>2020-02-15T15:18:03Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added link to a PDF containing SqAree&amp;#039;s OL5C algorithms and another one with EZD algorithms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Shadowslice Snow Columns&lt;br /&gt;
|image=ECE-finalstep.png&lt;br /&gt;
|proposers= [[Joseph Briggs]], [[Julien Adam]]&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= ECE, Briggs-Adam&lt;br /&gt;
|variants= Original variant, L6E variant, Broken variant, Permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 4 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 depending on variant, 10 min. &lt;br /&gt;
|moves= ~40-50 depending on variant [[STM]]&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]], [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SSC&#039;&#039;&#039;, short for &#039;&#039;&#039;Shadowslice Snow Columns&#039;&#039;&#039;,(a variant with misoriented edges is called &#039;&#039;&#039;ECE&#039;&#039;&#039;), is a method that has variously been described as a variation on [[Orient First]], an improved version of the [[Human Thistlethwaite Algorithm]], an advanced [[Belt Method]] and a [[Columns first]] method. It is a method that requires few (28) algorithms but requires proficiency in various relatively advanced techniques such as the [[EOLine]] (which is rotated 90 degrees to create an EOEdge) as well as being able to efficiently orient corners while placing an edge. It is an efficient method which averages below 50 [[STM]] in the hands of an expert.&lt;br /&gt;
&lt;br /&gt;
Intially, it was proposed simply with the &#039;&#039;&#039;SSC-WV&#039;&#039;&#039; variant though this quickly became the set of methods which is known today. After the &#039;&#039;&#039;SSC-M&#039;&#039;&#039; variant was introduced, the idea was quickly expanded on by [[Julien Adam]] who created what is collectively known as the &#039;&#039;&#039;ECE&#039;&#039;&#039; variants which, while following the same basic steps as vanilla SSC-M have various advantages depending on the method. Notable variants include &#039;&#039;&#039;SSC-O&#039;&#039;&#039; and &#039;&#039;&#039;EZD&#039;&#039;&#039; for [[speedsolving]] and &#039;&#039;&#039;SSC-Domino&#039;&#039;&#039; as an [[FMC]] alternative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
This method has been independently proposed by at least 3 people though it was perhaps developed most by [[Joseph Briggs]] and [[Julien Adam]]. It is one of the most move efficient methods that has been developed; potentially on par with [[Heise]], [[Human Thistlethwaite Algorithm]] and [[ZB]] depending on the variant. Also similar to Heise, it is quite intuitive and has a low algorithm count though in terms of procedure it is more similar to HTA or [[PCMS]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Structure==&lt;br /&gt;
# Solve EoEdge ([[EOLine]] but placing FL and BL rather than DF and DB).&lt;br /&gt;
# Orient corners and edges and place FR and BR edges.&lt;br /&gt;
# Solve the rest of the cube using one of many variants.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
* Low movecount&lt;br /&gt;
* Ergonomic- mostly {R,U,D,M}&lt;br /&gt;
* Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
* Can be difficult to transition from other popular methods as it does not directly solve many pieces until the final few steps.&lt;br /&gt;
* Pseudopairs can be difficult to get used to.&lt;br /&gt;
* Lookahead can be made difficult due to the lack of direct solving&lt;br /&gt;
* It is generally acknowledged that the current last step variants are not the best and so it is an area of constant development so any variant learned may be out of date or superseded by better variants relatively quickly.&lt;br /&gt;
&lt;br /&gt;
==Beginner&#039;s SSC==&lt;br /&gt;
# Solve EoEdge and place one additional E-slice edge&lt;br /&gt;
# Orient 3 D-layer corners and create a pseudopair to insert the final E-slice edge&lt;br /&gt;
# [[OCLL]]&lt;br /&gt;
# Separate corners&lt;br /&gt;
# Solve corners&lt;br /&gt;
# LEE (last eight edges)&lt;br /&gt;
&lt;br /&gt;
==Intermediate SSC==&lt;br /&gt;
# Solve Eoedge and place one additional E-slice edges&lt;br /&gt;
# Orient 3 D-layer corners and create a pseudopair&lt;br /&gt;
# [[WV]] (winter variation) using the pseudopair&lt;br /&gt;
# Separate corners&lt;br /&gt;
# Solve corners&lt;br /&gt;
# LEE (last eight edges)&lt;br /&gt;
&lt;br /&gt;
There are actually quite a few ways to go about intermediate SSC however the above is the one most frequently recommended by those most familiar with the method.&lt;br /&gt;
&lt;br /&gt;
==Advanced SSC==&lt;br /&gt;
# EoEdge&lt;br /&gt;
# Orient corners&lt;br /&gt;
## Create a pseudopair and pseudotriplet using the remaining E-slice edges&lt;br /&gt;
## [[OL5C]]&lt;br /&gt;
# Solve corners&lt;br /&gt;
# LEE&lt;br /&gt;
&lt;br /&gt;
In fact there are many different last two steps for Advanced SSC similar to Intermediate and by the time one attains this level they should evaluate all the options in order to find the variant most suited to them.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
There are quite a few variants to SSC, mostly to do with differences in the solving of the final step(s)&lt;br /&gt;
* EZD&lt;br /&gt;
** For LEE, the edges are separated before being permuted with a set of algorithms.&lt;br /&gt;
** This is the variant used by [[Julien Adam]] to obtain his sub-13 averages.&lt;br /&gt;
* Broken&lt;br /&gt;
** Similar to the Belt method, the F2L is solved after step 2 using {R2,L2,M2,U,D}&lt;br /&gt;
** [[PLL]]&lt;br /&gt;
* Permute last&lt;br /&gt;
** This is even more similar to the Belt method where edges are separated then PLL is applied to both sides.&lt;br /&gt;
* FR&lt;br /&gt;
** The FR(or BR) is left out of the E-slice(only making a pseudotriplet abd positioning one corner in LUF) and solve it later.&lt;br /&gt;
&lt;br /&gt;
** This helps with lookahead in the first few steps and you can influence the UL and Ur edges while solving the FR edge&lt;br /&gt;
(SSC-FR : orientated edges)&lt;br /&gt;
&lt;br /&gt;
(ECE-FR : misoriented edges)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Kociemba]]&lt;br /&gt;
*[[Human Thistlethwaite Algorithm]]&lt;br /&gt;
*[[Orient First]]&lt;br /&gt;
*[[PCMS]]&lt;br /&gt;
*[[Belt]]&lt;br /&gt;
*[[ZZ]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/forum/showthread.php?54056-SSC-(Shadowslice-Snow-Columns)-3x3x3-Method/ Original proposal](includes SSC-M and SLS)&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Crafto22 (Julien Adam)&#039;s ECE proposal]&lt;br /&gt;
*[http://imgur.com/FoUYLWg/ SqAree&#039;s OL5C algorithms]&lt;br /&gt;
*[https://drive.google.com/file/d/1YMMZ7wpwO3208J3MnV4t3fZXUphIkazx SqAree&#039;s OL5C algorithms in PDF form]&lt;br /&gt;
*[https://drive.google.com/file/d/1SJNZlQABc3mNd6DhCiiLnpQ7FgAb-MNQ EZD algorithms]&lt;br /&gt;
*[https://youtu.be/UakJ9H0CdBs Shadowslice&#039;s walkthrough]&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental_methods]]&lt;br /&gt;
[[Category:3x3x3_speedsolving_methods]]&lt;br /&gt;
[[Category:3x3x3_methods]]&lt;br /&gt;
[[Category:Fewest_Moves_Methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=LEOR&amp;diff=41412</id>
		<title>LEOR</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=LEOR&amp;diff=41412"/>
		<updated>2020-02-10T08:59:30Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added that the moveset is especially good for OH solving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LEOR&lt;br /&gt;
|image=Leor.gif&lt;br /&gt;
|proposers= Arc, Pyjam&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames= LEORa&lt;br /&gt;
|variants= LEOR-b, EOMR&lt;br /&gt;
|steps= 4 &lt;br /&gt;
|moves= 48 with [[ZBLL]]&lt;br /&gt;
|algs= 4-497&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
LEOR (Left, EO, Right) is a method that is a mix between ZZ and Roux that allows for ergonomic steps with the mindset of speed and move count.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1. FB/LB: Build a 1x2x3 block on the left side of the cube. &lt;br /&gt;
&lt;br /&gt;
2. EOStripe: Solve EO for all the other edges while solving the DFDB edges.&lt;br /&gt;
&lt;br /&gt;
3. SB/RB: Build a second 1x2x3 block on the right side of the cube.&lt;br /&gt;
&lt;br /&gt;
4. [[ZBLL]]: Finish the last layer in 1 step.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
* Ergonomic movesets after FB, especially for [[OH]].&lt;br /&gt;
&lt;br /&gt;
* Low move count - similar to that of [[Roux]].&lt;br /&gt;
&lt;br /&gt;
* No rotations required.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
* Steep learning curve - planning both FB and EO is very difficult.&lt;br /&gt;
&lt;br /&gt;
* Difficult to smoothly solve EO and the DFDB edges at the same time.&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Corner control&#039;&#039;&#039;: it is easy to control the [[OCLL]] of the last layer which can be used to force easier ZBLL subsets.&lt;br /&gt;
&lt;br /&gt;
==Big Cubes==&lt;br /&gt;
&lt;br /&gt;
1. L and R centers&lt;br /&gt;
&lt;br /&gt;
2. 1x3x4 block on L (like in [[Meyer]])&lt;br /&gt;
&lt;br /&gt;
3. Last 4 Centers&lt;br /&gt;
&lt;br /&gt;
4. Place the block on D, with the unsolved 1x1x4 in DF, then pair up any edge and place it in DF&lt;br /&gt;
&lt;br /&gt;
5. Pair up the last 8 edges (the fastest way is probably with 3-2-3 edge pairing)&lt;br /&gt;
&lt;br /&gt;
6. EOStripe + parity&lt;br /&gt;
&lt;br /&gt;
7. Right block&lt;br /&gt;
&lt;br /&gt;
8. COLL&lt;br /&gt;
&lt;br /&gt;
9. EPLL + parity&lt;br /&gt;
&lt;br /&gt;
nb. If you&#039;re solving odd layered cubes, use ZBLL instead of COLL then EPLL + parity.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
LEOR-b:&lt;br /&gt;
&lt;br /&gt;
1. Solve a 2x2x2 in DBL&lt;br /&gt;
&lt;br /&gt;
2. Solve the FL pair&lt;br /&gt;
&lt;br /&gt;
3. EODF (EOStripe but only with the DF edge)&lt;br /&gt;
&lt;br /&gt;
4. Right block&lt;br /&gt;
&lt;br /&gt;
5. ZBLL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EOMR:&lt;br /&gt;
&lt;br /&gt;
1. EOFB&lt;br /&gt;
&lt;br /&gt;
2. Stripe while preserving EO&lt;br /&gt;
&lt;br /&gt;
3. Right block&lt;br /&gt;
&lt;br /&gt;
4. ZBLL&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1o8J6MyjLb7sk9mWEQIA-ElMH5IlAeiq_DEnxPVbtujo/edit?usp=sharing EO algsheet]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Skis_method&amp;diff=41398</id>
		<title>Skis method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Skis_method&amp;diff=41398"/>
		<updated>2020-02-09T14:16:08Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added explanation, steps, pros, cons and possible improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Skis&lt;br /&gt;
|image=Skis_method.png&lt;br /&gt;
|proposers=[[WoowyBaby]]&lt;br /&gt;
|year=2019&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=9-42&lt;br /&gt;
|moves=&amp;lt;50&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Skis method was proposed by [[WoowyBaby]] in 2019 as a speedsolving method. It could be described as a mix of [[Corners First]] and [[Roux]] and was developed to allow for high [[TPS]] while maintaining a low movecount and keeping [[blockbuilding]] to a minimum. In spite of its potential, it currently doesn&#039;t have any active users.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&#039;&#039;&#039;Skis:&#039;&#039;&#039; Two 1x1x3 blocks (&amp;quot;skis&amp;quot;) are built in DL and DR, respectively. Centers can be ignored here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLL:&#039;&#039;&#039; The remaining four corners on the top are oriented and permuted in one of 42 algorithms while preserving the DL and DR edges. Most [[CLL]] algorithms for 2x2 apply here, although one might also use [[CMLL]] (or any other [[CxLL]] subset that doesn&#039;t destroy DL and DR).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LR:&#039;&#039;&#039; The four edges in the E-slice are solved in pairs. (Similar to 4b of [[Roux]].)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LSE:&#039;&#039;&#039; The last six edges on the M-slice and the U-layer are solved &amp;lt;MU&amp;gt;-gen, usually in multiple steps. Roux LSE is most common, although different approaches (listed in [[LSE]]) can be used here as well.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
* &#039;&#039;&#039;Inspection:&#039;&#039;&#039; Due to the Skis step, most of the solve can be planned in inspection. Therefore, it is sometimes possible to plan up to CLL. This prevents pauses mid-solve due to recognition (which is considered one of the biggest problems in Roux).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High TPS:&#039;&#039;&#039; Except for LR, every other step is either planned in inspection or algorithmic, which allows for very high TPS.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Less blockbuilding than Roux:&#039;&#039;&#039; Compared to Roux, the Skis method needs comparable or even less blockbuilding at the beginning and none in the middle of the solve. Therefore, less blockbuilding skills and intuitivity are required. This also gives beginners an easier learning curve than [[Roux]] does.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Algorithms:&#039;&#039;&#039; Only 42 algorithms need to be learned, which is the same as [[Roux]] and less than in other popular speedsolving methods like [[CFOP]]. Since only the DL and DR edges need to be preserved, most of the very well developed 2x2 [[CLL]] algorithms transfer here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Very ergonomic:&#039;&#039;&#039; The Skis step and CLL are mostly &amp;lt;RUF&amp;gt;-gen and LSE is completely &amp;lt;MU&amp;gt;-gen, so turn speed can be very high and there are no rotations.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
* &#039;&#039;&#039;LR:&#039;&#039;&#039; LR can be harder to learn as it is very intuitive and edges can be almost everywhere. This causes worse lookahead and low TPS. It also doesn&#039;t have great ergonomics, so one needs to be able to switch between R, U, F, M and E moves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slice moves:&#039;&#039;&#039; Because of LR and LSE, this method heavily relies on slice moves, especially M, which can be hard for beginners to get used to and also aren&#039;t very easy to execute on [[big cubes]]. Since LSE is performed at the end of the solve, there is a higher chance to get a [[DNF]] instead of a [[+2]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Very new:&#039;&#039;&#039; As the Skis method is very recent, it hasn&#039;t been developed as much as other big speedsolving methods like [[CFOP]], [[Roux]] and [[ZZ]] and thus has a lot less resources.&lt;br /&gt;
&lt;br /&gt;
== Possible improvements ==&lt;br /&gt;
* &#039;&#039;&#039;E2L:&#039;&#039;&#039; To improve LR, [[LMCF]]&#039;s algorithmic E2L step can be used to allow for better ergonomics and higher tps because of the pre-made algorithms, although this will highly increase the amount of algorithms that need to be learned.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[WoowyBaby]]&lt;br /&gt;
* [[Corners First]]&lt;br /&gt;
* [[Roux]]&lt;br /&gt;
* [[CxLL]]&lt;br /&gt;
* [[LSE]]&lt;br /&gt;
* [[LMCF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://www.speedsolving.com/threads/the-new-method-substep-concept-idea-thread.40975/page-254#post-1317365 Original proposal with example solves]&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=v5fwjWhyzZ8 Video walkthrough]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Roux_method&amp;diff=41396</id>
		<title>Roux method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Roux_method&amp;diff=41396"/>
		<updated>2020-02-09T12:36:13Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added &amp;quot;One-Handed Solving&amp;quot; as a purpose of Roux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Roux&lt;br /&gt;
|image=Roux_method.gif&lt;br /&gt;
|proposers=[[Gilles Roux]]&lt;br /&gt;
|year=2003&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=9-42&lt;br /&gt;
|moves=[[Speedsolving|Speed]]:48, [[FM]]:28-&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roux&#039;&#039;&#039; (French pronunciation: [ʁu]) is a [[Rubik&#039;s cube]] speedsolving method invented by [[Gilles Roux]]. Unlike the [[CFOP method|CFOP]] and [[Petrus method|Petrus]] methods, the inventor of this method has used it to achieve an official sub-15 [[average]]. It is the favorite method of many top OH solvers. Similarities can be drawn to the Petrus method&#039;s block building and the [[Waterman method]]&#039;s layer-on-the-left and edges-last aspects.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1. Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. Simultaneously [[orient]] and [[permute]] the remaining 4 corners on the top layer (U-slice).  You can use [[CMLL]],[[COLL]], or Corner OLL&#039;s (along with the T or J, and Y permutation) to do this.&lt;br /&gt;
&lt;br /&gt;
4a. [[Orient]] the 6 remaining edges using only M and U moves (UF, UB, UL, UR, DF, DB need to be oriented correctly).&lt;br /&gt;
&lt;br /&gt;
4b. Solve the UL and UR edges, preserving edge orientation. After this step, both the left and right side layers should be complete.&lt;br /&gt;
&lt;br /&gt;
4c. Solve the centers and edges in the M slice, &#039;&#039;see [[Last Six Edges]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;See also: [[L5E]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
*Like the Petrus method, the Roux method uses fewer moves than the popular Fridrich method. &lt;br /&gt;
*It is also more intuitive and requires fewer algorithms. &lt;br /&gt;
*After the first block is built the rest of the cube can be solved mostly with R, r, M and U moves thus eliminating rotations.&lt;br /&gt;
*CMLL is one of the best algorithm sets as there are only 42 cases and most algorithms are fast OLLCPs from CFOP&lt;br /&gt;
*The blockbuilding and intuitive nature of the method allows for rapid improvements in lookahead and inspection&lt;br /&gt;
*The LSE step of Roux is very easy to master, as it has easy lookahead and allows for fast, 2-gen MU TPS.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
*Block building can be difficult for a beginner to get used to. The reliance on r and M moves may also be difficult for some people, so much so that cubers who have trouble with M turns should probably not use this as their main method (or better, practice the M moves).&lt;br /&gt;
*Since the M-slice is used often, especially in the final stages, there is a larger chance of a [[DNF]] rather than a [[+2]] if the solver misses the second flick in an M2, or if the solver misses the last M move. It is a DNF because M uses both the R and L face in one.&lt;br /&gt;
*The M-slice becomes increasingly difficult with higher [[order]] puzzles. With [[7x7x7]] and [[6x6x6]], many argue that Roux is essentially unusable; however, with practice, one may be able to do well with it on [[big cubes]].&lt;br /&gt;
*The M-slice is very difficult with [[OH]], and OH Roux solvers almost always need to utilize [[table abuse]] and therefore can pretty much never solve one-handed away from a table or other surface. However, if one practices doing one-handed M-slices, it can be done very well but only with a table (which shouldn&#039;t be a concern in competitions).&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
Free/non-linear blocks: The first block and second block do not need to be built in that order. You can build part of one and finish the other later. This is very useful when there are a lot of free, pre-built blocks and pairs.&lt;br /&gt;
&lt;br /&gt;
Non-matching centres: The first two blocks can be built around incorrect centres. This allows for more efficiency and allows rouxers to take advantage of pre-built blocks. The centres are corrected directly before CMLL with either u M&#039; u&#039; or u&#039; M&#039; u. &lt;br /&gt;
&lt;br /&gt;
Some Roux users have learned multiple algorithms for each CLL case, each affecting edges in a different way.  This allows for manipulation of edge orientation, leading to an easier LSE. This is called CMLLEO. &lt;br /&gt;
&lt;br /&gt;
Possibly another improvement is to expand to solving any of the four second blocks.  This means that the D-layer colors of the two blocks don&#039;t have to match. This is called non-matching blocks. One negative, if someone has already learned a recognition method for CLL, is that to easily use the full range of second block options, a switch to [[NMCLL]] recognition is necessary. Another is that LSE EO is a bit more difficult to recognize in some solves.&lt;br /&gt;
&lt;br /&gt;
Pinkie Pie: a variant proposed by Alex Lau in 2016, it involves orienting the UL/UR edges on the D layer while using an OLLCP algorithm to orient the remaining edges and solving the remaining corners. The user then will get a 4a skip and a very easy 4b step. While this may seem good, many faster Rouxers are of the opinion that it is simply better to influence the EO step and not go to all the hassle of placing UL/UR on D and having to recognise an OLLCP. There is also the reason that many Roux solvers use the method to have less algorithms and do not want to learn the huge OLLCP algset.&lt;br /&gt;
&lt;br /&gt;
EOLR: a variant proposed by Gilles Roux and further documented by Alex Lau, Kian Mansour, and Iuri Grangeiro. It combines steps 4A and 4B of the method, orienting edges and placing ULUR on the D layer simultaneously. The cases are all intuitive, as they involve performing the EO case from different angles to set up a &amp;quot;good arrow&amp;quot; where ULUR can then be placed on bottom. &lt;br /&gt;
&lt;br /&gt;
UFUB: Instead of solving ULUR edges in 4B, UFUB are solved. This can lead to more efficient solutions, but lookahead becomes much more difficult. It is most useful for skipping the &amp;quot;dots&amp;quot; 4C case, but requires center recognition and more lookahead.&lt;br /&gt;
&lt;br /&gt;
Misoriented centres: Standard roux involves orienting all 6 edges relative to the centre colour that is on the bottom of the blocks. Instead, we can orient them relative to the front colour. As with UFUB, efficiency is improved, but lookahead is hindered. This is most useful for known EOLR cases.&lt;br /&gt;
&lt;br /&gt;
== Notable users ==&lt;br /&gt;
* [[Gilles Roux]] [http://www.worldcubeassociation.org/results/p.php?i=2004ROUX01]&lt;br /&gt;
* [[Thom Barlow]] (Kirjava) [http://www.worldcubeassociation.org/results/p.php?i=2006BARL01]&lt;br /&gt;
* [[Austin Moore]] (BigGreen) [http://www.worldcubeassociation.org/results/p.php?i=2009MOOR01]&lt;br /&gt;
* [[Jules Manalang]] (Waffo) [http://www.worldcubeassociation.org/results/p.php?i=2008MANA02]&lt;br /&gt;
* [[Alexander Lau]] (5BLD) [http://www.worldcubeassociation.org/results/p.php?i=2011LAUA01]&lt;br /&gt;
* [[Kaijun Lin]] (林恺俊) [https://www.worldcubeassociation.org/results/p.php?i=2013LINK01]&lt;br /&gt;
* [[Mitsuki Gunji]]&lt;br /&gt;
* [[Artur Kristof]] (Arcio) [http://www.worldcubeassociation.org/results/p.php?i=2012KRIS12]&lt;br /&gt;
* [[Kian Mansour]] [https://www.worldcubeassociation.org/results/p.php?i=2015MANS03]&lt;br /&gt;
* [[Kavin Tangtartharakul]] (GuRoux) [https://www.worldcubeassociation.org/results/p.php?i=2014TANG03]&lt;br /&gt;
* [[Vincent Wong]] (Kangaroux) [https://www.worldcubeassociation.org/results/p.php?i=2014WONG08]&lt;br /&gt;
* [[Sean Patrick Villanueva]] [https://www.worldcubeassociation.org/persons/2017VILL41]&lt;br /&gt;
&lt;br /&gt;
==Forum links==&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?3842-Roux-Help-and-Discussion-thread.html Roux help and discussion thread]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?51553-One-Answer-3x3-Roux-Question.html One-question answer thread]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?50819-How-to-read-a-Roux-corners-table.html Reading Roux corners tables]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?47572-Video-Roux-as-a-Beginner-Method.html Beginner&#039;s Roux video tutorial]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?48028-The-Roux-quot-Example-Solve-quot-Game!.html Roux Example solves]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?35350-Roux-4b-to-4c-Transition.html Roux step 4b-4c transition help]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://grrroux.free.fr/method/Intro.html Gilles Roux&#039;s tutorial]&lt;br /&gt;
* [https://sites.google.com/view/kianroux Kian&#039;s Roux Guide]&lt;br /&gt;
* [https://www.youtube.com/channel/UCdEm9-DsuOzNoWmTAYNLRoQ Kian&#039;s Youtube Channel]&lt;br /&gt;
* [http://wafflelikescubes.webs.com/ Waffle&#039;s Roux Site]&lt;br /&gt;
* Wikia: [http://rubiks.wikia.com/wiki/Roux_Method Roux Method]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=11506 Waffle&#039;s Roux Tutorial]&lt;br /&gt;
* [http://rouxtorial.webs.com/ 5BLD&#039;s and PandaCuber&#039;s Roux Tutorial]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&amp;amp;p=634675&amp;amp;viewfull=1#post634675 Reconstruction for BigGreen&#039;s unofficial Ao5 9.51]&lt;br /&gt;
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/5923 Original Method Proposal]&lt;br /&gt;
* [https://www.speedcubingtips.eu/methode-de-resolution-roux/ Tutorial in French]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Skis_method&amp;diff=41395</id>
		<title>Skis method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Skis_method&amp;diff=41395"/>
		<updated>2020-02-09T10:26:43Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Created Skis method page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Skis&lt;br /&gt;
|image=Skis_method.png&lt;br /&gt;
|proposers=[[WoowyBaby]]&lt;br /&gt;
|year=2019&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=9-42&lt;br /&gt;
|moves=&amp;lt;50&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://www.speedsolving.com/threads/the-new-method-substep-concept-idea-thread.40975/page-254#post-1317365 Original proposal]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:Skis_method.png&amp;diff=41394</id>
		<title>File:Skis method.png</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:Skis_method.png&amp;diff=41394"/>
		<updated>2020-02-09T10:21:10Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Image for the &amp;quot;Skis method&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Image for the &amp;quot;Skis method&amp;quot;&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=L5E&amp;diff=41361</id>
		<title>L5E</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=L5E&amp;diff=41361"/>
		<updated>2020-02-08T10:28:28Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added link to spreadsheet with L5E algorithms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=L5E&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=&lt;br /&gt;
|year=&lt;br /&gt;
|anames=[[Last five edges]]&lt;br /&gt;
|variants=[[Sexy*+S(8355)]]n [[SexyM Beginner]], [[Commutators (pseudo EF)]]&lt;br /&gt;
|subgroup=&lt;br /&gt;
|algs= Unknown for 1 look, 5 for L5EO and 16 for L5EP&lt;br /&gt;
|moves= about 14&lt;br /&gt;
|purpose=&lt;br /&gt;
|previous=[[5 Corners Missing cube state]]&lt;br /&gt;
|next=[[Solved cube state]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L5E, Last five edges&#039;&#039;&#039;, is an experimental method that solves five [[edges]], the four in U and one in the D layer, preserving all other pieces.&lt;br /&gt;
&lt;br /&gt;
[[ELL]] is a sub group of L5E, all ELL&#039;s may be solved in two steps using this method.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
There are two main sub-parts. First the edges are oriented using M&#039;UM like in Roux; there are 5 cases for this, and the worst case in Roux (6 edges) is impossible. Then the edges must be permuted; you can place FD during orientation or right after using [U] M&#039; U2 M (named &#039;P&#039;) and end with [[EPLL]], or just permute all five edges in one step.&lt;br /&gt;
&lt;br /&gt;
L5E can be useful for [[Corners First]] if the E-slice, centres and three FL edges are solved after the corners. It is also useful in any method that starts with [[columns]], such as one which does the F2L pairs first and then finishes with [[CxLL|CMLL]], it is an alternative to the last step of [[Roux]] if the centres are placed together with the BD edge at first, also for any LBL style, cross minus one edge at first and then the LL corners have been finished with [[CLL]] or [[CMLL]] or the same for Fridrich with 2-look [[OLL]], corners first, then L5E orientation, place FD using P if it was not solved and end it all in PLL as usally.&lt;br /&gt;
&lt;br /&gt;
==Intermediate system==&lt;br /&gt;
&lt;br /&gt;
===Intuitive===&lt;br /&gt;
This style is not completely intuitive, because it is still necessary to know [[EPLL]]. First orient all unoriented edges, then place the FD edge to its correct position and finally end the solve in EPLL. The necessary intuitive steps are:&lt;br /&gt;
&lt;br /&gt;
* P = M&#039; U2 M&lt;br /&gt;
* O = M&#039; U M&lt;br /&gt;
* O&#039; = M&#039; U&#039; M&lt;br /&gt;
&lt;br /&gt;
Using that plus some U turns you can solve any case, even all [[ELL]] case. For example, O U P = (M&#039; U M) U (M&#039; U2 M) is a sample algorithm which solves orientation, then places FD. There is a 1 in 12 chance that EPLL is skipped; otherwise there is one algorithm left.&lt;br /&gt;
&lt;br /&gt;
There is another notation which can make it shorter to write algorithms:&lt;br /&gt;
&lt;br /&gt;
* F(moves) = F2 (moves) F2&lt;br /&gt;
&lt;br /&gt;
It is important here that the moves inside the parentheses keep the corners solved, so that they will still be correct after this algorithm. An example is the [[U-perm]], F(U P U) = F2 (U M&#039; U2 M U) F2. F(O U&#039;) is a nice way to solve orientation and place FD all at once if the FD edge is in the middle of three unoriented edges in LL.&lt;br /&gt;
&lt;br /&gt;
===Using algorithms===&lt;br /&gt;
The intuitive style lets you find and understand the orientation algorithms yourself. Another approach is to learn the algorithms instead of finding them; the cases are:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #808080; color: black; background-color: #FAFAFA;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;center&amp;gt;&#039;&#039;&#039;Basic orientations&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:FUL Solved.jpg|80px]]&lt;br /&gt;
|NAME=&#039;&#039;Intuitive solution&#039;&#039;&lt;br /&gt;
|ALGO=&#039;&#039;(Possibly optimised) alg&#039;&#039;&lt;br /&gt;
|INFO=&#039;&#039;Comment&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EO5 2 adjacent.jpg|80px]]&lt;br /&gt;
|NAME=O U2 O&lt;br /&gt;
|ALGO=(M&#039; U M) U2 (M&#039; U M)&lt;br /&gt;
|INFO=Orients UL and UB.&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EO5 2 opposite.jpg|80px]]&lt;br /&gt;
|NAME=O U&#039; O&lt;br /&gt;
|ALGO=(M&#039; U M) U&#039; (M&#039; U M)&lt;br /&gt;
|INFO=Orients UF and UB.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EO5 4.jpg|80px]]&lt;br /&gt;
|NAME=P U2 O&#039;&lt;br /&gt;
|ALGO=(M&#039; U2 M) U2 (M&#039; U&#039; M)&lt;br /&gt;
|INFO=Orients UR, UF, UL and UB&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EO5 1.jpg|80px]]&lt;br /&gt;
|NAME=O U O&#039;&lt;br /&gt;
|ALGO=(M&#039; U M) U (M&#039; U&#039; M)&lt;br /&gt;
|INFO=Orients FD and UB&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EO5 3.jpg|80px]]&lt;br /&gt;
|NAME=O&#039;&lt;br /&gt;
|ALGO=(M&#039; U&#039; M)&lt;br /&gt;
|INFO=Orients FD, UR, UF and UL&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;center&amp;gt;&#039;&#039;All images show white on top (U) and green in front (F).&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;More algs are at the [[L5EOP|L5EOP page]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes this will also solve the FD edge; the images show where the FD edge must be for the algorithm to solve it, but otherwise you should simply treat the yellow sticker as white. If you learn these positions, it can also be useful to learn the mirror algorithm for the case where FD is on the opposite side from the image. The easiest example is to use O&#039; instead of O for the case with three flipped edges on U. Just like the intuitive step, if FD is not solved use P, and either way finish with [[EPLL]].&lt;br /&gt;
&lt;br /&gt;
==Semi-advanced system==&lt;br /&gt;
&lt;br /&gt;
[[L5EOP]] is an alternative to L5E, that always solves the FD edge while orienting (&#039;P&#039;lace). Then the last step will always be EPLL.&lt;br /&gt;
&lt;br /&gt;
===FD placement + EPLL (L5EP)===&lt;br /&gt;
Another possibility for improving the intermediate style is to permutate the last five edges in one step. This only requires 16 algorithms in total, so counting the 5 orientations creates a system that solves L5E in two short steps. Even if you know this, it is still useful to place FD without extra moves if possible, since EPLL recognition is very fast.&lt;br /&gt;
&lt;br /&gt;
We will introduce the following function:&lt;br /&gt;
* f(moves) = f2 (moves) [U] f2 ... This is the same as the F() function above, but with double layer f turns. Note that sometimes the adjusting U turns are not mentioned.&lt;br /&gt;
&lt;br /&gt;
Here are the algorithms for permutation of all 5 edges; make sure to use AUF to place the FD edge at the position it has in the image.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #808080; color: black; background-color: #FAFAFA;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;center&amp;gt;&#039;&#039;&#039;Double two cycle permutations&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:FUL Solved.jpg|80px]]&lt;br /&gt;
|NAME=&#039;&#039;Intuitive solution&#039;&#039;&lt;br /&gt;
|ALGO=&#039;&#039;(Possibly optimised) alg&#039;&#039;&lt;br /&gt;
|INFO=&#039;&#039;Comment&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 22 A.jpg|80px]]&lt;br /&gt;
|NAME=F(H-PLL)&lt;br /&gt;
|ALGO=(y&#039;) R U2 R2 U2 R2 U2 R&lt;br /&gt;
|INFO=Swaps UF&amp;lt;-&amp;gt;DF and UR&amp;lt;-&amp;gt;UL&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 22 B1.jpg|80px]]&lt;br /&gt;
|NAME=F(Z-PLL)&lt;br /&gt;
|ALGO=(y&#039;) r2 U&#039; 2x(M E2) U r2&lt;br /&gt;
|INFO=Swaps UR&amp;lt;-&amp;gt;DF and UL&amp;lt;-&amp;gt;UB&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 22 B2.jpg|80px]]&lt;br /&gt;
|NAME=F(Z-PLL&#039;)&lt;br /&gt;
|ALGO=(y&#039;) r2 U 2x(M E2) U&#039; r2&lt;br /&gt;
|INFO=Swaps UL&amp;lt;-&amp;gt;DF and UR&amp;lt;-&amp;gt;UB&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 22 H.jpg|80px]]&lt;br /&gt;
|NAME=[[PLL#H Permutation|H-PLL]]&lt;br /&gt;
|ALGO=Ra U2 Ra&#039; (y) Ra&#039; U2 Ra&lt;br /&gt;
|INFO=Swaps UR&amp;lt;-&amp;gt;UL and UF&amp;lt;-&amp;gt;UB&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 22 Z.jpg|80px]]&lt;br /&gt;
|NAME=[[PLL#Z Permutation|Z-PLL]]&lt;br /&gt;
|ALGO=M2 U&#039; 2x(M E2) U M2&lt;br /&gt;
|INFO=Swaps UR&amp;lt;-&amp;gt;UB and UL&amp;lt;-&amp;gt;UF&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;center&amp;gt;&#039;&#039;&#039;3-cycle permutations&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 3 A.jpg|80px]]&lt;br /&gt;
|NAME=P&lt;br /&gt;
|ALGO= (M&#039; U2 M)&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;DF-&amp;gt;UB&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 3 B1.jpg|80px]]&lt;br /&gt;
|NAME=f(d&#039; P)&lt;br /&gt;
|ALGO=(y&#039;) r2 U&#039; (M&#039; U2 M) U&#039; r2&lt;br /&gt;
|INFO=Cycles UL-&amp;gt;UB-&amp;gt;DF&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 3 B2.jpg|80px]]&lt;br /&gt;
|NAME=f(d P)&lt;br /&gt;
|ALGO=(y&#039;) r2 U (M U2 M&#039;) U r2&lt;br /&gt;
|INFO=Cycles UR-&amp;gt;UB-&amp;gt;DF&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 3 U1.jpg|80px]]&lt;br /&gt;
|NAME=[[PLL#U Permutation : b|U-PLL]]&lt;br /&gt;
|ALGO=F2 U (M&#039; U2 M) U F2&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;UL-&amp;gt;UR&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 3 U2.jpg|80px]]&lt;br /&gt;
|NAME=[[PLL#U Permutation : a|U-PLL&#039;]]&lt;br /&gt;
|ALGO=F2 U&#039; (M&#039; U2 M) U&#039; F2&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;UR-&amp;gt;UL&lt;br /&gt;
}}&lt;br /&gt;
|&amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
|---&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;center&amp;gt;&#039;&#039;&#039;5-cycle permutations&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 5 H1.jpg|80px]]&lt;br /&gt;
|NAME=P U P&lt;br /&gt;
|ALGO=(M&#039; U2 M) U (M&#039; U2 M)&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;UL-&amp;gt;UR-&amp;gt;DF-&amp;gt;UB&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 5 H2.jpg|80px]]&lt;br /&gt;
|NAME=P U&#039; P&lt;br /&gt;
|ALGO=(M&#039; U2 M) U&#039; (M&#039; U2 M)&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;UR-&amp;gt;UL-&amp;gt;DF-&amp;gt;UB&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 5 Z1.jpg|80px]]&lt;br /&gt;
|NAME=P Z-PLL&lt;br /&gt;
|ALGO=2x(M2 U) (M U2 M&#039;)&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;UR-&amp;gt;UB-&amp;gt;UL-&amp;gt;FD&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 5 Z2.jpg|80px]]&lt;br /&gt;
|NAME=P Z-PLL&#039;&lt;br /&gt;
|ALGO=2x(M2 U&#039;) (M U2 M&#039;)&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;UL-&amp;gt;UB-&amp;gt;UR-&amp;gt;DF&lt;br /&gt;
}}&lt;br /&gt;
|---&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 5 U1.jpg|80px]]&lt;br /&gt;
|NAME=P U-PLL&lt;br /&gt;
|ALGO=(M&#039; U2 M&#039;) U&#039; (M&#039; U2 M) U&#039; M2&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;DF-&amp;gt;UB-&amp;gt;UL-&amp;gt;UR&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{Casebox&lt;br /&gt;
|IMAGE=[[Image:EP5 5 U2.jpg|80px]]&lt;br /&gt;
|NAME=P U-PLL&#039;&lt;br /&gt;
|ALGO=(M&#039; U2 M&#039;) U (M&#039; U2 M) U M2&lt;br /&gt;
|INFO=Cycles UF-&amp;gt;DF-&amp;gt;UB-&amp;gt;UR-&amp;gt;UL&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
|---&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;center&amp;gt;&#039;&#039;These images have white on top (U) and green in front (F). Darker pieces change positions.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advanced system==&lt;br /&gt;
The most advanced system would be to simply solve in one step. Nobody has generated the algorithms for this yet, but it may not be a good idea because of the large number of cases and bad recognition. For the worst ones the algorithm will probably just be the same as in the 2-step solution, so the benefit will be small at best.&lt;br /&gt;
&lt;br /&gt;
One case where this is useful (and doable) is to solve cases where at least one of the edges is solved at the start. Using setup turns and [[ELL]] this can be done in one step, although the recognition and setup moves might mean that this is not worth doing.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[ELL]]&lt;br /&gt;
* [[PCMS]]&lt;br /&gt;
* [http://athefre.110mb.com/Step5.html Permutation of last 5 edges by Athefre]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1feWj3FOAc6cH4Zpt_zGxuwJt8w_4aSkkmxoxpYzWdBA/edit?usp=sharing L5EP Algorithm Spreadsheet]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1VPtGoN_yDoWbBnPVgPWkqlNfj9YjN4LykrpKvUjrw-g Spreadsheet containing L5E algorithms]&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
[[Category:3x3x3 other substeps]]&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Zipper_Method&amp;diff=41360</id>
		<title>Zipper Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Zipper_Method&amp;diff=41360"/>
		<updated>2020-02-08T10:26:17Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added Zipper-b, ZZ-Zipper and some algorithms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Zipper&lt;br /&gt;
|image= ZipperCoverPhoto3.PNG&lt;br /&gt;
|proposers=Justin Taylor&lt;br /&gt;
|year=October 2017&lt;br /&gt;
|variants=Zipper-b, ZZ-Zipper&lt;br /&gt;
|steps=4&lt;br /&gt;
|moves=Low 40s With Blockbuilding, 45 With CFOP Background, 23 For LS+LL&lt;br /&gt;
|algs=359 Total; 331 OLLCP, 28 L5E&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
* [[One-Handed Solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Zipper Method&#039;&#039;&#039; is a speedsolving method created by Justin Taylor in 2017, several months after development of the [[Ribbon Method]]. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. Additionally, this method has a very fast LS+LL, as it combines the well-established OLLCP step with L5E, a [[2gen]], low algorithm step with easy recognition and execution. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer &amp;quot;look&amp;quot; in the solve and saving an average of 9 moves with a CFOP-like approach to F2L. Zipper can either be used as a standalone method, or in conjunction with other CFOP subsets whenever a corner solves itself during F2L.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Cross + 1 Corner (Fish):&#039;&#039;&#039;&#039;&#039; This is the most distinctive part of the Zipper Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any first layer corner, forming a &amp;quot;fish&amp;quot; on the bottom layer. This slot is referred to as the Zipper Slot. Technically, the Zipper Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone corner during the solving of another slot. This is done whenever is easiest during F2L execution.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;F2L:&#039;&#039;&#039;&#039;&#039; There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Edge. First Block, carried over from [[Roux]], may be used in conjunction with &amp;lt;RrUM&amp;gt; for the rest of F2L to provide an efficient and rotationless option to finish F2L.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[[OLLCP]]:&#039;&#039;&#039;&#039;&#039; This is the first algorithm set of the Zipper Method. There are 331 algorithms to orient the last layer of the cube and permute the remaining corners in an average of 11 moves with as few as 6. Although OLLCP algs are often used as an extension of CFOP, the full set must be used with Zipper in order to guarantee that the corners are permuted. In order to correctly use OLLCP in Zipper, the orientation of the edge in the Zipper Slot must be accounted for. Using a similar recognition style as [[ZZ]], the Zipper Slot is placed in either the FR or BR position. Using this, the edge that belongs in the Zipper Slot is treated as any other LL edge, and the OLLCP alg is executed.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[[L5EP]]:&#039;&#039;&#039;&#039;&#039; This step solves the remaining 5 oriented edges of the cube, containing the LL edges and either the FR or BR edge. This step is executed in an average of 10 moves with as few as 6. There are 12 algs for each slot, as well as the 4 standard EPLL algs. This set can be executed using exclusively the &amp;lt;RU&amp;gt; move group, but many of the fastest algs for each case use other move groups.&lt;br /&gt;
&lt;br /&gt;
==Zipper-b==&lt;br /&gt;
Instead of OLLCP and L5EP, CFRLL ([[CLL]] without preserving the FR edge) and [[L5E]] can be used to finish the solve. This approach is generally thought of being superior to standard Zipper.&lt;br /&gt;
&lt;br /&gt;
==ZZ-Zipper==&lt;br /&gt;
Zipper can also be applied to the [[ZZ method]] by using algorithms that preserve [[EO]]. &lt;br /&gt;
&lt;br /&gt;
In an intermediate variant, the last D-layer corner is solved. This is followed by [[COLL]] (algorithms that don&#039;t preserve the FR edge but do preserve EO may be used instead) and [[L5EP]].&lt;br /&gt;
&lt;br /&gt;
The most advanced version of this would be to solve the the last five corners in one step using one of 614 [[L5CO]] algorithms (Last 5 Corners with (edge) Orientation).&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1rnTlbYK3nWsFi743198UZMltqU_WtcIIasC_8EGUjhA L5EP algorithms]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1UfRh2qMzYRK5TmnN33lrkOtbI818hVltHLPpQs1wqQA L6EP algorithms (includes L5EP)]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1VPtGoN_yDoWbBnPVgPWkqlNfj9YjN4LykrpKvUjrw-g CFRLL and L5E algorithms for Zipper-b]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1Gixw2F32jmKiPIJIpaY7-6Ionsx1z6iphZdJgBEVTWI Unoptimized L5CO algorithms for ZZ-Zipper]&lt;br /&gt;
* [https://sites.google.com/view/zzmethod/solving/variants Explanation of ZZ-Zipper (under &amp;quot;Miscellaneous variants&amp;quot;)]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3_speedsolving_methods]]&lt;br /&gt;
[[Category:3x3x3_methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Zipper&amp;diff=41358</id>
		<title>Zipper</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Zipper&amp;diff=41358"/>
		<updated>2020-02-08T09:53:22Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Redirected page to Zipper Method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zipper Method]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=EOLine&amp;diff=41357</id>
		<title>EOLine</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=EOLine&amp;diff=41357"/>
		<updated>2020-02-08T09:14:15Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Replaced outdated EOCross information with links to EOCross, EOArrow and EODB/Portico&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=EOLine&lt;br /&gt;
|image=Visualcube_eoline.png&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= 6.1 HTM&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;
== Other EO steps solving edges ==&lt;br /&gt;
Over time lots of viable EOLine variants have been invented. The most significant ones are:&lt;br /&gt;
* [[EOCross]], commonly used for two-handed solving (EO and solve DF, DB, DL and DR edges)&lt;br /&gt;
* [[EOArrow]], used for two-handed solving, although not as often as [[EOCross]] (EO and solve DF, DB and DL edges)&lt;br /&gt;
* EODB, used in the [[Portico]] method (EO and solve DB edge)&lt;br /&gt;
&lt;br /&gt;
More information on these variants can be found on their respective articles.&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>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speedcubing&amp;diff=41356</id>
		<title>Speedcubing</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speedcubing&amp;diff=41356"/>
		<updated>2020-02-08T09:01:19Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Moved 3x3x3 with feet to previously regulated events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Speedcubing&#039;&#039;&#039; or &#039;&#039;&#039;speedsolving&#039;&#039;&#039;, sometimes shortened to just &#039;&#039;&#039;cubing&#039;&#039;&#039;, is a sport in which one tries to solve the [[Rubik&#039;s cube]] or other [[puzzle]]s, typically either any type of  [[twisty puzzle]] or, less frequently, a [[Rubik&#039;s Clock]], as fast as possible. There is a wide range of variants to this such as [[Blindsolving]], [[One-Handed Solving|One-Handed solving]] or [[3x3 with feet|Feet solving]]. A person practicing this sport is called a [[speedcuber]]. The administrative body is the [[WCA]].&lt;br /&gt;
&lt;br /&gt;
==Regarding FMC==&lt;br /&gt;
While FMC or the [[Fewest Moves Challenge]] is not a contest of the fastest solve, it is still considered by many to be part of the speedcubing sport as it is officially regulated by the [[WCA]] (World Cube Association).&lt;br /&gt;
&lt;br /&gt;
==Regulated events==&lt;br /&gt;
*2x2x2 speedsolving&lt;br /&gt;
*3x3x3 speedsolving&lt;br /&gt;
*4x4x4 speedsolving&lt;br /&gt;
*5x5x5 speedsolving&lt;br /&gt;
*6x6x6 speedsolving&lt;br /&gt;
*7x7x7 speedsolving&lt;br /&gt;
*3x3x3 One-handed&lt;br /&gt;
*Megaminx&lt;br /&gt;
*Pyraminx&lt;br /&gt;
*Skewb&lt;br /&gt;
*Clock&lt;br /&gt;
*3x3x3 Blindfolded&lt;br /&gt;
*4x4x4 Blindfolded&lt;br /&gt;
*5x5x5 Blindfolded&lt;br /&gt;
*3x3x3 Multiple Blindfolded&lt;br /&gt;
*3x3x3 FMC&lt;br /&gt;
&lt;br /&gt;
==Previously regulated events==&lt;br /&gt;
This is a list of events which the WCA used to hold at competitions and a record of them was kept in the WCA Database but have since been removed.&lt;br /&gt;
*Magic&lt;br /&gt;
*Master Magic&lt;br /&gt;
*3x3x3 with feet&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Speedsolving methods]]&lt;br /&gt;
*[[WCA]]&lt;br /&gt;
*[https://www.worldcubeassociation.org/ WCA official website]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=EOCross&amp;diff=41280</id>
		<title>EOCross</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=EOCross&amp;diff=41280"/>
		<updated>2020-02-02T16:48:16Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Changed explanation and added some external links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=EOcross&lt;br /&gt;
|image=EOcross.png&lt;br /&gt;
|proposers=?&lt;br /&gt;
|year=?&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[EOline]]&lt;br /&gt;
|subgroup=&lt;br /&gt;
|algs=0&lt;br /&gt;
|moves=9&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
|previous=[[Scrambled cube state]]&lt;br /&gt;
|next=[[EOcross cube state]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
EOCross is a variant to [[EOLine]]. In this variant, instead of an EOLine, an EOCross is built, which orients all the edges and permutes the ones on the D-layer (so that a [[Cross]] is formed). This variant makes the move count of [[ZZ]] slightly higher and inspection harder, but at the same time allows for better lookahead, almost no regrips and higher TPS.&lt;br /&gt;
It is considered to be superior to [[EOLine]] for two-handed solving by most ZZ solvers.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://sites.google.com/view/zzmethod/solving/advanced?authuser=0#h.p_HXuoi0EvlpP6 ZZ website explaining EOCross in detail]&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=rMm3Bs5N01g 6 ZZ method example solves with EOCross]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=EOArrow&amp;diff=41278</id>
		<title>EOArrow</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=EOArrow&amp;diff=41278"/>
		<updated>2020-02-01T16:58:26Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Added a description of EOArrow in a ZZ context&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=EOArrow&lt;br /&gt;
|image=&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{CubeImage&lt;br /&gt;
|grey|&amp;quot;#CCCCCC&amp;quot;|grey&lt;br /&gt;
|&amp;quot;#CCCCCC&amp;quot;|blue|&amp;quot;#CCCCCC&amp;quot;&lt;br /&gt;
|grey|blue|grey&lt;br /&gt;
|grey|&amp;quot;#CCCCCC&amp;quot;|grey|grey|white|grey|grey|&amp;quot;#CCCCCC&amp;quot;|grey&lt;br /&gt;
|&amp;quot;#CCCCCC&amp;quot;|orange|orange|white|white|&amp;quot;#CCCCCC&amp;quot;|&amp;quot;#CCCCCC&amp;quot;|red|&amp;quot;#CCCCCC&amp;quot;&lt;br /&gt;
|grey|&amp;quot;#CCCCCC&amp;quot;|grey|grey|white|grey|grey|&amp;quot;#CCCCCC&amp;quot;|grey&lt;br /&gt;
|grey|green|grey&lt;br /&gt;
|&amp;quot;#CCCCCC&amp;quot;|green|&amp;quot;#CCCCCC&amp;quot;&lt;br /&gt;
|grey|&amp;quot;#CCCCCC&amp;quot;|grey&lt;br /&gt;
|grey|&amp;quot;#CCCCCC&amp;quot;|grey&lt;br /&gt;
|&amp;quot;#CCCCCC&amp;quot;|yellow|&amp;quot;#CCCCCC&amp;quot;&lt;br /&gt;
|grey|&amp;quot;#CCCCCC&amp;quot;|grey&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|proposers= [[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]], [[Alex Maass]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=[[EO Mock Cross]], [[EO Cross-1]]&lt;br /&gt;
|variants= [[EOLine]], [[Mock Cross]]&lt;br /&gt;
|subgroup=&lt;br /&gt;
|algs=0&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose=&lt;br /&gt;
|previous=[[Scrambled cube state]]&lt;br /&gt;
|next=[[EOarrow cube state]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first step of the [[Hawaiian Kociemba Method]]. It involves orienting all 12 edges, while simultaneously placing the &#039;&#039;arrow edges&#039;&#039; (DL, DF and DB).&lt;br /&gt;
&lt;br /&gt;
After the [[EO]] part, the cube is reduced to &amp;lt;R, U, L, D, F2, B2&amp;gt; . After placing arrow edges, 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. (see also [[EOLine]])&lt;br /&gt;
&lt;br /&gt;
==In ZZ==&lt;br /&gt;
In a [[ZZ]] context, EOArrow is a two-handed technique used to solve the first two layers with better ergonomics than [[EOLine]] while still maintaining a lower movecount than [[EOCross]].&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, one must first solve the two [[F2L pair]]s on the left side followed by a block on the right side. (For left-handed people, all of this may be mirrored.)&lt;br /&gt;
&lt;br /&gt;
This approach has the advantages of fewer regrips for the solver&#039;s non-dominant hand and less L/R switching.&lt;br /&gt;
The block at the end also allows the solver to perform [[blockbuilding]] with less blindspots and better ergonomics (&amp;lt;RU&amp;gt; compared to &amp;lt;RUL&amp;gt;) than [[EOLine]], which in turn allows for lower movecount and higher [[TPS]].&lt;br /&gt;
&lt;br /&gt;
This, however, also has disadvantages because EOArrow isn&#039;t as ergonomic as [[EOCross]] and doesn&#039;t allow solving the pieces in a different order like [[EOCross]] and [[EOLine]] do, which prevents you from making use of some pre-built pairs/blocks.&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 first substeps]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=HD_Method&amp;diff=41050</id>
		<title>HD Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=HD_Method&amp;diff=41050"/>
		<updated>2019-12-25T10:30:15Z</updated>

		<summary type="html">&lt;p&gt;RedstoneTim: Changed alg count as it&amp;#039;s off by 7 for HD (the 7 OLLs weren&amp;#039;t included?) and off by 10 for HD-G (possibly a typo?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=HD&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=V. Higgs, J. Demars&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=EG-VOP&lt;br /&gt;
|variants=[[VOP]], HD-G&lt;br /&gt;
|steps=3, 2 (HD-G)&lt;br /&gt;
|algs=59, 51 (HD-G)&lt;br /&gt;
|moves= 15-16, ~13.53 (HD-G)&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;
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:&lt;br /&gt;
&lt;br /&gt;
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)&lt;br /&gt;
:2. LOLS (orienting the remaining 5 corners of the cube)&lt;br /&gt;
:3. NLL (solving the rest of the cube in one algorithm)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The V ==&lt;br /&gt;
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V&#039;s] provided by Jonathan Lewis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LOLS ==&lt;br /&gt;
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NLL ==&lt;br /&gt;
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HD-G ==&lt;br /&gt;
The HD-G, or HD-Guimond method is a variant of the HD method where the V and CO steps are done simultaneously and (semi) intuitively. This is done similarly to the first step of the [[Guimond Method]], hence the name. The biggest difference is that the last move of the CO case may be changed, or more may be added, to ensure that a V is formed on both opposite faces. This is an advanced variant, and less suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.&lt;br /&gt;
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.&lt;br /&gt;
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].&lt;br /&gt;
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== Cons ==&lt;br /&gt;
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].&lt;br /&gt;
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.&lt;br /&gt;
*The HD method is still in development, and many algorithms require improvement.&lt;br /&gt;
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== One-looking ==&lt;br /&gt;
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].&lt;br /&gt;
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== External links ==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]&lt;br /&gt;
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*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]&lt;br /&gt;
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*[https://www.speedsolving.com/forum/threads/hd-vs-eg-2x2-method-showdown.67124/ Movecount statistics and comparison to EG]&lt;br /&gt;
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[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>RedstoneTim</name></author>
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