<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shiv3r</id>
	<title>Speedsolving.com Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shiv3r"/>
	<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php/Special:Contributions/Shiv3r"/>
	<updated>2026-10-22T03:06:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CMLL&amp;diff=32675</id>
		<title>CMLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CMLL&amp;diff=32675"/>
		<updated>2017-08-14T17:42:45Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: added kian&amp;#039;s CMLL&amp;#039;s and the list of all CMLL sheets; after I find some more I&amp;#039;ll post them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=CMLL&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= [[Roux|Pinky pie]],&lt;br /&gt;
|subgroup=&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|algs=42&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
|previous=[[F2B|Roux Blocks cube state]]&lt;br /&gt;
|next=[[LSE|LSE cube state]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Solving of corner orientation and permutation, without regard to the [[Slice|M-slice]] edges or U layer corners. This is Step 3 of the [[Roux Method]]. Similar to [[CLL]]. It will always have a lower movecount than [[COLL]].&lt;br /&gt;
&lt;br /&gt;
==Possible improvements==&lt;br /&gt;
One suggestion for improving this step is to use it in order to influence the orientation or permutation of edges in LSE (in particular avoiding 6-flips and encouraging EO skips or Arrow cases).&lt;br /&gt;
&lt;br /&gt;
One suggestion for how to do this is [[Roux|Pinkie Pie]] or [[BLS]] (though this is not for the Roux method)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Roux Method]]&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
* [[COLL]]&lt;br /&gt;
* [[CxLL]]&lt;br /&gt;
* [[CxLL algorithms]]&lt;br /&gt;
* [[Slice|M-Slice]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://grrroux.free.fr/method/Step_3.html Gilles Roux&#039;s Step 3 Page]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=20355 Kirjava&#039;s CMLL Algorithms]&lt;br /&gt;
* [https://docs.google.com/document/d/1S_y2evAxJ2vMMFDtfGSOsgHuDMYR-sEjoEU_mtSD7Qc/edit Kian Mansour&#039;s CMLL sheet, considered the standard by some]&lt;br /&gt;
* [https://www.speedsolving.com/forum/threads/one-answer-3x3-roux-question-thread.51553/page-3#post-1172798 TDM&#039;s list of all CMLL sheets online]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 last layer substeps]]&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30909</id>
		<title>Square-1 methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30909"/>
		<updated>2017-05-02T16:40:24Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Square-1]] is a interesting [[puzzle]]- the concepts of other puzzles can be applied to it, however, it is unique in that corners and edges are indistinguishable to the puzzle&#039;s inner mechanism- meaning corners can be swapped with edges and therefore the puzzle can change shape. The puzzle is much easier to work with when it is in the shape of a cube so generally the first step is to somehow (there are several methods) get the pieces arranged so that the puzzle is cubic. Then, the pieces are separated into their correct layers, and permuted. Note that there is no possible incorrect orientation for pieces, since the middle layer can only rotate through 180 degrees at a time (Many refer to separation as &amp;quot;orientation&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==List of Methods==&lt;br /&gt;
*[[Vandenbergh]]&lt;br /&gt;
*[[Roux n Skrew]]&lt;br /&gt;
*[[Skwuction]]&lt;br /&gt;
*[[Yoyleberry]]&lt;br /&gt;
*[[Lin]]&lt;br /&gt;
*Add Layer-by-Layer (Helmer Ewert&#039;s method)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.cubezone.be/square1.html Lars Vandenbergh&#039;s Square-1 Page] - This method has been used to set most Square-1 world records (SCOPE)&lt;br /&gt;
* [http://www.jaapsch.net/puzzles/square1.htm Jaap&#039;s Square-1 Page] - Information about Square-1, and algorithms for several solutions.&lt;br /&gt;
* [http://shellie.nfshost.com/cube/square1.php Shellie&#039;s Sillie Square-1 Method] - A simple, intuitive Square-1 solution.&lt;br /&gt;
* [http://sinac.orgfree.com/square-1/beginner/overview.php SinaC&#039;s Square-1 Page] - Beginner-&amp;gt;Intermediate-&amp;gt;Advanced methods&lt;br /&gt;
* [http://jmbaum.110mb.com/square1.htm 	Jason Baum&#039; Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=bxZ13MHX8E4 How To Solve Square-1] (Emile&#039;s tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=KfZJdsQwNaA Yoyleberry Tutorial] (Cube Roll&#039;s Yoyleberry tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=hrpJYDOSAG8 Skwuction Tutorial] (Cube Roll&#039;s Skwuction tutorial)&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=OLrFbXhIyj8 Lin method Tutorial](Jbacboy&#039;s Lin method tutorial)&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30908</id>
		<title>Square-1 methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30908"/>
		<updated>2017-05-02T16:36:03Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: corrected some grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Square-1]] is a interesting [[puzzle]]- the concepts of other puzzles can be applied to it, however, it is unique in that corners and edges are indistinguishable to the puzzle&#039;s inner mechanism- meaning corners can be swapped with edges and therefore the puzzle can change shape. The puzzle is much easier to work with when it is in the shape of a cube so generally the first step is to somehow (there are several methods) get the pieces arranged so that the puzzle is cubic. Then, the pieces are separated into their correct layers, and permuted. Note that there is no possible incorrect orientation for pieces, since the middle layer can only rotate through 180 degrees at a time (Many refer to separation as &amp;quot;orientation&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==List of Methods==&lt;br /&gt;
*[[Vandenbergh]]&lt;br /&gt;
*[[Roux n Skrew]]&lt;br /&gt;
*[[Skwuction]]&lt;br /&gt;
*[[Yoyleberry]]&lt;br /&gt;
*[[Lin]]&lt;br /&gt;
*(Add Layer-by-Layer here)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.cubezone.be/square1.html Lars Vandenbergh&#039;s Square-1 Page] - This method has been used to set most Square-1 world records (SCOPE)&lt;br /&gt;
* [http://www.jaapsch.net/puzzles/square1.htm Jaap&#039;s Square-1 Page] - Information about Square-1, and algorithms for several solutions.&lt;br /&gt;
* [http://shellie.nfshost.com/cube/square1.php Shellie&#039;s Sillie Square-1 Method] - A simple, intuitive Square-1 solution.&lt;br /&gt;
* [http://sinac.orgfree.com/square-1/beginner/overview.php SinaC&#039;s Square-1 Page] - Beginner-&amp;gt;Intermediate-&amp;gt;Advanced methods&lt;br /&gt;
* [http://jmbaum.110mb.com/square1.htm 	Jason Baum&#039; Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=bxZ13MHX8E4 How To Solve Square-1] (Emile&#039;s tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=KfZJdsQwNaA Yoyleberry Tutorial] (Cube Roll&#039;s Yoyleberry tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=hrpJYDOSAG8 Skwuction Tutorial] (Cube Roll&#039;s Skwuction tutorial)&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=OLrFbXhIyj8 Lin method Tutorial](Jbacboy&#039;s Lin method tutorial)&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30907</id>
		<title>Square-1 methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30907"/>
		<updated>2017-05-02T16:34:00Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Square-1]] is a interesting [[puzzle]]- the concepts of other puzzles can be applied to it, however, it is unique in that corners and edges are indistinguishable to the puzzle&#039;s inner mechanism- meaning corners can be swapped with edges and therefore the puzzle can change shape. The puzzle is much easier to work with when it is in the shape of a cube so generally the first step is to somehow (there are several methods) get the pieces arranged so that the puzzle is cubic. Then, the pieces are separated into their correct layers, and permuted. Note that there is no possible incorrect orientation for pieces, since the middle layer can only rotate through 180 degrees at a time (many talks about separation as &amp;quot;orientation&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==List of Methods==&lt;br /&gt;
*[[Vandenbergh]]&lt;br /&gt;
*[[Roux n Skrew]]&lt;br /&gt;
*[[Skwuction]]&lt;br /&gt;
*[[Yoyleberry]]&lt;br /&gt;
*[[Lin]]&lt;br /&gt;
*(Add Layer-by-Layer here)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.cubezone.be/square1.html Lars Vandenbergh&#039;s Square-1 Page] - This method has been used to set most Square-1 world records (SCOPE)&lt;br /&gt;
* [http://www.jaapsch.net/puzzles/square1.htm Jaap&#039;s Square-1 Page] - Information about Square-1, and algorithms for several solutions.&lt;br /&gt;
* [http://shellie.nfshost.com/cube/square1.php Shellie&#039;s Sillie Square-1 Method] - A simple, intuitive Square-1 solution.&lt;br /&gt;
* [http://sinac.orgfree.com/square-1/beginner/overview.php SinaC&#039;s Square-1 Page] - Beginner-&amp;gt;Intermediate-&amp;gt;Advanced methods&lt;br /&gt;
* [http://jmbaum.110mb.com/square1.htm 	Jason Baum&#039; Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=bxZ13MHX8E4 How To Solve Square-1] (Emile&#039;s tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=KfZJdsQwNaA Yoyleberry Tutorial] (Cube Roll&#039;s Yoyleberry tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=hrpJYDOSAG8 Skwuction Tutorial] (Cube Roll&#039;s Skwuction tutorial)&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=OLrFbXhIyj8 Lin method Tutorial](Jbacboy&#039;s Lin method tutorial)&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30906</id>
		<title>Square-1 methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30906"/>
		<updated>2017-05-02T16:33:44Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Square-1]] is a interesting [[puzzle]]- the concepts of other puzzles can be applied to it, however, it is unique in that corners and edges are indistinguishable to the puzzle&#039;s inner mechanism- meaning corners can be swapped with edges and therefore the puzzle can change shape. The puzzle is much easier to work with when it is in the shape of a cube so generally the first step is to somehow (there are several methods) get the pieces arranged so that the puzzle is cubic. Then, the pieces are separated into their correct layers, and permuted. Note that there is no possible incorrect orientation for pieces, since the middle layer can only rotate through 180 degrees at a time (many talks about separation as &amp;quot;orientation&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==List of Methods==&lt;br /&gt;
*[[Vandenbergh]]&lt;br /&gt;
*[[Roux n Skrew]]&lt;br /&gt;
*[[Skwuction]]&lt;br /&gt;
*[[Yoyleberry]]&lt;br /&gt;
*[[Lin]]&lt;br /&gt;
*Add Layer-by-Layer here&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.cubezone.be/square1.html Lars Vandenbergh&#039;s Square-1 Page] - This method has been used to set most Square-1 world records (SCOPE)&lt;br /&gt;
* [http://www.jaapsch.net/puzzles/square1.htm Jaap&#039;s Square-1 Page] - Information about Square-1, and algorithms for several solutions.&lt;br /&gt;
* [http://shellie.nfshost.com/cube/square1.php Shellie&#039;s Sillie Square-1 Method] - A simple, intuitive Square-1 solution.&lt;br /&gt;
* [http://sinac.orgfree.com/square-1/beginner/overview.php SinaC&#039;s Square-1 Page] - Beginner-&amp;gt;Intermediate-&amp;gt;Advanced methods&lt;br /&gt;
* [http://jmbaum.110mb.com/square1.htm 	Jason Baum&#039; Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=bxZ13MHX8E4 How To Solve Square-1] (Emile&#039;s tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=KfZJdsQwNaA Yoyleberry Tutorial] (Cube Roll&#039;s Yoyleberry tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=hrpJYDOSAG8 Skwuction Tutorial] (Cube Roll&#039;s Skwuction tutorial)&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=OLrFbXhIyj8 Lin method Tutorial](Jbacboy&#039;s Lin method tutorial)&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lin&amp;diff=30436</id>
		<title>Lin</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lin&amp;diff=30436"/>
		<updated>2017-03-28T18:18:52Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lin&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Tse-Kan Lin]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=TKL&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=5&lt;br /&gt;
|algs=3-14&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Lin method&#039;&#039;&#039; is a speedsolving/novelty method for the [[Square-1]] puzzle.  It was brought into common knowledge by a tutorial from Jbacboy and John Lewis&#039;s promotion of the method.&lt;br /&gt;
&lt;br /&gt;
== The steps ==&lt;br /&gt;
* 1. Turn the puzzle into a cubic shape.&lt;br /&gt;
* 2. Build the first two blocks.&lt;br /&gt;
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.&lt;br /&gt;
:* 2b. Build a second block in the bottom layer, opposite the first one.&lt;br /&gt;
* 3. CP + DF (Corner permutation + DF edge)&lt;br /&gt;
:* 3a. Insert one of the two remaining D edges.&lt;br /&gt;
:* 3b. Insert the last one in DF (from UL) while simultaneously permuting the top layer corners. This step requires 6 algs, specified below.  A two step approach, first inserting the edge and then permuting the corners, is possible. This approach requires around 2 algs, which are basic [[Vandenbergh]] algs.&lt;br /&gt;
* 4. [http://ranzha.cubing.net/square-1/pll.html EPLL] (excluding corners)&lt;br /&gt;
&lt;br /&gt;
== CP + DF algs ==&lt;br /&gt;
{{Alg|1,0 / -4,-3 / -3,0 / -3,-3 / -3,0 / -2,-3 / | stage=OppositeCorners}}&lt;br /&gt;
{{Alg|1,0 / 3,0 / 3,-3 / -1,2 / 1,-2 / 3,0 / | stage=LeftCorners}}&lt;br /&gt;
{{Alg|1,0 / 2,-1 / 0,-3 / 3,0 / -3,0 / -2,4 / | stage=RightCorners}}&lt;br /&gt;
{{Alg|0,-1 / 4,-2 / -3,0 / 0,3 / 0,-3 / -1,2 / | stage=FrontCorners}}&lt;br /&gt;
{{Alg|4,-3 / -3,0 / -1,2 / 1,-2 / -3,3 / -3,0 / | stage=BackCorners}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of methods]]&lt;br /&gt;
* [[Roux n Skrew]]&lt;br /&gt;
* [[Vandenbergh]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 &#039;&#039;Jbacboy&#039;&#039;&#039;s tutorial on the method]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30113</id>
		<title>Square-1 methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Square-1_methods&amp;diff=30113"/>
		<updated>2017-03-01T19:19:45Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: added Lin method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Square-1]] is a interesting [[puzzle]]- the concepts of other puzzles can be applied to it, however, it is unique in that corners and edges are indistinguishable to the puzzle&#039;s inner mechanism- meaning corners can be swapped with edges and therefore the puzzle can change shape. The puzzle is much easier to work with when it is in the shape of a cube so generally the first step is to somehow (there are several methods) get the pieces arranged so that the puzzle is cubic. Then, the pieces are separated into their correct layers, and permuted. Note that there is no possible incorrect orientation for pieces, since the middle layer can only rotate through 180 degrees at a time (many talks about separation as &amp;quot;orientation&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==List of Methods==&lt;br /&gt;
*[[Vandenbergh]]&lt;br /&gt;
*[[Roux n Skrew]]&lt;br /&gt;
*[[Skwuction]]&lt;br /&gt;
*[[Yoyleberry]]&lt;br /&gt;
*[[Lin]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.cubezone.be/square1.html Lars Vandenbergh&#039;s Square-1 Page] - This method has been used to set most Square-1 world records (SCOPE)&lt;br /&gt;
* [http://www.jaapsch.net/puzzles/square1.htm Jaap&#039;s Square-1 Page] - Information about Square-1, and algorithms for several solutions.&lt;br /&gt;
* [http://shellie.nfshost.com/cube/square1.php Shellie&#039;s Sillie Square-1 Method] - A simple, intuitive Square-1 solution.&lt;br /&gt;
* [http://sinac.orgfree.com/square-1/beginner/overview.php SinaC&#039;s Square-1 Page] - Beginner-&amp;gt;Intermediate-&amp;gt;Advanced methods&lt;br /&gt;
* [http://jmbaum.110mb.com/square1.htm 	Jason Baum&#039; Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=bxZ13MHX8E4 How To Solve Square-1] (Emile&#039;s tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=KfZJdsQwNaA Yoyleberry Tutorial] (Cube Roll&#039;s Yoyleberry tutorial)&lt;br /&gt;
* YouTube: [https://www.youtube.com/watch?v=hrpJYDOSAG8 Skwuction Tutorial] (Cube Roll&#039;s Skwuction tutorial)&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=OLrFbXhIyj8 Lin method Tutorial](Jbacboy&#039;s Lin method tutorial)&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29988</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29988"/>
		<updated>2017-02-16T20:13:02Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=KBCMinfo.png&lt;br /&gt;
|proposers=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center(Similar to Roux first block on 4x4)&lt;br /&gt;
#solve a 1x3x4 block around the right center(Similar to Roux second block)&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are 3 current ways to solve L5E, each one made for a different skill level, and a different way to solve L2E.&lt;br /&gt;
*The first and simplest method is beginner&#039;s or 1-at-a-time L5E, in which you use the 2 buffers in DF to &#039;&#039;directly&#039;&#039; solve one wing at a time.This method is suitable for beginners since it introduces some basic ideas about commutators without any real  This is equivalent to 1-at-a-time edge pairing in redux methods however, and is more of a stepping stone to faster and advanced L5E methods.  Usually this method is associated with 1-alg L2E, a 1-algorithm method(3 if you include pure OLL &amp;amp; PLL parity) for solving L2E&lt;br /&gt;
*the Second Method is intuitive or 2-at-a-time L5E.  This is a method more suited for intermediate solvers.  It directly solves 2 wings at a time with the intuitive 3-cycle commutators.  You use one of the 2 pieces at DF as the start to the cycle, then solve the piece that was in the spot the first wing went.  There are some cases where you cannot do an intuitive commutator for the cycle you get, so you have to resort back to beginner&#039;s L5E for those cases.  At this point you should start to learn the L2E algorithms(only 6 excluding mirrors).&lt;br /&gt;
*The fastest and most advanced method is called 4-look L5E. 4look L5E is an expanded version of intuitive L5E.  The differences are that 4look L5E adds on algorithms for the unintuitive cycles, some tricks for already-paired edges, and strategies to always avoid finishing the solve with pure OLL parity.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms](only learn group 2 and 3, grp. 1 should never pop up if you correctly do L5E.)&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI intuitive L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29987</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29987"/>
		<updated>2017-02-16T20:11:53Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: /* Solving L5E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=KBCMinfo.png&lt;br /&gt;
|proposers=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center(Similar to Roux first block on 4x4)&lt;br /&gt;
#solve a 1x3x4 block around the right center(Similar to Roux second block)&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are 3 current ways to solve L5E, each one made for a different skill level, and a different way to solve L2E.&lt;br /&gt;
*The first and simplest method is beginner&#039;s or 1-at-a-time L5E, in which you use the 2 buffers in DF to &#039;&#039;directly&#039;&#039; solve one wing at a time.This method is suitable for beginners since it introduces some basic ideas about commutators without any real  This is equivalent to 1-at-a-time edge pairing in redux methods however, and is more of a stepping stone to faster and advanced L5E methods.  Usually this method is associated with 1-alg L2E, a 1-algorithm method(3 if you include pure OLL &amp;amp; PLL parity) for solving L2E&lt;br /&gt;
*the Second Method is intuitive or 2-at-a-time L5E.  This is a method more suited for intermediate solvers.  It directly solves 2 wings at a time with the intuitive 3-cycle commutators.  You use one of the 2 pieces at DF as the start to the cycle, then solve the piece that was in the spot the first wing went.  There are some cases where you cannot do an intuitive commutator for the cycle you get, so you have to resort back to beginner&#039;s L5E for those cases.  At this point you should start to learn the L2E algorithms(only 6 excluding mirrors).&lt;br /&gt;
*The fastest and most advanced method is called 4-look L5E. 4look L5E is an expanded version of intuitive L5E.  The differences are that 4look L5E adds on algorithms for the unintuitive cycles, some tricks for already-paired edges, and strategies to always avoid finishing the solve with pure OLL parity.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29983</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29983"/>
		<updated>2017-02-16T00:27:03Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=KBCMinfo.png&lt;br /&gt;
|proposers=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center(Similar to Roux first block on 4x4)&lt;br /&gt;
#solve a 1x3x4 block around the right center(Similar to Roux second block)&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29982</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29982"/>
		<updated>2017-02-16T00:25:43Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer(s)=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center(Similar to Roux first block on 4x4)&lt;br /&gt;
#solve a 1x3x4 block around the right center(Similar to Roux second block)&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29981</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29981"/>
		<updated>2017-02-16T00:25:26Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center(Similar to Roux first block on 4x4)&lt;br /&gt;
#solve a 1x3x4 block around the right center(Similar to Roux second block)&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29972</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29972"/>
		<updated>2017-02-13T18:36:20Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer(s)=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center(Similar to Roux first block on 4x4)&lt;br /&gt;
#solve a 1x3x4 block around the right center(Similar to Roux second block)&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29966</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29966"/>
		<updated>2017-02-10T23:57:23Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center&lt;br /&gt;
#solve a 1x3x4 block around the right center&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials for the Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Direct_solving_methods&amp;diff=29959</id>
		<title>Direct solving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Direct_solving_methods&amp;diff=29959"/>
		<updated>2017-02-10T17:31:50Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Direct solving methods&#039;&#039;&#039; as opposed to [[reduction method]]s solves [[big cubes]] whitout reducing it to work as a [[3x3x3 cube]] before the end solve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Methods:&#039;&#039;&#039;&lt;br /&gt;
* [[Cage Method]]&lt;br /&gt;
* [[K4]]&lt;br /&gt;
* [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
* [[Sandwich Method]]&lt;br /&gt;
*[[Lewis Method]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Big Cube methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29957</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29957"/>
		<updated>2017-02-09T20:00:07Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cubes Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center&lt;br /&gt;
#solve a 1x3x4 block around the right center&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials on L5E]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29956</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29956"/>
		<updated>2017-02-09T19:59:38Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cube Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center&lt;br /&gt;
#solve a 1x3x4 block around the right center&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials on L5E]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29955</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29955"/>
		<updated>2017-02-09T19:50:11Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneths Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cube Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center&lt;br /&gt;
#solve a 1x3x4 block around the right center&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials on L5E]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29954</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29954"/>
		<updated>2017-02-09T19:49:21Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneths Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cube Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center&lt;br /&gt;
#solve a 1x3x4 block around the right center&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge. &lt;br /&gt;
***there are Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials on L5E]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]] [[Category:]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29953</id>
		<title>Lewis Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Lewis_Method&amp;diff=29953"/>
		<updated>2017-02-09T19:48:05Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: created a new page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Lewis&lt;br /&gt;
|image=&lt;br /&gt;
|proposer=John Lewis (Shiv3r)&lt;br /&gt;
|year= Jan 2017&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= 130-145&lt;br /&gt;
|variants = Stadler, [[Kenneths Big Cubes Method]]&lt;br /&gt;
|algs= 0-12(and CLL)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The Lewis method is a 4x4 speedsolving method that utililzes Direct Solving and [[Roux Method]]-based steps to create a method that is both efficient(movecount comparable to Hoya or Meyer) and pretty lookahead friendly. Some critics say it is a variant of the Stadler Method, even though Lewis is an improvement over both Stadler and [[Kenneth&#039;s Big Cube Method]], and only resembles Stadler in the first few steps.&lt;br /&gt;
==Steps==&lt;br /&gt;
Lewis Method is broken up into 5 steps:&lt;br /&gt;
#Solve 2 opposite centers(L and R centers)&lt;br /&gt;
#Solve a 1x3x4 block around the left center&lt;br /&gt;
#solve a 1x3x4 block around the right center&lt;br /&gt;
#CMLL(John Lewis also will try to solve some of step 5a before he executes CMLL)&lt;br /&gt;
#Step 5, aka Last 28 pieces.  Broken up into 3 steps:&lt;br /&gt;
**Step 5a: solve the BD Block.  This solves the B and D centers and the BD edge.  Several ways to do this. the original way is to solve the D center(which sometimes done before CMLL), then the B center, then use the 2 free faces to solve the BD edge and insert it.&lt;br /&gt;
**Step 5B: solve Last 2 centers.  This step is entirely made of the moves &amp;lt;l,r,U&amp;gt; and is simple to look ahead to while finishing the BD block.&lt;br /&gt;
**Step 5C: solve the Last 5 edges with commutators(10 wing pieces). This step is usually abbreviated to L5E.&lt;br /&gt;
== Background==&lt;br /&gt;
&lt;br /&gt;
As the story goes, the Lewis Method was invented in early January 2017 by John Lewis(who goes by the username Shiv3r) while playing around with [[Kenneth&#039;s Big Cubes Method]] one evening.  He decided the first step in KBCM, columns, is not efficient or fast.  By doing 2 opposite centers, then First block and Second block like in Stadler.  He then experimented with solving centers, then solving the D layer with commutators, then ELL afterwards.  Because it was a long night and he was bored, he decided to do a few timed solves.  To his surprise, within the first 5 or so solves he missed his PB by 2 seconds(He was using the [[Meyer method]] at the time and averaged sub-2).  After realizing his method had some potential, John experimented more, optimizing step 5 for both lookahead and efficiency and at the same time. In the process of developing the method, he created a new substep, L5E.&lt;br /&gt;
&lt;br /&gt;
About a month later, Austin Moore revealed in a livestream on twitch that he had played around with the Lewis method. He then proceeded to get several fast solves with it.  He has not switched from K4, but he is a very fast Lewis solver still.&lt;br /&gt;
==Solving L5E==&lt;br /&gt;
There are a few ways to solve L5E, and the suggested way has changed more than once.&lt;br /&gt;
Currently The fastest and most lookahead-efficient way is 4-look L5E, in which you use both DF pieces as &amp;quot;buffers&amp;quot; and then directly solve 2 pieces at a time, which takes 4 looks on average.  Often you will get only 2 edges messed up at the end of L5E.  in this case, you can use one of ~12 L2E cases(of which half are mirrors, so about 6 algs)(You May need to conjugate the algorithm).  [https://www.youtube.com/watch?v=HSpEyihE2sI&amp;amp;t=124s Here is a tutorial for 4 look L5E]&lt;br /&gt;
==Pros==&lt;br /&gt;
*solves pieces directly.&lt;br /&gt;
*movecount is comparable to [[Meyer method]], [[Hoya method]], and Straight Redux&lt;br /&gt;
*L5E is very fluid and lookahead friendly.&lt;br /&gt;
==Cons==&lt;br /&gt;
*No 3x3 stage&lt;br /&gt;
*Commutators are hard to understand at first&lt;br /&gt;
*average movecount is slightly higher than [[Yau method]]&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/wiki/index.php/User:Kenneth:Kenneth%27s_Big_Cubes_Method#ELL_3: L2E algorithms]&lt;br /&gt;
*[https://www.youtube.com/watch?v=T6YHZltlM_w&amp;amp;t=79s Lewis Method Video Tutorial]&lt;br /&gt;
*[https://youtu.be/HSpEyihE2sI 4 Look L5E tutorial]&lt;br /&gt;
*[https://www.youtube.com/channel/UCEuVjmTxYfw16pARBLpQaEA  John&#039;s Youtube channel, which has solves and tutorials on L5E]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]] [[Category:Big Cube methods]] [[Category:]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Direct_solving&amp;diff=29952</id>
		<title>Direct solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Direct_solving&amp;diff=29952"/>
		<updated>2017-02-09T19:18:08Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Direct solving&#039;&#039;&#039; (as opposed to [[reduction]]); to solve a large cube ([[4x4x4]] and up) without reducing it to a [[3x3x3 cube]] before the final steps.&lt;br /&gt;
&lt;br /&gt;
Some direct solving methods are:&lt;br /&gt;
* [[Akimoto Method]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[KBCM]]&lt;br /&gt;
* [[K4]]&lt;br /&gt;
* [[Sandwich]]&lt;br /&gt;
*[[Lewis Method]]&lt;br /&gt;
[[Category:Terminology]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=29948</id>
		<title>Category:Pyraminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=29948"/>
		<updated>2017-02-04T21:39:33Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: added FP algorithms to external links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;[[:Category:Pyraminx methods]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page describes different methods to speedsolve the [[Pyraminx]].&lt;br /&gt;
&lt;br /&gt;
When speedsolving the Pyraminx the method used does not matter as much as it does on other puzzles - an intermediate method is almost always good enough to get fast times. This is a very quick puzzle which isn&#039;t hard to solve efficiently, so the most important things to practice are [[Pyraminx methods#Lookahead|lookahead]] and [[Pyraminx methods#Turning speed|turning speed]].&lt;br /&gt;
&lt;br /&gt;
Some of the descriptions here use an extended notation, see [[Pyraminx notation]] for an explanation of the system.&lt;br /&gt;
&lt;br /&gt;
==Beginner Methods==&lt;br /&gt;
&lt;br /&gt;
This method is recommended mainly to people who just want to solve the Pyraminx, although the puzzle isn&#039;t hard to figure out yourself. You can still go from a total beginner to under 30 seconds in about an hour with this method:&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient the four corners and their tips. They don&#039;t move, so this shouldn&#039;t require any thought.&lt;br /&gt;
* Step 2: Use R&#039; L R L&#039; and L R&#039; L&#039; R to place the edges. These algorithms will move exactly three edges around, so just keep trying until you are done.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Methods==&lt;br /&gt;
&lt;br /&gt;
Intermediate methods can easily give you an average of less than 10 seconds. It doesn&#039;t matter when the tips are solved, so they are not included in the listed steps.&lt;br /&gt;
&lt;br /&gt;
===Keyhole===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve two edges around a center.&lt;br /&gt;
* Step 2: Use the extra edge slot, the &amp;quot;keyhole&amp;quot;, to solve the centers of the last layer (the layer opposite that center).&lt;br /&gt;
* Step 3: Solve the edge that belongs in the keyhole. Algorithms can be found [[Pyraminx algorithms#Last edge on first tip:|here]].&lt;br /&gt;
* Step 4: Solves the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Layer By Layer===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient three of the corners. They will share a color; try to simultaneously place as many of the edges of that layer as you can.&lt;br /&gt;
* Step 2: Finish the layer by inserting the remaining edges with RUR&#039;-type insertions. Sometimes there are special tricks you can do in this step if you end up with edges that are already in the layer but in the wrong place or misoriented.&lt;br /&gt;
* Step 3: Solve the last layer in one step. There are 5 possible algorithms which can be found [[Pyraminx algorithms#Last Layer algorithms:|here]].&lt;br /&gt;
&lt;br /&gt;
==Advanced Methods==&lt;br /&gt;
&lt;br /&gt;
There are some advanced methods for the Pyraminx, and although they are not necessary to get very fast times, they could provide a boost to the serious solver. They are more efficient than intermediate methods but require more memorization or have harder recognition, and thus will take much more time to master. Also, just like in the beginner and intermediate methods, it doesn&#039;t matter when you solve the tips, so they are not included in the listed steps&lt;br /&gt;
&lt;br /&gt;
===L4E===&lt;br /&gt;
L4E stands for Last 4 Edges. It is named after the alg set used in the final step, which is also called L4E.&lt;br /&gt;
* Step 1: Solve all of the corners and two adjacent edges. With practice this can be 1-looked in inspection.&lt;br /&gt;
* Step 2: Finish the last 4 edges in one step. There are about 70 algs for this, but this step can also be done intuitively.&lt;br /&gt;
&lt;br /&gt;
===1-Flip===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve two edges around a center, and put the third one in backwards.&lt;br /&gt;
* Step 2: Solve the centers and the flipped edge in one step.&lt;br /&gt;
* Step 3: Solve the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Oka===&lt;br /&gt;
* Step 1: Solve one edge around a center, and insert another edge oriented correctly, but in the wrong spot.&lt;br /&gt;
* Step 2: Use the extra edge slot, just like in Keyhole, to solve the centers.&lt;br /&gt;
* Step 3: Solve the incorrectly flipped edge and the keyhole in one step.&lt;br /&gt;
* Step 4: Solve the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Nutella===&lt;br /&gt;
* Step 1: Solve one edge around a center, and insert the two others in their opposite positions and orientatation.&lt;br /&gt;
* Step 2: Solve the centers and those two edges with one algorithm.&lt;br /&gt;
* Step 3: Solve the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===WO===&lt;br /&gt;
WO stands for Wedel-Odder, which was named after the creators of the method.&lt;br /&gt;
* Step 1: Solve all the three edges around a single center, forming a &amp;quot;top&amp;quot;.&lt;br /&gt;
* Step 2: Use one algorithm to solve the centers while preserving the top.&lt;br /&gt;
* Step 3: Solve the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Petrus===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create a &#039;block&#039; by matching one edge to the two adjacent corners.&lt;br /&gt;
* Step 2: Orient the remaining edges, [[Petrus]]-style, so that they can all be solved using only U and R turns.&lt;br /&gt;
* Step 3: Finish all of the edges using only U and R turns.&lt;br /&gt;
&lt;br /&gt;
===FP===&lt;br /&gt;
FP stands for Fan&#039;s Pyraminx Method or Face-Permute. The idea is similar to Ortega/Varasano for the 2x2x2 cube. &lt;br /&gt;
&lt;br /&gt;
* Step 1: Make one face. Nothing has to be permuted properly. This can be done in about 3-7 moves usually. It should be possible to easily see this from inspection. The EP of the bottom layer can be determined, making the recognition of the 2nd step extremely easy.&lt;br /&gt;
* Step 2: Permute everything. This can be done in about 6-8 moves usually. There are 20 algorithms for this step.&lt;br /&gt;
&lt;br /&gt;
===FFL===&lt;br /&gt;
FFL stands for Flipped First Layer, and is an type of Layer-by-Layer Pyraminx method. It can be considered a sort-of &amp;quot;opposite&amp;quot; to the FP method, as you focus only on the permutation of the edges rather than the orientation of them. &lt;br /&gt;
&lt;br /&gt;
There are 3 subsets of the FFL method: 1FFL, 2FFL, and 3FFL; where one, two, or all edges are disoriented respectively.&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve one layer ignoring orientation of the edges. They must be permuted correctly, however.&lt;br /&gt;
* Step 2: Orient the first layer and solve the last 3 edges in one algorithm. There are about 18 algorithms total. &lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Lookahead ===&lt;br /&gt;
=== Turning speed ===&lt;br /&gt;
&#039;&#039;&#039;Grip shifts:&#039;&#039;&#039; A good way to increase your turning speed is to optimise your algoritms so you can execute them using as few grip shifts as possible, &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; Take the eight turn alg that orients two edges (here FR and FL), a common case for most methods, normally it is notated something like R&#039; L R L&#039; U L&#039; U&#039; L but using the [[Pyraminx#Extensions to the notation:|extended notation]] that allows face twists as well as tip turns it can be notated and executed like R&#039; L R r&#039; R L&#039; R&#039; r and it gives only one grip shift and no orientations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggers:&#039;&#039;&#039; Another way to increase the speed is to use [[trigger]]s. (L R&#039;) is possibly the easiest trigger you can do: turn L about 30% of the turn and then place your right thumb on top of the edge that now shows its corner sticking out of the F-face. Push the edge using the thumb down to the face compleating th L turn and from there keep pushing until also the R&#039; is done. After some practice you can actually do the whole trigger witout pre-turning the L tip, just place you thumb at the proper place on the edge and go away, two turns in one!&lt;br /&gt;
&lt;br /&gt;
To do the four turn 3-cycle LL edges (L R&#039;) (L&#039; R) then do the first part as above and the second trigger (L&#039; R) in the same manner but now do 30% L&#039; and then the right thumb under the edge that comes out of the D-face and then push all the way up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternative style:&#039;&#039;&#039;&lt;br /&gt;
An alternative style is to hold the whole pyraminx in one hand (left) and only use that hand for U layer triggers. Do everything else with the other hand as you would with a 3x3x3 cube.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=20494 Pyraminx method names]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=74zFmYtSfew How to solve a Pyraminx] (Corners First Method)&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=Oio3ZmPDv0g How to Solve a Tetraminx or Pyraminx] (Beginners Method)&lt;br /&gt;
* [http://www.cubewhiz.com/pyraminx.php Bob Burton Method] (Beginners Method)&lt;br /&gt;
* Last 4 Edges Algorithms: [http://www.mzrg.com/rubik/solving/pyraminx/index.html Solution to the Pyraminx]&lt;br /&gt;
* FFL Algorithms: [http://sites.google.com/site/philcuber/pyraminx FFL Pyraminx Algs]&lt;br /&gt;
*FP algoorithms: [https://docs.google.com/document/d/1RGjDVLQuxvb96nZqz0-HTngVcXwSsZOTXXBIlhkDCI4/edit?usp=sharing]&lt;br /&gt;
[[Category:Pyraminx]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ZZ-CT&amp;diff=29923</id>
		<title>ZZ-CT</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ZZ-CT&amp;diff=29923"/>
		<updated>2017-01-24T17:35:24Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: added a &amp;quot;notable users&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ZZ-CT&lt;br /&gt;
|image=Eoline.gif&lt;br /&gt;
|proposers=[[Chris Tran]]&lt;br /&gt;
|year=2015&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 (EOLine, F2L-1, TSLE, TTLL)&lt;br /&gt;
|algs=197&lt;br /&gt;
|moves= 52 htm&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZZ-CT&#039;&#039;&#039; is a [[3x3]] method proposed by [[Chris Tran]]. It is a variant of the [[ZZ Method]] with a unique 2 look LSLL, divided into TSLE and TTLL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSLE&#039;&#039;&#039; inserts the last edge whilst orienting all corners. The D corner is completely ignored, and is recognized purely from corner orientation and shape, just like an OLL.(104 cases, all trivial) This step is 100% 2-gen and all but 4 cases can be solved by a linear combination of &#039;&#039;&#039;at most three&#039;&#039;&#039; R U R&#039;, R U&#039; R&#039;, or R U2 R&#039; triggers, which permits simple memorization and executions. Many of the TSLE insertions are the same as the traditional F2L algorithm, and has a much lower move count than other last slot methods since it ignores permutation of the corners and edges except UF. Using RUD, LUR, and non-2gen algorithms improves upon ergonomics and move count and allows for even shorter inserts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TTLL&#039;&#039;&#039; forces an LL Skip with only 72 cases (42 w/mirrors, 30 non-trivial). It is named after Chris Tran (creator) and Blake Thompson ( who generated a significant fraction of the algorithms). It is still necessary to know the 21 PLL algorithms in case the last slot corner is solved during TSLE (1 in 5 chance).&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
# [[EOLine]]&lt;br /&gt;
# F2L-1&lt;br /&gt;
# TSLE: Insert last edge and orient corners. &#039;&#039;(Tran Style Last Edge - 104 cases)&#039;&#039; 100% 2-gen&lt;br /&gt;
# TTLL: Force an LL skip. &#039;&#039;(Tran-Thompson Last Layer - 72 cases + 21 PLLs)&#039;&#039; 33% 2-gen&lt;br /&gt;
&lt;br /&gt;
==History:==&lt;br /&gt;
&lt;br /&gt;
ZZ-CT was created with the intention of fixing everything wrong with ZBLL, and to create the first feasible LL-Skip method under 200 algorithms. Several months of brainstorming and evolution led to ZZ-CT, as reported herein:&lt;br /&gt;
&lt;br /&gt;
The core fundamental concept is the orientation of corners before reaching last layer.&lt;br /&gt;
&lt;br /&gt;
By abusing rotational symmetry probabilities of oriented pieces, it was observed that LL Skip algorithm count could be reduced by at least an order of magnitude or more. This pre-orientation also allowed for simple and obvious recognition of permutation.&lt;br /&gt;
&lt;br /&gt;
The first incarnation of this method was one which oriented all corners during the completion of the third slot, and then forced LL skip (~800-1000 algorithms). &lt;br /&gt;
&lt;br /&gt;
ZZ-HW was the next big improvement, which oriented all corners and inserted the corner in the fourth slot, followed by forced LL skip(~200 algorithms). However, this method was limited by algorithm ergonomics, since diagonal corner swap and edge insertion algorithms are too long and are not sufficiently ergonomic for competitive speedsolving purposes. &lt;br /&gt;
&lt;br /&gt;
By maintaining the same concept and algorithms, but instead inserting &#039;&#039;an edge instead of a corner&#039;&#039;. This ergonomic barrier was not only overcome, but completely annihilated in comparison. The overall quality and movecount was dramatically enhanced due to the properties of corner permutation. &lt;br /&gt;
&lt;br /&gt;
This property serendipitously yielded very surprisingly short, ergonomic algorithms such as x&#039; (R&#039; U R U&#039;)*3  and R2 U2 R2 U&#039; R2 U&#039; R2. Additionally, an entire 12 case RUD subset was observed to be completely regripless.&lt;br /&gt;
&lt;br /&gt;
==Advantages:==&lt;br /&gt;
&lt;br /&gt;
When compared with ZBLL, ZZ-CT solves the issues of large algorithm count, recognition, statistical hindrances, practise requirement, and steep learning curve by having a significantly &#039;&#039;&#039;lower algorithm count&#039;&#039;&#039;, obvious colour blocks &#039;&#039;&#039;(PLL-style recognition)&#039;&#039;&#039;, and &#039;&#039;&#039;better statistics&#039;&#039;&#039; for the same amount of looks.&lt;br /&gt;
&lt;br /&gt;
TSLE is easily recognised, only involving the orientation of corners and finding the last edge.&lt;br /&gt;
This requires a similar mental load as OLL, and does not require knowing where the last LS corner is.&lt;br /&gt;
&lt;br /&gt;
The concept intuitive edge control in CFOP, can also be tweaked to simplify TSLE. &lt;br /&gt;
&lt;br /&gt;
For example, in CFOP, intuitive edge control is seeing that there are no oriented edges and doing R&#039; F R F&#039;(sledgehammer) instead of U R U&#039; R&#039;. This ensures no dot cases, reducing OLL by 7 cases.&lt;br /&gt;
&lt;br /&gt;
In ZZ-CT, intuitive corner control is as simple as observing when there are no oriented corners, and doing R&#039; U2 R instead of U R&#039; U R during third slot to avoid all misoriented corners, which reduces TSLE by 16 cases. Intuitive corner control can even force superior TSLE cases with better execution, recognition, and move count, in the same way that intuitive edge control forces a better OLL.&lt;br /&gt;
&lt;br /&gt;
Lookahead into TTLL is also similar to lookahead into PLL during OLL.&lt;br /&gt;
Since &#039;&#039;oriented colour blocks&#039;&#039; are being put together, it is easier to predict the last algorithm. This is opposed to ZBLL, in which formation of LS brings together &#039;&#039;misoriented colour blocks&#039;&#039;, which are harder to discern for lookahead purposes.&lt;br /&gt;
&lt;br /&gt;
Statistically, ZZ-CT leads to good single times due to the following attributes:&lt;br /&gt;
# PLL occurs 20% of the time (1 out of 5 solves). Leading to a well known algorithm that most cubers already know.&lt;br /&gt;
# True LL skip (fully solved cube after TSLE) occurs 1 out of 360 solves (0.27%), as compared with 0.0064% in CFOP(1 out of 15552 solves), and 0.051% in ZZ(1 out of 1944 solves). Which means that the probability is increased by multiple orders of magnitude.&lt;br /&gt;
# 2-Gen EVERYTHING after first block occurs 33% of the time, which is twice as much as ZBLL (15% chance), and sixteen times greater than CFOP (1.8% chance), by making use of a single y&#039; rotation before TTLL.&lt;br /&gt;
# Individual TTLL probabilities are similar to OLL. In comparison, the statistics for ZBLL cases are profoundly lower. This means that some cases will only pop up every few days during solves, meaning that it requires much less practice to execute TTLL than ZBLL.&lt;br /&gt;
# TSLE is skipped approximately one out of every 405 solves (0.24%), which adds another level of reduced single times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, several algorithms are simply cancelled or conjugated PLL algorithms. &lt;br /&gt;
&lt;br /&gt;
For example, executing the first move in the G-Perm (R U R&#039; y&#039; R2 u&#039; R U&#039; R&#039; U R&#039; u R2) with an R&#039; instead of an R, (which also cancels the last R2) or replacing the first move in the J-Perm (R&#039; U L&#039; U2 R U&#039; R&#039; U2 L R U&#039;) with an R instead of an R&#039;. This means that most people who know PLL will already know several cases. Recognition of these cases is also obvious, since very case which has a 1x1x3 block is a cancelled or conjugated PLL.&lt;br /&gt;
&lt;br /&gt;
Every case which has a 1x1x2 block is a conjugated ZBLL, which permits advanced ZBLL users to quickly use provisional algorithms as they transition to full ZZ-CT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another useful advantage in ZZ-CT is that it theoretically requires no rotations.&lt;br /&gt;
By adjusting the D layer after TSLE, it is possible to ADF for TTLL to avoid all rotations during the solve.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages:==&lt;br /&gt;
&lt;br /&gt;
Relatively high algorithm count and move count, in comparison with most other ZZ variants.&lt;br /&gt;
&lt;br /&gt;
Low skip chances, in comparison with most other ZZ variants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;(ZZ-CT) sounds like a good method-- the only disadvantage is that you have to use ZZ.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Andrew Ricci (2012 US National Champion)&lt;br /&gt;
&lt;br /&gt;
== Notable Users ==&lt;br /&gt;
* Chris Tran&lt;br /&gt;
*Andrew Nathenson&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Solves:==&lt;br /&gt;
&lt;br /&gt;
Scramble: R2 F2 R&#039; U2 R2 B2 U2 R&#039; B2 D2 U&#039; L2 F L&#039; R2 F&#039; U2 R2 U F&#039;  &lt;br /&gt;
[https://alg.cubing.net/?setup=R2_F2_R-_U2_R2_B2_U2_R-_B2_D2_U-_L2_F_L-_R2_F-_U2_R2_U_F-&amp;amp;alg=x-_D-_L-_F_L_U_R2_D-_%2F%2F_EOLine%0AR_U-_R-_U_R-_U2_L_U2_L_U_L_%0AR-_U_R_%0AD_R_U-_R-_D-%0AU_R_U2_R-_U-_R_U2_R-_%2F%2F_TSLE%0Ay-_U_R-_U_R_U-_R-_U2_R_U_R-_U-_R_%2F%2F_TTLL alg.cubing.net]&lt;br /&gt;
&lt;br /&gt;
EOLine: X&#039; D&#039; L&#039; F L U R2 D&#039; (7/46)&lt;br /&gt;
&lt;br /&gt;
F2L-1: R U&#039; R&#039; U R&#039; U2 L U2 L U L R&#039; U R D R U&#039; R&#039; D&#039; U (20/46)&lt;br /&gt;
&lt;br /&gt;
TSLE: R U2 R&#039; U&#039; R U2 R&#039; (7/46)&lt;br /&gt;
&lt;br /&gt;
TTLL: y&#039; U R&#039; U R U&#039; R&#039; U2 R U R&#039; U&#039; R (12/46)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MORE ON THE WAY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Algorithms:==&lt;br /&gt;
&lt;br /&gt;
TSLE Algorithms:&lt;br /&gt;
http://gyroninja.net/zzct/zzct-tsle.html&lt;br /&gt;
&lt;br /&gt;
TTLL Algorithms:&lt;br /&gt;
http://gyroninja.net/zzct/zzct-ttll.html&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
Daily ZZ-CT [https://www.youtube.com/channel/UCQFMT8ScLMhIr8ldqHWIfwA/videos]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=TFOP&amp;diff=29694</id>
		<title>TFOP</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=TFOP&amp;diff=29694"/>
		<updated>2016-12-08T16:21:48Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TFOP is a variation of CFOP created by Sebastian Alanen in early 2016.&lt;br /&gt;
The variation builds on an easier F2L (an F2L which can be done in fewer moves).&lt;br /&gt;
This variation&#039;s F2L relies heavily on M-slice moves and wide moves.&lt;br /&gt;
This variation averages between 45-55 moves.&lt;br /&gt;
&lt;br /&gt;
The steps are;&lt;br /&gt;
T - Insert 3 cross pieces.&lt;br /&gt;
F2L - Insert the back pairs + 1 in front. then build a 2x2x1 block and insert it to finish the F2L.&lt;br /&gt;
OLL.&lt;br /&gt;
PLL.&lt;br /&gt;
&lt;br /&gt;
This variation was developed independently of &amp;quot;HE&amp;quot;&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
There is also another method called TFOP, a beginners method, based off of LBL but instead of solving D corners then E edges you solve E edges then D corners..  TFOP here stands for &#039;&#039;&#039;T&#039;&#039;&#039;-style/&#039;&#039;&#039;T&#039;&#039;&#039;-shape &#039;&#039;&#039;F&#039;&#039;&#039;2L, &#039;&#039;&#039;O&#039;&#039;&#039;ll, &#039;&#039;&#039;P&#039;&#039;&#039;ll(or any lasy layer).  Some solvers have been known to get under 10 seconds with this method just playing with it, so speed is definitely possible with it. &lt;br /&gt;
Here are the steps to the beginners method:&lt;br /&gt;
* &#039;&#039;&#039;Create a cross&#039;&#039;&#039; -- do this any way you can, normal, Daisy, piece-by piece whatever.  Be sure to place it on D when youre done though.&lt;br /&gt;
* &#039;&#039;&#039;Solve the E-slice edges&#039;&#039;&#039; -- This can be done like the corners in normal LBL but without the painful case where the white sticker is on U.&lt;br /&gt;
* &#039;&#039;&#039;insert the corners&#039;&#039;&#039; -- place the corner above the appropriate slot and place it in.  This can be done with 3 algorithms max, two are mirrors of each other, and the third is either a triple sexy or a triple sledgehammer.&lt;br /&gt;
* &#039;&#039;&#039;Last Layer&#039;&#039;&#039;  Use any last layer method to solve from here.  &lt;br /&gt;
Fast times are definitely possible, as there have been several sub-10 solves with this method.  &lt;br /&gt;
&#039;&#039;&#039;Algorithms&#039;&#039;&#039;&lt;br /&gt;
* U&#039; R U&#039; R&#039; U2 R U&#039; R&#039;&lt;br /&gt;
* and its mirror: (y) U L&#039; U L U2 L&#039; U L&lt;br /&gt;
* and third algorithm: either (R U R&#039; U&#039;)x3 or (R&#039; F R F&#039;) x3&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=TFOP&amp;diff=29693</id>
		<title>TFOP</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=TFOP&amp;diff=29693"/>
		<updated>2016-12-08T16:20:17Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: added another method named TFOP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TFOP is a variation of CFOP created by Sebastian Alanen in early 2016.&lt;br /&gt;
The variation builds on an easier F2L (an F2L which can be done in fewer moves).&lt;br /&gt;
This variation&#039;s F2L relies heavily on M-slice moves and wide moves.&lt;br /&gt;
This variation averages between 45-55 moves.&lt;br /&gt;
&lt;br /&gt;
The steps are;&lt;br /&gt;
T - Insert 3 cross pieces.&lt;br /&gt;
F2L - Insert the back pairs + 1 in front. then build a 2x2x1 block and insert it to finish the F2L.&lt;br /&gt;
OLL.&lt;br /&gt;
PLL.&lt;br /&gt;
&lt;br /&gt;
This variation was developed independently of &amp;quot;HE&amp;quot;&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
There is also another method called TFOP, a beginners method, based off of LBL but instead of solving D corners then E edges you solve E edges then D corners..  TFOP here stands for &#039;&#039;&#039;T&#039;&#039;&#039;-style/&#039;&#039;&#039;T&#039;&#039;&#039;-shape &#039;&#039;&#039;F&#039;&#039;&#039;2L, &#039;&#039;&#039;O&#039;&#039;&#039;ll, &#039;&#039;&#039;P&#039;&#039;&#039;ll(or any lasy layer).  Some solvers have been known to get under 10 seconds with this method just playing with it, so speed is definitely possible with it. &lt;br /&gt;
Here are the steps to the beginners method:&lt;br /&gt;
* &#039;&#039;&#039;Create a cross&#039;&#039;&#039; -- do this any way you can, normal, Daisy, piece-by piece whatever.  Be sure to place it on D when youre done though.&lt;br /&gt;
* &#039;&#039;&#039;Solve the E-slice edges&#039;&#039;&#039; -- This can be done like the corners in normal LBL but without the painful case where the white sticker is on U.&lt;br /&gt;
* &#039;&#039;&#039;insert the corners&#039;&#039;&#039; -- place the corner above the appropriate slot and place it in.  This can be done with 3 algorithms max, two are mirrors of each other, and the third is either a triple sexy or a triple sledgehammer.&lt;br /&gt;
* &#039;&#039;&#039;Last Layer&#039;&#039;&#039;  Use any last layer method to solve from here.  &lt;br /&gt;
Fast times are definitely possible, as there have been several sub-10 solves with this method.  &lt;br /&gt;
&#039;&#039;&#039;Algorithms&#039;&#039;&#039;&lt;br /&gt;
U&#039; R U&#039; R&#039; U2 R U&#039; R&#039;&lt;br /&gt;
and its mirror: (y) U L&#039; U L U2 L&#039; U L&lt;br /&gt;
and third algorithm: either (R U R&#039; U&#039;)x3 or (R&#039; F R F&#039;) x3&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Advanced_techniques_for_Roux&amp;diff=29683</id>
		<title>Advanced techniques for Roux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Advanced_techniques_for_Roux&amp;diff=29683"/>
		<updated>2016-12-06T17:43:19Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: I added a CMLL prediction link, so you guys can predict CMLL&amp;#039;s easier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blockbuilding =&lt;br /&gt;
There are a couple of techniques which come to mind for improving you blockbuilding and influencing later steps and such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influencing the second block&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influencing the second block during the first block may not sound very specific or important, but it&#039;s crucial to get your times as low as possible.  For example, if you find a second block pair during first block, just save it on the R face for when you finish First block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making the second block not too inefficient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second block in Roux is usually where we all get frustrated with high movecount, and feel there&#039;s not much to do about it- some cases for the second block are really annoying. You can try to apply [[Multi-slotting]] to reduce cases. There also are many cases where it may look like it&#039;ll take many moves, but it won&#039;t. Here are some cases which may not be immediately apparent in solving.&lt;br /&gt;
&lt;br /&gt;
= Corners =&lt;br /&gt;
Using a corner prediction system like [https://www.speedsolving.com/forum/threads/roux-discussion-and-help.3842/page-243#post-1196535 Shiv3r&#039;s corner prediction] can help you out a lot, because It decreases the time you spend recognizing cases. &lt;br /&gt;
KCLL is what comes to mind here. It is basically influencing edge orientation while solving the U corners. Notice it&#039;s not necessarily &#039;&#039;&#039;solving&#039;&#039;&#039; EO, but influencing it. Sometimes solving EO may be more trouble than just influencing, say, a 4 flip then simply doing M&#039;UM&#039;. This is why it helps to know multiple algs for each case.&lt;br /&gt;
&lt;br /&gt;
You can change EO by just inserting a slice move before an alg. A very obvious case is if you got a Sune case with UF and UR flipped. If you insert the M&#039; before it, to make r U R&#039; U R U2 r&#039;, you flip the edges, with literally no extra moves. This comes in handy as some EO cases take many moves to execute, like 2 flips or the 6-flip.&lt;br /&gt;
&lt;br /&gt;
[[OLLCP]] can be applied here too. And if DF and DB are oriented you can solve Eo easily during CMLL.&lt;br /&gt;
&lt;br /&gt;
= LSE =&lt;br /&gt;
&#039;&#039;&#039;Non-matching centres: allowing free centre orienation from the beginning of LSE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You were always told to orient your centres first before doing EO. But sometimes, it&#039;s useful NOT to, or to make centres free. You see, an edge that is not an L/R edge is oriented if it has the same orientation as the centres. Whilst the L/R edges will be oriented if you have your U/D colour on top/bottom. So this leads to some fun...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-matching centres: misorienting centres to ease EO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here it&#039;s different. You orient your centres beforehand but then use the property to your advantage to ease EO. Just look at these tasty moos:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:visualcube.png]] Orientation for this is just M, how delightful!&lt;br /&gt;
&lt;br /&gt;
Orientation for this is just M&#039;/M.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Advanced_techniques_for_Roux&amp;diff=29682</id>
		<title>Advanced techniques for Roux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Advanced_techniques_for_Roux&amp;diff=29682"/>
		<updated>2016-12-06T17:09:34Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: /* Blockbuilding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blockbuilding =&lt;br /&gt;
There are a couple of techniques which come to mind for improving you blockbuilding and influencing later steps and such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influencing the second block&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influencing the second block during the first block may not sound very specific or important, but it&#039;s crucial to get your times as low as possible.  For example, if you find a second block pair during first block, just save it on the R face for when you finish First block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making the second block not too inefficient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second block in Roux is usually where we all get frustrated with high movecount, and feel there&#039;s not much to do about it- some cases for the second block are really annoying. You can try to apply [[Multi-slotting]] to reduce cases. There also are many cases where it may look like it&#039;ll take many moves, but it won&#039;t. Here are some cases which may not be immediately apparent in solving.&lt;br /&gt;
&lt;br /&gt;
= Corners =&lt;br /&gt;
Using a corner prediction system like Shiv3r&#039;s corner prediction can help you out a lot, because It decreases the time you spend recognizing cases. &lt;br /&gt;
KCLL is what comes to mind here. It is basically influencing edge orientation while solving the U corners. Notice it&#039;s not necessarily &#039;&#039;&#039;solving&#039;&#039;&#039; EO, but influencing it. Sometimes solving EO may be more trouble than just influencing, say, a 4 flip then simply doing M&#039;UM&#039;. This is why it helps to know multiple algs for each case.&lt;br /&gt;
&lt;br /&gt;
You can change EO by just inserting a slice move before an alg. A very obvious case is if you got a Sune case with UF and UR flipped. If you insert the M&#039; before it, to make r U R&#039; U R U2 r&#039;, you flip the edges, with literally no extra moves. This comes in handy as some EO cases take many moves to execute, like 2 flips or the 6-flip.&lt;br /&gt;
&lt;br /&gt;
[[OLLCP]] can be applied here too. And if DF and DB are oriented you can solve Eo easily during CMLL.&lt;br /&gt;
&lt;br /&gt;
= LSE =&lt;br /&gt;
&#039;&#039;&#039;Non-matching centres: allowing free centre orienation from the beginning of LSE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You were always told to orient your centres first before doing EO. But sometimes, it&#039;s useful NOT to, or to make centres free. You see, an edge that is not an L/R edge is oriented if it has the same orientation as the centres. Whilst the L/R edges will be oriented if you have your U/D colour on top/bottom. So this leads to some fun...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-matching centres: misorienting centres to ease EO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here it&#039;s different. You orient your centres beforehand but then use the property to your advantage to ease EO. Just look at these tasty moos:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:visualcube.png]] Orientation for this is just M, how delightful!&lt;br /&gt;
&lt;br /&gt;
Orientation for this is just M&#039;/M.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Advanced_techniques_for_Roux&amp;diff=29681</id>
		<title>Advanced techniques for Roux</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Advanced_techniques_for_Roux&amp;diff=29681"/>
		<updated>2016-12-06T17:07:01Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: /* Blockbuilding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blockbuilding =&lt;br /&gt;
There are a couple of techniques which come to mind for improving you blockbuilding and influencing later steps and such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influencing the second block&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influencing the second block during the first block may not sound very specific or important, but it&#039;s crucial to get your times as low as possible.  For example, if you find a second block pair during first block, just save it on the R face for when you finish First block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making the second block not too inefficient&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second block in Roux is usually where we all get frustrated with high movecount, and feel there&#039;s not much to do about it- some cases for the second block are really annoying. You can try to apply [[Multi-slotting]] to reduce cases. There also are many cases where it may look like it&#039;ll take many moves, but it won&#039;t. Here are some cases which may not be immediately apparent in solving.&lt;br /&gt;
&lt;br /&gt;
= Corners =&lt;br /&gt;
KCLL is what comes to mind here. It is basically influencing edge orientation while solving the U corners. Notice it&#039;s not necessarily &#039;&#039;&#039;solving&#039;&#039;&#039; EO, but influencing it. Sometimes solving EO may be more trouble than just influencing, say, a 4 flip then simply doing M&#039;UM&#039;. This is why it helps to know multiple algs for each case.&lt;br /&gt;
&lt;br /&gt;
You can change EO by just inserting a slice move before an alg. A very obvious case is if you got a Sune case with UF and UR flipped. If you insert the M&#039; before it, to make r U R&#039; U R U2 r&#039;, you flip the edges, with literally no extra moves. This comes in handy as some EO cases take many moves to execute, like 2 flips or the 6-flip.&lt;br /&gt;
&lt;br /&gt;
[[OLLCP]] can be applied here too. And if DF and DB are oriented you can solve Eo easily during CMLL.&lt;br /&gt;
&lt;br /&gt;
= LSE =&lt;br /&gt;
&#039;&#039;&#039;Non-matching centres: allowing free centre orienation from the beginning of LSE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You were always told to orient your centres first before doing EO. But sometimes, it&#039;s useful NOT to, or to make centres free. You see, an edge that is not an L/R edge is oriented if it has the same orientation as the centres. Whilst the L/R edges will be oriented if you have your U/D colour on top/bottom. So this leads to some fun...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-matching centres: misorienting centres to ease EO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here it&#039;s different. You orient your centres beforehand but then use the property to your advantage to ease EO. Just look at these tasty moos:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:visualcube.png]] Orientation for this is just M, how delightful!&lt;br /&gt;
&lt;br /&gt;
Orientation for this is just M&#039;/M.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=HLS&amp;diff=29673</id>
		<title>HLS</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=HLS&amp;diff=29673"/>
		<updated>2016-12-05T16:49:41Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: linked it into last slot substeps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=HLS&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Rowe Hessler]], [[Chester Lian]], [[Jabari Nuruddin]]&lt;br /&gt;
|year=[[SV]]: 2009&amp;lt;br/&amp;gt;The rest of HLS: 2013&lt;br /&gt;
|anames=RLS&lt;br /&gt;
|variants=[[SV]], UF, UL, UR, UFUR, UFUL, ULUR, and all edges misoriented&lt;br /&gt;
|subgroup=&lt;br /&gt;
|algs=432, including mirrors&lt;br /&gt;
|moves=~10 [[STM]]&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[FMC]]&lt;br /&gt;
|previous=[[HLS]] setup cube case&lt;br /&gt;
|next=[[PLL]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HLS&#039;&#039;&#039;, short for &#039;&#039;&#039;Hessler Last Slot&#039;&#039;&#039;, is a subset of [[OLS]]. The HLS substep solves the last F2L [[pair]], if the edge and corner can be paired with one move and can be paired and inserted with three moves by either using RUR&#039; or the mirror (L&#039;U&#039;L), and it also skips [[OLL]] which is the third step used in the widely popular [[CFOP]] method. HLS can be used in [[speedsolving]] or [[FMC]] to decrease move count.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A portion of HLS was previously completed and published in 2009 by [[Chester Lian]]. The portion created by him is somewhat commonly known throughout the cubing community as [[Summer Variation]], or SV, and is one of the subsets in HLS.&lt;br /&gt;
&lt;br /&gt;
The idea of the HLS subset was created by [[Rowe Hessler]] in 2013. He had created [https://www.speedsolving.com/forum/threads/ols-vls-hls-algorithms-by-mats-valk-and-rowe-hessler.44642/ a forum post] introducing [[VLS]] and HLS to the public. He had intended to post the rest of the [[VLS]] videos and HLS videos on his and [[Mats Valk]]&#039;s [http://www.youtube.com/channel/UCOvpCbHRg9NSQce3is8MGNw YouTube channel] focusing on OLS, however the channel had stopped posting videos and never finished either of the series of videos. Although the [[VLS]] algorithms were completed and published on [http://rowe.cubing.net/ Rowe&#039;s website], not many HLS algorithms have been published anywhere still, and there is likely nobody currently generating any. Currently the only generated algorithms that have gone public for HLS include [[Summer Variation]] by Chester Lian in 2006, and all edges misoriented by [[Jabari Nuruddin]] in 2015.&lt;br /&gt;
&lt;br /&gt;
==Learning Approach==&lt;br /&gt;
There are 8 subsets under HLS. They are named after which edges are misoriented if the last F2L pair&#039;s corner and edge pieces are set up in this way (Setup: RU&#039;R&#039;). Note that there are mirrored cases which still fall under their unmirrored subsets. These subsets include [[SV]], UF, UL, UR, UFUR, UFUL, ULUR, and all edges. Each of these subsets include 54 algorithms, if mirrors are counted as separate cases. It is usually recommended to first learn [[SV]] and then the rest of HLS in whatever order you choose. Learn the placement of the stickers that are supposed to be placed on the top face, like with [[OLL]].&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
* Move count is decreased by about 4 moves compared to normally doing the last [[F2L]] pair, then [[OLL]].&lt;br /&gt;
* It requires less [[look ahead]], if implemented into solves, compared to doing the last F2L pair and OLL. So, although it only saves 4 moves, decreased look ahead will definitely help your times a lot more.&lt;br /&gt;
* Drastically increased chance of a last layer skip&lt;br /&gt;
* You&#039;ll instantly gain cool kid points and be able to impress your cubing friends&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
* There are a total of 432 algorithms, including mirrors.&lt;br /&gt;
* Because of the first point, this means that if the solver were to learn full HLS, it would likely take at least a year if 1 algorithm was learned per day.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[OLS]]&lt;br /&gt;
*[[VLS]]&lt;br /&gt;
*[[VHLS]]&lt;br /&gt;
*[[ZBLS]]&lt;br /&gt;
*[[OLL]]&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ols-vls-hls-algorithms-by-mats-valk-and-rowe-hessler.44642/ The original forum post introducing VLS and HLS]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/16xPlI9TXKWNzGTTiQ-KKOIvGpqevk-su4w0gbRlViYA/edit?usp=drive_web algs for all HLS cases where all edges are misoriented]&lt;br /&gt;
[[Category:3x3x3 last slot substeps]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=VLS&amp;diff=29672</id>
		<title>VLS</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=VLS&amp;diff=29672"/>
		<updated>2016-12-05T16:49:22Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: linked it into last slot substeps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=VLS&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Mats Valk]], [[Rowe Hessler]], [[Lucas Winter]]&lt;br /&gt;
|year=[[WV]]: 2005&amp;lt;br/&amp;gt;The rest of VLS: 2013&lt;br /&gt;
|anames=VRLS, RLS&lt;br /&gt;
|variants=[[WV]], UF, UL, UB, UFUL, ULUB, UFUB, all edges misoriented&lt;br /&gt;
|subgroup=&lt;br /&gt;
|algs=432 (216 excluding mirrors)&lt;br /&gt;
|moves=9.74&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[FMC]]&lt;br /&gt;
|previous=[[VLS]] setup cube case&lt;br /&gt;
|next=[[PLL]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VLS&#039;&#039;&#039;, short for &#039;&#039;&#039;Valk Last Slot&#039;&#039;&#039;, is a subset of [[OLS]]. The VLS substep solves the last F2L [[pair]], if the edge and corner are already [[pair]]ed in the [[LL|last layer]] and can be inserted using [U]RU&#039;R&#039;, and also skips [[OLL]] which is the third step used in the widely popular [[CFOP]] method. VLS can be used in [[speedsolving]] or [[FMC]] to decrease move count.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A portion of VLS was previously completed and published in 2005 by [[Lucas Winter]]. The portion created by him is commonly known throughout the cubing community as [[Winter Variation]], or WV, and is one of the subsets in VLS.&lt;br /&gt;
&lt;br /&gt;
The rest of VLS was later generated by speedcuber [[Mats Valk]] in 2009. He had used them somewhat often in his solves, however he did not publish them for the public and it was not commonly known that Mats used an [[OLS]] method. A few years later in 2013, [[Rowe Hessler]] had unintentionally come up with the same idea. He generated and published all of the [[algorithms]] for the last slot method on his [http://rowe.cubing.net/rls/ website], calling them &amp;quot;RLS&amp;quot; for Rowe Last Slot. Mats had later found out that Rowe had come up with the same idea and contacted him about it. They agreed to create [http://www.youtube.com/channel/UCOvpCbHRg9NSQce3is8MGNw a YouTube channel] that, for a short time, made videos about VLS cases and Rowe also created [https://www.speedsolving.com/forum/threads/ols-vls-hls-algorithms-by-mats-valk-and-rowe-hessler.44642/ a forum post] introducing the method, now calling it VLS. One year later in 2014, Rowe also created [[algdb]] pages for VLS algorithms, finally calling them &amp;quot;VRLS&amp;quot; for Valk-Rowe Last Slot, however most people still know it today by the name VLS.&lt;br /&gt;
&lt;br /&gt;
==Learning Approach==&lt;br /&gt;
There are 8 subsets under VLS. They are named after which edges are misoriented if the F2L pair is on the right and is facing towards the solver. Note that there are mirrored cases which still fall under their unmirrored subsets. These subsets include [[WV]], UF, UL, UB, UFUL, ULUB, UFUB, and all edges. Each of these subsets include 54 algorithms, if mirrors are counted as separate cases. It is usually recommended to first learn [[WV]] and then the rest of VLS in whatever order you choose. Learn the placement of the stickers meant to be on the top face, like with [[OLL]].&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
* Move count is decreased by about 4 moves compared to normally doing the last [[F2L]] pair, then [[OLL]].&lt;br /&gt;
* It requires less [[look ahead]], if implemented into solves, compared to doing the last F2L pair and OLL. So, although it only saves 4 moves, decreased look ahead will definitely help your times a lot more.&lt;br /&gt;
* Drastically increased chance of a last layer skip&lt;br /&gt;
* You&#039;ll instantly gain cool kid points and be able to impress your cubing friends&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
* There are a total of 432 algorithms, including mirrors.&lt;br /&gt;
* Because of the first point, this means that if the solver were to learn full VLS, it would likely take at least a year if 1 algorithm was learned per day.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[OLS]]&lt;br /&gt;
*[[HLS]]&lt;br /&gt;
*[[VHLS]]&lt;br /&gt;
*[[ZBLS]]&lt;br /&gt;
*[[OLL]]&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ols-vls-hls-algorithms-by-mats-valk-and-rowe-hessler.44642/ The original forum post introducing VLS and HLS]&lt;br /&gt;
*[http://rowe.cubing.net/rls/ All of Rowe Hessler&#039;s VLS algorithms]&lt;br /&gt;
*[http://www.youtube.com/channel/UCOvpCbHRg9NSQce3is8MGNw Mats Valk and Rowe Hessler&#039;s abandoned OLS YouTube channel]&lt;br /&gt;
[[Category:3x3x3 last slot substeps]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Meyer_method&amp;diff=29649</id>
		<title>Meyer method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Meyer_method&amp;diff=29649"/>
		<updated>2016-12-02T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Meyer&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Richard Meyer]]&lt;br /&gt;
|year= ~2007&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves=&lt;br /&gt;
|algs=&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=2 opposite centers -&amp;gt; 1x3x4 block -&amp;gt; Last centers -&amp;gt; Remaining dedges -&amp;gt; Solve as [[Roux]]&lt;br /&gt;
|description=[[Meyer method|&#039;&#039;&#039;Meyer&#039;&#039;&#039;]] is a frequently used [[speedsolving]] [[reduction]] [[method]] for the [[4x4x4 cube]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meyer method&#039;&#039;&#039; is a 4x4 speedsolving method proposed by [[Richard Meyer]]. It can also be applied to bigger cubes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
# Solve 2 opposite [[center]]s (usually right and left)&lt;br /&gt;
# Solve a 1x3x4 block on the left using one of the built centers&lt;br /&gt;
# Solve the remaining 4 centers&lt;br /&gt;
# Pair up the remaining [[dedge]]s without messing up the block&lt;br /&gt;
# Do 3x3 stage with [[Roux]] (first block is already solved)&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
#Easy edge pairing.&lt;br /&gt;
#M-slice method of pairing is more ergonomic than the e-slices used in Yau.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
#It can be difficult to perform the m-slice in the 3x3x3 stage and only becomes exponentially more difficult for each size the cube grows by.&lt;br /&gt;
&lt;br /&gt;
==Shadowslice-Meyer variant==&lt;br /&gt;
Initially proposed by shadowslice in 2015, this method also focuses on creating a 4x4x4 reduction method that will lead up to a Roux 3x3x3 phase. It differs from the Meyer method in that after the 1x3x4 block on the left is formed, a second block, in this case a 1x3x3 block on the right is formed. This is to reduce the number of edges that are &amp;quot;hidden&amp;quot; (ie. cannot be seen without rotating the cube- it has only 1 compared to 2 for Meyer and Yau). Interestingly, this method was proposed semi-independently as a &amp;quot;sort of variant&amp;quot; of Yau as shadowslice had no prior knowledge of the Meyer method although he later decided that his method was indeed a variant.&lt;br /&gt;
# 2 opposite centres&lt;br /&gt;
# 1x3x4 block on left&lt;br /&gt;
# 1x3x3 block on right and one additional paired edge in FR&lt;br /&gt;
# finish centres&lt;br /&gt;
# move FR Dedge to UL and finish edge pairing (it is recommended to use 3-3 edge pairing)&lt;br /&gt;
# 3x3x3 stage (finish SB, CMLL, LSE)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.speedcubing.ch/4x4%20Solution/Stadler%20Methode%204x4.htm The Stadler Method]&lt;br /&gt;
* [[Yau method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?53278-The-Meyer-Thread-4x4-Reduction-Sub-Method Meyer Thread]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread/page103 Shadowslice-Meyer original preposition]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Speedsolving.com_Wiki:Requested_articles&amp;diff=29579</id>
		<title>Speedsolving.com Wiki:Requested articles</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Speedsolving.com_Wiki:Requested_articles&amp;diff=29579"/>
		<updated>2016-11-21T01:51:25Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Add pages to [[:Category:Official events|Official events]] (should distinguish event from puzzle, e.g. the Magic event should be a separate page from the Magic puzzle)&lt;br /&gt;
* There certainly needs to be a history section with several paragraphs for [[Speedsolving Forums]]. A link to an eventual &amp;quot;See main article: History of English-speaking cube forum&amp;quot; too.&lt;br /&gt;
&lt;br /&gt;
== Manufacturers ==&lt;br /&gt;
Add a category for 4x4 methods, or merge them into bigcubes.  All the 4x4 methods are just floating around in space at the moment&lt;br /&gt;
* Lubix&lt;br /&gt;
* Moyu&lt;br /&gt;
&lt;br /&gt;
== Puzzles ==&lt;br /&gt;
&lt;br /&gt;
* Pyramorphix&lt;br /&gt;
&lt;br /&gt;
[[Category:Speedsolving.com Wiki maintenance]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hoya_method&amp;diff=29578</id>
		<title>Hoya method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hoya_method&amp;diff=29578"/>
		<updated>2016-11-21T01:47:57Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hoya&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Jong-Ho Jeong]]&lt;br /&gt;
|year= 2012&lt;br /&gt;
|steps= 7&lt;br /&gt;
|moves= &lt;br /&gt;
|algs= &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;
&lt;br /&gt;
&#039;&#039;&#039;Hoya Method&#039;&#039;&#039; is a 4x4 speedsolving method proposed by [[Jong-Ho Jeong]]. It can also be applied to [[Big cube|bigger cubes]]. It&#039;s a sub-method of [[reduction]] (such as [[Yau]]).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
# Do 2 opposite [[centers]] (not U/D ones).&lt;br /&gt;
# Solve D [[center]] and an adjacent one (not U).&lt;br /&gt;
# Solve the 4 [[dedge|dedges]] of the [[cross]] using the two scrambled centers (cross edge step).&lt;br /&gt;
# Finish the last two [[centers]].&lt;br /&gt;
# Solve the remaining [[dedge|dedges]].&lt;br /&gt;
# Solve as a [[3x3x3]] (Cross should already be done).&lt;br /&gt;
# [[4x4x4 Parity Algorithms|Solve the 4x4x4 parities]].&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
* Easy [[dedge|dedgepairing]]&lt;br /&gt;
* Cross is already done when you start the 3x3 part&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
* Slightly highermovecount compared to [[Yau]].&lt;br /&gt;
 &lt;br /&gt;
== Notable users ==&lt;br /&gt;
*[[Jong-Ho Jeong]]&lt;br /&gt;
*Dylan Clark&lt;br /&gt;
*Aaron LoPrete&lt;br /&gt;
*Chris Brotzman&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?45461-Help-Thread-Hoya-Discussion Hoya discussion on Speedsolving Forums]&lt;br /&gt;
* [https://www.ocf.berkeley.edu/~dadams/hoya/ Hoya explanations and algorithmes for cross dedge cases by dbax0999 ]&lt;br /&gt;
* [http://cubesolv.es/solve/1771 A written example solve by the inventor of the method]&lt;br /&gt;
* [https://www.speedsolving.com/forum/showthread.php?52047-Hoya-5x5-Tips-amp-Tricks Hoya on bigger cubes as 5x5x5 (on Speedsolving Forums)]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Yau_method&amp;diff=29577</id>
		<title>Yau method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Yau_method&amp;diff=29577"/>
		<updated>2016-11-21T01:47:02Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Yau&lt;br /&gt;
|image=YAU.gif&lt;br /&gt;
|proposers=[[Robert Yau]]&lt;br /&gt;
|year= 2009&lt;br /&gt;
|steps= 5&lt;br /&gt;
|moves= Unknown&lt;br /&gt;
|algs= None&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;
&lt;br /&gt;
&#039;&#039;&#039;Yau Method&#039;&#039;&#039; is a 4x4 speedsolving method proposed by [[Robert Yau]]. It can also be applied to bigger cubes.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
# Solve 2 opposite [[center]]s .&lt;br /&gt;
# Solve 3 of the cross [[dedge]]s.&lt;br /&gt;
# Solve the remaining 4 centers, maintaining the partial [[cross]].&lt;br /&gt;
# Complete the [[cross]].&lt;br /&gt;
# Pair up the remaining [[dedge]]s without messing up the [[cross]].&lt;br /&gt;
# Solve [[F2L]] + [[LL]] (3x3).&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
* Easy [[dedge|edgepairing]]&lt;br /&gt;
* Cross is already done when you start the 3x3 part&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
* It can be hard to find the 3 first [[dedge|cross edges]]&lt;br /&gt;
* Centers are a little bit harder.&lt;br /&gt;
 &lt;br /&gt;
== Notable users ==&lt;br /&gt;
* [[Erik Akkersdijk]]&lt;br /&gt;
* [[Dan Cohen]]&lt;br /&gt;
* [[Mats Valk]]&lt;br /&gt;
* [[Sebastian Weyer]]&lt;br /&gt;
* [[Robert Yau]]&lt;br /&gt;
* [[Feliks Zemdegs]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=6bZ9LEF4MSM&amp;amp;list=UUsLzPzismi5q3BC8tViT2bg&amp;amp;index=1&amp;amp;feature=plcp Mats Valk 4x4 avg + single WR 26.77 / 33.57]&lt;br /&gt;
* [http://www.youtube.com/watch?v=iXaKud-y4t4 Tutorial in Japanese]&lt;br /&gt;
* [https://www.youtube.com/watch?v=SU1I9HfjIg0 JustKeepCubing 4x4 Yau tutorial]&lt;br /&gt;
* [https://www.youtube.com/watch?v=MuDj8sFGUHI JRcuber 4x4 Yau walktrough solves]&lt;br /&gt;
* [https://www.youtube.com/watch?v=WF8qFRNOCJc Speedcubereview 4x4 yau tutorial]&lt;br /&gt;
* [https://www.youtube.com/watch?v=63qi00DA3gQ Tips for 4x4 with yau]&lt;br /&gt;
* [https://www.youtube.com/watch?v=IFA3p4piQFo Tips For Achieving Sub-1 On 4x4 Using Yau]&lt;br /&gt;
* [https://www.youtube.com/watch?v=N69GNk0ToHw 3-2-3 Yau edge pairing tutorial]&lt;br /&gt;
* [https://www.youtube.com/watch?v=JS_XFXO2D4E Feliks&#039;s 4x4 walktrough solves]&lt;br /&gt;
* [https://www.youtube.com/watch?v=-kJgmGcF0hM Cyoubx&#039;s 4x4 Yau walktrough solves]&lt;br /&gt;
* [https://www.youtube.com/watch?v=YV5AyZCrGtQ 3-2-3 and 6-2 Advanced Yau 4x4 edge pairing tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User_talk:MaeLSTRoM/Z4&amp;diff=29374</id>
		<title>User talk:MaeLSTRoM/Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User_talk:MaeLSTRoM/Z4&amp;diff=29374"/>
		<updated>2016-09-25T17:04:01Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: Created page with &amp;quot;Hey guys, one thing about this page is that there is a duplicate page (see Z4 ). So I suggest we merge the pages somehow.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, one thing about this page is that there is a duplicate page (see [[Z4]] ). So I suggest we merge the pages somehow.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Talk:Z4&amp;diff=29373</id>
		<title>Talk:Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Talk:Z4&amp;diff=29373"/>
		<updated>2016-09-25T17:03:10Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: Created page with &amp;quot;Hey guys, one thing about this page is that it is redundant ( User:MaeLSTRoM/Z4 page has a more in-depth explanation on this method).  So I suggest we merge the pages some...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, one thing about this page is that it is redundant ( [[User:MaeLSTRoM/Z4]] page has a more in-depth explanation on this method).  So I suggest we merge the pages somehow.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=29372</id>
		<title>Z4</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Z4&amp;diff=29372"/>
		<updated>2016-09-25T17:02:00Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: sent a link to a more in-depth explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Z4&lt;br /&gt;
|image=Z4.gif&lt;br /&gt;
|proposers=Conrad Rider&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=7&lt;br /&gt;
|moves= ~125 (estimate)&lt;br /&gt;
|algs=7 for EO pairing&lt;br /&gt;
|purpose=|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Experimental Methods]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A reduction-based method for solving the 4x4x4 using ZZ principals: minimal rotations and F/B moves.&lt;br /&gt;
&lt;br /&gt;
== Steps ==&lt;br /&gt;
&lt;br /&gt;
A full description is available [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 here].&lt;br /&gt;
&lt;br /&gt;
# Solve Centres&lt;br /&gt;
# EOpair DF/DB and place&lt;br /&gt;
# EOpair 10 remaining edges&lt;br /&gt;
# Flip final bad dedges (including orientation parity)&lt;br /&gt;
# ZZF2L&lt;br /&gt;
# COLL&lt;br /&gt;
# EPLL including PLL parity (1 step)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZZ Method]]&lt;br /&gt;
* [[EOLine]]&lt;br /&gt;
* [[Edge Orientation]]&lt;br /&gt;
* [[User:MaeLSTRoM/Z4]](more in-depth explanation on Z4)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?23617-Simultaneous-EO-and-dedge-pairing-for-ZZ-on-4x4 Simultaneous EO and edge pairing for ZZ on 4x4]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:4x4x4 methods]]&lt;br /&gt;
[[Category:Big Cube methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29076</id>
		<title>Slow solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29076"/>
		<updated>2016-07-12T22:16:27Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Terminology]]&lt;br /&gt;
Slow solving a form of practice in where the speedcuber performs a number of untimed solves while not caring about speed, thus the term &amp;quot;Slow solves&amp;quot; or &amp;quot;Slow Solving&amp;quot;.  These are usually done with the counterintuitive goal of achieving faster speeds by improving skills easier strengthened by sloving slower, such as lookahead, fluidity, or overall efficiency. It is generally considered one of the best ways to lower solving times for most puzzles or events(there are some exceptions, for example Blindfolded solving).&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29075</id>
		<title>Slow solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29075"/>
		<updated>2016-07-12T22:14:12Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Terminology]]&lt;br /&gt;
Slow solving a form of practice in where the speedcuber performs a number of untimed solves, while not caring about speed, thus the term &amp;quot;Slow solves&amp;quot;.  These are usually done with the counterintuitive goal of achieving faster speeds by improving skills easier strengthened by sloving slower, such as lookahead, fluidity, or overall efficiency.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29074</id>
		<title>Slow solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29074"/>
		<updated>2016-07-12T22:12:55Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Terminology]]&lt;br /&gt;
Slow solving a form of practice in where the speedcuber performs a number of untimed solves, while not caring about speed, thus the term &amp;quot;Slow solves&amp;quot;.  These are usually done with the counterintuitive goal of achieving faster speeds by improving skills easier improved solving slower, such as lookahead, fluidity, or overall efficiency.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29073</id>
		<title>Slow solving</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Slow_solving&amp;diff=29073"/>
		<updated>2016-07-12T22:12:43Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: Created page with &amp;quot; Category:XYZ Slow solving a form of practice in where the speedcuber performs a number of untimed solves, while not caring about speed, thus the term &amp;quot;Slow solves&amp;quot;.  Thes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:XYZ]]&lt;br /&gt;
Slow solving a form of practice in where the speedcuber performs a number of untimed solves, while not caring about speed, thus the term &amp;quot;Slow solves&amp;quot;.  These are usually done with the counterintuitive goal of achieving faster speeds by improving skills easier improved solving slower, such as lookahead, fluidity, or overall efficiency.&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28463</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28463"/>
		<updated>2016-04-14T17:48:07Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE, Briggs-Adam&lt;br /&gt;
|image=ECE-finalstep.png&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs (Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6E variant, Broken variant, permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
&lt;br /&gt;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
This method has been independently invented by at least 3 people, but the person that has developed it the most, crafto22, is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve (~45 STM, depending on the variant)  This method is more move-efficient than Roux and has fewer algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78).&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners. There are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms (you only need to learn the I-category algorithms, totaling 14 algorithms, 7 mirrors)&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount (similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Original ECE method proposal and Variations]&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28462</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28462"/>
		<updated>2016-04-14T17:42:44Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE, Briggs-Albert(BA)&lt;br /&gt;
|image=ECE-finalstep.png&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs (Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6E variant, Broken variant, permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
&lt;br /&gt;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
This method has been independently invented by at least 3 people, but the person that has developed it the most, crafto22, is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve (~45 STM, depending on the variant)  This method is more move-efficient than Roux and has fewer algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78).&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners. There are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms (you only need to learn the I-category algorithms, totaling 14 algorithms, 7 mirrors)&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount (similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Original ECE method proposal and Variations]&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28451</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28451"/>
		<updated>2016-04-13T18:43:34Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE&lt;br /&gt;
|image=[[File:ECE-finalstep.png]]&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
[[Category:Experimental methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Original ECE method proposal and Variations]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28445</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28445"/>
		<updated>2016-04-12T17:22:06Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE&lt;br /&gt;
|image=[[File:ECE-finalstep.png]]&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
[[Category:Experimental methods]]&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Original ECE method proposal and Variations]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28444</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28444"/>
		<updated>2016-04-12T17:21:14Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: created a link to the original page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE&lt;br /&gt;
|image=[[File:ECE-finalstep.png]]&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[]]&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;br /&gt;
[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Original ECE method proposal and Variations]&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28443</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28443"/>
		<updated>2016-04-12T17:17:48Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE&lt;br /&gt;
|image=[[File:ECE-finalstep.png]]&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28442</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28442"/>
		<updated>2016-04-12T17:00:00Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE&lt;br /&gt;
|image=[[File:ECE-finalstep.png]]&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28441</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28441"/>
		<updated>2016-04-12T16:59:23Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE method&lt;br /&gt;
|image=[[File:ECE-finalstep.png]]&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28440</id>
		<title>ECE method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=ECE_method&amp;diff=28440"/>
		<updated>2016-04-12T16:58:21Z</updated>

		<summary type="html">&lt;p&gt;Shiv3r: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=ECE method&lt;br /&gt;
|image=File:ECE-finalstep.png&lt;br /&gt;
|proposers= Crafto22, Joseph Briggs(Shadowslice e)&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= ECE (proposed by crafto22 alternatively later)&lt;br /&gt;
|variants= Original variant, L6e variant, Broken variant,permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 5 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 max, 10 min. &lt;br /&gt;
|moves= ~45 [[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;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
Variations of this method has been independently invented by at least 3 people, but the person that has developed it the most, Crafto22, Is the official inventor of this method.  The method is one of the most move-efficient method to ever have a sub-10 second solve(~45 STM, depending on the variant)  This method is more move-efficient than roux, has less algorithms to learn than CFOP (full ECE has ~50 algorithms, full CFOP at least 78), and takes less time to learn.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
*Solve 3 E-slice edges while orienting 3 corners on the D-layer(It doesn&#039;t matter if U and D corners are mixed; just that they are oriented).&lt;br /&gt;
*Insert the final E-slice edge while orienting the U-layer corners.&lt;br /&gt;
there are a few ways to do this:&lt;br /&gt;
**create a psuedo-F2L pair with the final e-slice edge and any corner and then either A) Insert it and then use [[OCLL]] algorithms to orient the U-layer corners, or B) Insert the pair using a F2LL-type algorithm set [[Winter Variation]], or [[SLS (Shadowslice Last Slot)]]&lt;br /&gt;
**Solve the final E-slice Edge without caring about orientation or the corner and then [http://cube.garron.us/MGLS/ CLS] algorithms(You only need to learn the I-category algorithms, totaling 14 algorithms(7 mirrors))&lt;br /&gt;
*Use modified Square-1 algorithms to solve all the corners&lt;br /&gt;
**Separate the corners into their respective layers&lt;br /&gt;
**permute all the corners&lt;br /&gt;
*Insert D-layer Edges while orienting the remaining edges&lt;br /&gt;
*EPLL&lt;br /&gt;
==Pros==&lt;br /&gt;
*Extremely low movecount(similar to Hawaiian Kociemba) but can still be fast&lt;br /&gt;
*Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
==See Also==&lt;/div&gt;</summary>
		<author><name>Shiv3r</name></author>
	</entry>
</feed>