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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Roux_method&amp;diff=36013</id>
		<title>Roux method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Roux_method&amp;diff=36013"/>
		<updated>2018-02-27T00:10:21Z</updated>

		<summary type="html">&lt;p&gt;Runnerboy1008: petrus was spelled wrong&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;
}}&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&lt;br /&gt;
]] methods, the inventor of this method has used it to achieve an official sub-15 [[average]]. 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 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). Slice turns can also be slower than [[OBTM|outer turns]].&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. &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;
&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;
&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>Runnerboy1008</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Zagorec_method&amp;diff=30813</id>
		<title>Zagorec method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Zagorec_method&amp;diff=30813"/>
		<updated>2017-04-21T17:12:10Z</updated>

		<summary type="html">&lt;p&gt;Runnerboy1008: Just found a spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Zagorec&lt;br /&gt;
|image=Zagorec_method.gif&lt;br /&gt;
|proposers=[[Damjan Zagorec]]&lt;br /&gt;
|year=2012&lt;br /&gt;
|anames&lt;br /&gt;
|algs=5&lt;br /&gt;
|variants&lt;br /&gt;
|steps=8&lt;br /&gt;
|moves=70+ &lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
The Zagorec method is a 3x3 method created by [[Damjan Zagorec]] in 2012..&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
The following steps describe an approach suited for beginners, more advanced users might combine steps 4 and 5 and for 7 and 8 steps  use a [[Fridrich]] type last layer and do [[PLL]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Orient edges&lt;br /&gt;
&lt;br /&gt;
2. Build up and down cross (Permute U and D edges)&lt;br /&gt;
&lt;br /&gt;
3. Orient corners&lt;br /&gt;
&lt;br /&gt;
4. Put middle layer edges in the right place (Solve E-Slice)&lt;br /&gt;
&lt;br /&gt;
5. Build proper down cross (Fix D Edges)&lt;br /&gt;
&lt;br /&gt;
6. Put corners with down color in right place (Solve D Corners)&lt;br /&gt;
&lt;br /&gt;
7. Permute up corners ([[CPLL]])&lt;br /&gt;
&lt;br /&gt;
8. Permute up edges ([[EPLL]])&lt;br /&gt;
&lt;br /&gt;
==How to hold the cube==&lt;br /&gt;
&lt;br /&gt;
How to hold the cube (for easier understanding of examples):&lt;br /&gt;
&lt;br /&gt;
White center on down face&lt;br /&gt;
&lt;br /&gt;
Yellow center on up face&lt;br /&gt;
&lt;br /&gt;
Blue center on front face&lt;br /&gt;
&lt;br /&gt;
Green center on back face&lt;br /&gt;
&lt;br /&gt;
Red center on the right face&lt;br /&gt;
&lt;br /&gt;
Orange center on the left face&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Orient edges==&lt;br /&gt;
&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;
&lt;br /&gt;
We need cube with all 12 good edges.&lt;br /&gt;
&lt;br /&gt;
If we have 4 good edges on the F face, with F or F&#039; turn we will transform 4 good edges into 4 bad edges and the other way around.&lt;br /&gt;
&lt;br /&gt;
How to turn a bad edge into a good edge:&lt;br /&gt;
&lt;br /&gt;
Case 1:&lt;br /&gt;
&lt;br /&gt;
If we have 2 bad edges then we have to put one bad edge in front face, perform F turn and now we have 1 good edge and 3 bad edges on the front face. Now put the other bad edge on the place of that one good edge in the F face and perform another F turn. Now we have 0 bad edges.&lt;br /&gt;
&lt;br /&gt;
Case 2:&lt;br /&gt;
&lt;br /&gt;
If we have 4 bad edges, we have to put all bad edges into front face but without F, F&#039; and B, B&#039; turns and then make F or F&#039; turn.&lt;br /&gt;
&lt;br /&gt;
Case 3:&lt;br /&gt;
&lt;br /&gt;
If we have 6 bad edges then we do Case 2 one time and Case 1 one time.&lt;br /&gt;
&lt;br /&gt;
Case 4:&lt;br /&gt;
&lt;br /&gt;
If we have 8 bad edges then we do Case 2 two times.&lt;br /&gt;
&lt;br /&gt;
Case 5:&lt;br /&gt;
&lt;br /&gt;
If we have 10 bad edges then we do Case 2 two times and Case 1 one time.&lt;br /&gt;
&lt;br /&gt;
Case 6: &lt;br /&gt;
&lt;br /&gt;
If we have 12 bad edges then we do turn F and B and Case 1 one time.&lt;br /&gt;
&lt;br /&gt;
==Build up and down cross==&lt;br /&gt;
&lt;br /&gt;
This step is done intuitively.&lt;br /&gt;
&lt;br /&gt;
Now build cross on up and down face with up and down colors. You can put edges with down or up color (white or yellow) on up or down face. It doesn&#039;t matter if you put down color on up face or up color on down face.&lt;br /&gt;
&lt;br /&gt;
==Orient corners==&lt;br /&gt;
&lt;br /&gt;
In this step you have to orient all corners. You can have down layer corners on top layer and up layer corners on bottom layer.  Only important thing in this step is that corners are oriented properly.  &lt;br /&gt;
For this you will use just one algorithm.&lt;br /&gt;
&lt;br /&gt;
R’ D L2 D’ R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Place incorrectly oriented corners in UFL (up-front-left) position with up or down face color sticker on left side and second corner on DFR (down-front-right) position with up or down face color sticker on  front side. Now perform algorithm.&lt;br /&gt;
For placing corners on UFL and DFR position you can use only U, D, R2 and L2 moves and you must not rotate the cube.&lt;br /&gt;
When you are left with 3 unoriented corners you will not be in position to orient 2 corners in same time. In case like that you need to perform algorithm and it will orient just one. Now you have 2 unoriented corners and you need to perform algorithm just once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After finishing this step cube will have on up and down face just up and down color stickers mixed up, middle layer will have in front and back face just front and back colors stickers mixed up and on left and right side Left and right color stickers mixed up.&lt;br /&gt;
&lt;br /&gt;
==Put middle layer edges on right place==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This step is done intuitively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Place middle layer edges in right position using just R2, L2, B2 and F2 moves.&lt;br /&gt;
&lt;br /&gt;
After that step you should have in middle layer on front face only front face color (blue), on back face only back face color (green), on left face only left face color (orange) and on right face only right face color (red).&lt;br /&gt;
&lt;br /&gt;
This section can also be done with Roux L4E, but on E instead of M. Bear in mind you can still have an EP parity because the rest of the edges / corners are not solved.&lt;br /&gt;
&lt;br /&gt;
==Build proper down cross==&lt;br /&gt;
&lt;br /&gt;
This step is done intuitively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now build down color (white) cross using only R2, U and D face turns. You have to color match down cross edges with centers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Step 4. and 5. can be performed simultaneously.&lt;br /&gt;
&lt;br /&gt;
==Put corners with down color in right place==&lt;br /&gt;
&lt;br /&gt;
In this step you will need one algorithm: R2 U R2 U’ R2 (puts UFR piece in DFR position) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through entire step you must not rotate cube, use only U and D moves to position pieces.&lt;br /&gt;
Piece that you need to put in DFR position (down-front-right) you must place in UFR (up-front-right) position and then perform the algorithm. &lt;br /&gt;
For placing pieces in UFR position use only U move. If there is no more bottom layer pieces in top layer you need to put incorrectly placed piece from bottom layer in top layer using algorithm and then place it back in proper position in bottom layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every time when you perform R2 U R2 U’ R2 algorithm your cube will end up with FR (front-right) edge switched with BR (back-right) edge. Just ignore this. It is only important that you don’t rotate cube trough 6., 7., and 8. step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of this step your bottom and middle layers are solved or your bottom layer is solved and middle layer has FR (front-right) edge switched with BR (back-right) edge.&lt;br /&gt;
&lt;br /&gt;
==Permute up corners==&lt;br /&gt;
&lt;br /&gt;
In this step you will need one algorithm: R2 U R2 U’ R2 U’ D R2 U’ R2 U R2 (switches UFR and UBR piece). (You can use [[CPLL]] instead.)&lt;br /&gt;
&lt;br /&gt;
You need to put top layer corners on proper positions using only algorithm for switching adjacent corners. For putting corners in desired position you can use only U move.&lt;br /&gt;
&lt;br /&gt;
In the end of this step you will have headlights on each side of top layer.&lt;br /&gt;
&lt;br /&gt;
==Permute up edges==&lt;br /&gt;
&lt;br /&gt;
In this step you will need two algorithms:&lt;br /&gt;
&lt;br /&gt;
1. R2 U2 R2 U2 R2 (switches opposite edges, UF (up-front) and UB (up-back) edge)&lt;br /&gt;
&lt;br /&gt;
2. R2 U R2 U R2 U2 R2 U2 R2 U R2 U’ R2 (switches adjacent edges, UF (up-front) and UR (up-right) edge)&lt;br /&gt;
&lt;br /&gt;
(You can use [[EPLL]] instead.)&lt;br /&gt;
&lt;br /&gt;
You need to put top layer edges on proper positions using only algorithms for switching adjacent edges and switching opposite edges. For putting edges in desired position you can use only U move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
P.S. For permuting corners and edges in top layer you can simply use [[PLL]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cube is solved!&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
&lt;br /&gt;
:Just 5 easy algorithms to remember.&lt;br /&gt;
:Can be performed very fast.&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
:Large Movecount&lt;br /&gt;
:Lookahead is limited&lt;br /&gt;
&lt;br /&gt;
==Example solve==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up face yellow:&lt;br /&gt;
&lt;br /&gt;
Front face blue:&lt;br /&gt;
&lt;br /&gt;
Scramble: L2 B2 U&#039; B2 R2 U&#039; B2 F2 L2 F2 U B L D&#039; U L U&#039; F2 U2 F L&#039;&lt;br /&gt;
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1. Orient edges  : L R&#039; F U F R2 F&#039;&lt;br /&gt;
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2. Build up and down cross: R&#039; L&#039; U L R D&#039; R&#039; L&#039; D2 L&lt;br /&gt;
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3. Orient corners: U D&#039; (R&#039; D L2 D&#039; R) U D2 (R&#039; D L2 D&#039; R) U2 D (R&#039; D L2 D&#039; R) U&#039; R2 D&#039; (R&#039; D L2 D&#039; R)&lt;br /&gt;
&lt;br /&gt;
4. Put middle layer edges on right place: R2 L2 F2 B2&lt;br /&gt;
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5. Build proper down cross: D2 U R2 D&#039; R2 D2 R2 D2 R2&lt;br /&gt;
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6. Put corners with down color in right place: U D (R2 U R2 U&#039; R2) D2 (R2 U R2 U&#039; R2) D&#039;(R2 U R2 U&#039; R2) D2 (R2 U R2 U&#039; R2) D2 (R2 U R2 U&#039; R2) D&lt;br /&gt;
&lt;br /&gt;
7. Permute up corners:  U&#039; (R2 U R2 U’ R2 U’ D R2 U’ R2 U R2)  U2 (R2 U R2 U’ R2 U’ D R2 U’ R2 U R2) D2 U&#039;&lt;br /&gt;
&lt;br /&gt;
8. Permute up edges: (R2 U2 R2 U2 R2) U&#039; (R2 U2 R2 U2 R2) U2 (R2 U R2 U R2 U2 R2 U2 R2 U R2 U’ R2) U&#039;&lt;br /&gt;
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== External links ==&lt;br /&gt;
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[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;/div&gt;</summary>
		<author><name>Runnerboy1008</name></author>
	</entry>
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