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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36774</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36774"/>
		<updated>2018-06-08T14:13:24Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-EO edge]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3T-FB)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also solve EO first then the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-EO edge is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3T-Eo edge)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase the efficiency of this step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-EO edge:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36769</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36769"/>
		<updated>2018-06-07T15:55:56Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-EO edge]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3T-FB)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also solve EO first then the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-EO edge is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3T-Eo edge)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase the efficiency of this step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36756</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36756"/>
		<updated>2018-06-03T13:39:26Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase the efficiency of this step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36755</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36755"/>
		<updated>2018-06-03T13:38:54Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 &lt;br /&gt;
&lt;br /&gt;
You could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase the efficiency of this step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36754</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36754"/>
		<updated>2018-06-03T13:37:48Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&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;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase the efficiency of this step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36753</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36753"/>
		<updated>2018-06-03T13:36:30Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase efficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36752</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36752"/>
		<updated>2018-06-03T13:35:23Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase efficiency.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36751</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36751"/>
		<updated>2018-06-03T13:34:32Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,&lt;br /&gt;
use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
&lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
This will increase efficiency.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36750</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36750"/>
		<updated>2018-06-03T13:33:35Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*In the spam F2L step, instead of only using R2,U to comple F2L,&lt;br /&gt;
use also r2,U and M,U&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R2 U R2 &lt;br /&gt;
r2 U r2 U&#039;r2&lt;br /&gt;
M2 U M2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36749</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36749"/>
		<updated>2018-06-03T13:08:46Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
Basically doing FB plus EO differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36748</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36748"/>
		<updated>2018-06-03T13:07:11Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[Pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-slice edges)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, position the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it&#039;s on the left)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Easy to get lost between steps as the steps aren&#039;t straight forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state by starting with EO edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36747</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36747"/>
		<updated>2018-06-03T13:06:06Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]/[[R3T-invisible]]&lt;br /&gt;
|steps= 4+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name) is the closest I could get to solving similarly to a square-1 although you could just finish F2L in a normal way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[First block+E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;First block+E-slice&#039;&#039;&#039; - Solve a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solve the E-slice by positioning the last 2 E-slice edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. M&#039;U&#039;M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)&lt;br /&gt;
(or another subset)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly(maximum bad edges - 6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*FB is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36314</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36314"/>
		<updated>2018-03-31T14:07:18Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is a weird Petrus and Hexagonal Francisco variant. &lt;br /&gt;
&lt;br /&gt;
It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
Although you could just finish F2L in other ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the R and U faces into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL(or FR and BR) edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-LSE:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
(another way is to solve CP sometime before and solve CO without doing F moves)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-Roux]]/[[R3Ta-4c]]/[[R3Ta-invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36313</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36313"/>
		<updated>2018-03-31T13:59:36Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. &lt;br /&gt;
&lt;br /&gt;
It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
Although you could just finish F2L in any way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-Roux]]/[[R3Ta-4c]]/[[R3Ta-invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36240</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36240"/>
		<updated>2018-03-19T15:06:31Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-4c]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. &lt;br /&gt;
&lt;br /&gt;
It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-Roux]]/[[R3Ta-4c]]/[[R3Ta-invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36239</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36239"/>
		<updated>2018-03-19T15:03:22Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[R3T-Roux]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. &lt;br /&gt;
&lt;br /&gt;
It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36238</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36238"/>
		<updated>2018-03-19T15:02:27Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[R3T-Roux]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. &lt;br /&gt;
&lt;br /&gt;
It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3 + E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36237</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36237"/>
		<updated>2018-03-19T14:57:44Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps(R3-Ta) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[R3T-Roux]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36236</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36236"/>
		<updated>2018-03-19T14:56:49Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps(R3-T) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[R3T-Roux]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36235</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36235"/>
		<updated>2018-03-19T14:53:41Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[R3T-Roux]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous, inefficient fashion - solving the E-slice(which many people don&#039;t like) and doing CO before finishing F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36234</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36234"/>
		<updated>2018-03-19T14:48:06Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[R3T-Roux]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, basically reducing the rest of the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way is to insert the 2 corners into the first layer without the DR edge, do PBL with Square-1 algs(a few a modified to fix &amp;quot;parity&amp;quot;), then insert the DR edge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3T-Roux:You don&#039;t finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, basically reducing the rest of the cube into a domino state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2, U and M might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36233</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36233"/>
		<updated>2018-03-19T14:17:32Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2, U and M moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36232</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36232"/>
		<updated>2018-03-19T14:16:15Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps(R3-T) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U,M moves.(or L2,U,M if it&#039;s on the left etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,&lt;br /&gt;
and solve the DF edges DB before, while or after completing second block.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36213</id>
		<title>User:TerenceTan711</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36213"/>
		<updated>2018-03-14T16:58:39Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==See also==&lt;br /&gt;
*[[R3-T]]&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_methods&amp;diff=36212</id>
		<title>List of methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_methods&amp;diff=36212"/>
		<updated>2018-03-14T16:56:20Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:For a category view, see &#039;&#039;[[:Category:Methods and substeps|Methods and substeps]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Table of methods by purpose ==&lt;br /&gt;
&lt;br /&gt;
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;TablePager&amp;quot; style=&amp;quot;padding:3px; border-spacing:0&amp;quot;&lt;br /&gt;
!| Name&lt;br /&gt;
!| Original Proposer(s)&lt;br /&gt;
!| Variants&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#d5d5d5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 methods|2x2]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:2x2x2 beginner methods|2x2 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| Waterman Last Layer&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]&lt;br /&gt;
| [[Conrad Rider]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:2x2x2 speedsolving methods|2x2 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[CLL]]&lt;br /&gt;
| Various&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[NMCLL]]&lt;br /&gt;
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[EG]]&lt;br /&gt;
| [[Erik Akkersdijk]], [[Gunnar Krig]]&lt;br /&gt;
| EG-1, EG-2&lt;br /&gt;
|-&lt;br /&gt;
| [[Guimond]]&lt;br /&gt;
| [[Gaétan Guimond]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ortega]]&lt;br /&gt;
| [[Victor Ortega]],&amp;lt;br/&amp;gt;[[Josef Jelinek]], Jeff Varasano&lt;br /&gt;
| PBL&lt;br /&gt;
|-&lt;br /&gt;
| [[SS]]&lt;br /&gt;
| [[Mitchell Stern]], [[Timothy Sun]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[OFOTA]]&lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[VOP]]&lt;br /&gt;
| [[Kenneth Gustavsson]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[TCLL]]&lt;br /&gt;
| [[Robert Yau]], Christopher Olson, and others&lt;br /&gt;
| CLL&lt;br /&gt;
|-&lt;br /&gt;
| [[HD]]&lt;br /&gt;
| V. Higgs, J. Demars, Max Garza, John Lewis&lt;br /&gt;
| VOP&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#d5d5d5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:3x3x3 methods|3x3]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 beginner methods|3x3 Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[LBL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ortega/Mcetsu&lt;br /&gt;
| Jeff Varasano&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Corners First]]&lt;br /&gt;
| [[Marc Waterman]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Less is More]]&lt;br /&gt;
| [[Camilo Amaral]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;[[The Ideal Solution]]&amp;quot;&lt;br /&gt;
| Ideal Toy Corp&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Edges First]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[8355]]&lt;br /&gt;
| [[Reheart Sheu]]&lt;br /&gt;
| [[Sexy Method]], [[MirIS Method]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beginner Petrus]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Beginner Roux&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Beginner CFOP&lt;br /&gt;
| Badmephisto&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pogobat Beginner Method&lt;br /&gt;
| Dan Brown&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyhole]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[XG]]&lt;br /&gt;
|&lt;br /&gt;
| [[OLL]], [[PLL]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Samsara Method]]&lt;br /&gt;
|&lt;br /&gt;
| [[OLL]], [[PLL]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lazy CFOP]]&lt;br /&gt;
| [[Alex Yang]]&lt;br /&gt;
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving methods|3x3 Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pizel method]]&lt;br /&gt;
| Alexandre Philiponet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Ribbon Method]]&lt;br /&gt;
| Justin Taylor&lt;br /&gt;
| F2L-1 Corner, TOLS, TTLL&lt;br /&gt;
|-&lt;br /&gt;
| [[ZZ]]&lt;br /&gt;
| [[Zbigniew Zborowski]]&lt;br /&gt;
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],&amp;lt;br/&amp;gt;[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL&lt;br /&gt;
|-&lt;br /&gt;
| [[Waterman]]&lt;br /&gt;
| [[Marc Waterman]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Tripod]]&lt;br /&gt;
| [[Michael Gottlieb]]&lt;br /&gt;
| F2L, 2x2 Block, 2x2x3 Block&lt;br /&gt;
|-&lt;br /&gt;
| [[L2L]]&lt;br /&gt;
| [[Duncan Dicks]], [[Stachu Korick]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
| [[Hahn]]&lt;br /&gt;
| [[Eric Hahn]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[CFOP]] (Fridrich)&lt;br /&gt;
| [[David Singmaster]]&amp;lt;br/&amp;gt;[[René Schoof]]&amp;lt;br/&amp;gt;[[Jessica Fridrich]]&amp;lt;br/&amp;gt;[[Hans Dockhorn]]&amp;lt;br/&amp;gt;[[Anneke Treep]]&lt;br /&gt;
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L&lt;br /&gt;
|-&lt;br /&gt;
| [[CFCE]]&lt;br /&gt;
|&lt;br /&gt;
| [[CLL/ELL]]&lt;br /&gt;
|-&lt;br /&gt;
| FreeFOP&lt;br /&gt;
|&lt;br /&gt;
| Petrus, CFOP&lt;br /&gt;
|-&lt;br /&gt;
| [[Columns First Methods]]&lt;br /&gt;
| &lt;br /&gt;
| Roux, CFOP, Shadowslice&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrus]]&lt;br /&gt;
| [[Lars Petrus]] &lt;br /&gt;
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Roux]]&lt;br /&gt;
| [[Gilles Roux]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Heise]]&lt;br /&gt;
| [[Ryan Heise]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Snyder]]&lt;br /&gt;
| [[Anthony Snyder]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[SSC (Shadowslice Snow Columns)]]&lt;br /&gt;
| [[Joseph Briggs]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[B2 (Briggs2) Method]] (Briggs/B2)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving Methods|3x3 BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[3OP]]&lt;br /&gt;
| [[John White]]?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Old Pochmann]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[M2/R2]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| [[Deadalnix]] ([[M2]]),&amp;lt;br/&amp;gt;Freestyle for Dummies ([[R2]])&lt;br /&gt;
|-&lt;br /&gt;
| [[TuRBo]] &lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| [[Daniel Beyer]],&amp;lt;br&amp;gt;[[Chris Hardwick]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[ZBLD]] &lt;br /&gt;
| [[Chris Tran]]&lt;br /&gt;
| ZBLD-2Cycle, ZBLD-3Cycle&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#d5d5d5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods|Big Cubes]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Big Cube Methods|Big Cubes Speed]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Yau method]]&lt;br /&gt;
| [[Robert Yau]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoya method]]&lt;br /&gt;
| [[Jong-Ho Jeong]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Obli Method]]&lt;br /&gt;
| [[Alex Yang]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Reduction]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[OBLBL]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[NS4]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| [[Per Kristen Fredlund]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Meyer method]]&lt;br /&gt;
| [[Richard Meyer]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[K4]]&lt;br /&gt;
| [[Thom Barlow]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Sandwich]]&lt;br /&gt;
| [[Nicholas Ho]] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenneth&#039;s Big Cubes Method]]&lt;br /&gt;
| [[Kenneth Gustavsson]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Z4]]&lt;br /&gt;
| [[User:Cride5|Conrad Rider]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[js4]]&lt;br /&gt;
| ??&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lewis Method]]&lt;br /&gt;
| John Lewis&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Just Use Petrus]]&lt;br /&gt;
| Will Schmidt&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Blindsolving methods|Big Cubes BLD]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[r2]]&lt;br /&gt;
| [[Erik Akkersdijk]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[BH]] &lt;br /&gt;
| [[Daniel Beyer]],&amp;lt;br&amp;gt;[[Chris Hardwick]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#d5d5d5; text-align:center;&amp;quot; | &#039;&#039;&#039;[[:Category:Other puzzles methods|Other puzzles]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[:Category:Experimental methods|Experimental]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Human Thistlethwaite]]&lt;br /&gt;
| [[Morwen Thistlethwaite]]&amp;lt;br/&amp;gt;[[Ryan Heise]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Belt]]&lt;br /&gt;
| Various&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Salvia Method]]&lt;br /&gt;
| [[David Salvia]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Triangular Francisco]]&lt;br /&gt;
| [[Michael Gottlieb]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Hexagonal Francisco]]&lt;br /&gt;
| [[Andrew Nathenson]], Henry Helmuth&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Quadrangular Francisco]]&lt;br /&gt;
| [[Alex Yang]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Orient First]]&lt;br /&gt;
| [[Lars Nielsson]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[E15 / E35]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Zagorec method]]&lt;br /&gt;
| [[Damjan Zagorec]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCEP]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[3CFCE]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PEG]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[PORT]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[FRED]]&lt;br /&gt;
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[VDW Method]]&lt;br /&gt;
| [[Alex VanDerWyst]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Hawaiian Kociemba]]&lt;br /&gt;
| [[Michael Humuhumunukunukuapua&#039;a]]&lt;br /&gt;
| HKOLL, HKPLL, EO, &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Pikas**t]]&lt;br /&gt;
| Justin Harder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[R3-T]]&lt;br /&gt;
| [[Terence Tan]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Pyraminx methods|Pyraminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Corners First]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Layer First]]&lt;br /&gt;
| ??&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Last 4 Edges]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Petrus]]&lt;br /&gt;
| ?? &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Face Permute]]&lt;br /&gt;
| ??&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|WO]]&lt;br /&gt;
| [[Oscar Roth Andersen]] (Odder)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Pyraminx methods|Oka Method]]&lt;br /&gt;
| [[Yohei Oka]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Megaminx methods|Megaminx]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Balint method]]&lt;br /&gt;
| Balint Bodor&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| keyhole method&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[S2L Westlund Style]]&lt;br /&gt;
|Simon Westlund&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|S2L+T2L---&amp;gt;Multiple F2L (Virus S2L)&lt;br /&gt;
|Yu Da Hyun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[Square-1 methods|Square-1]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[SSS1M]]&lt;br /&gt;
| [[Shelley Chang]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vandenbergh Method]]&lt;br /&gt;
| [[Lars Vandenbergh]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Roux n Skrew]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Skwuction]]&lt;br /&gt;
| Jaap Scherphuis, Cary Huang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Yoyleberry]]&lt;br /&gt;
| Cary Huang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Lin]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s Clock methods|Rubik&#039;s Clock]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s Magic methods|Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Master Magic methods|Master Magic]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pochmann Method]]&lt;br /&gt;
| [[Stefan Pochmann]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Ooms]]&lt;br /&gt;
| [[Alexander Ooms]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Skewb methods|Skewb]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sarah method&lt;br /&gt;
| Sarah Strong&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ranzha method&lt;br /&gt;
| ??&lt;br /&gt;
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Frisk Method&lt;br /&gt;
| [[Alex Yang]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Skrouxb&lt;br /&gt;
| Ben Pang&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 1 Algorithm method&lt;br /&gt;
| ??&lt;br /&gt;
| FBF (Face by Face), CLL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kirjava-Meep Method&lt;br /&gt;
| Kirjava-Meep&lt;br /&gt;
| CLL, EG, L5C, TCLL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color:#f5f5f5; text-align:center;&amp;quot;  | &#039;&#039;&#039;[[List of Rubik&#039;s 360 methods|Rubik&#039;s 360]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Substep]]&lt;br /&gt;
* [[:Category:Substeps|Common substeps]]&lt;br /&gt;
* [[Algorithm Database]]&lt;br /&gt;
* [[List of Subsets]]&lt;br /&gt;
* [[Solving Variants]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|methods]]&lt;br /&gt;
[[Category:Lists of methods|methods]]&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36211</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36211"/>
		<updated>2018-03-14T16:41:05Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 2x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x2x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last edge with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36210</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36210"/>
		<updated>2018-03-14T16:29:19Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, they should be adjacent to each other.&lt;br /&gt;
e.g.FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 2x2x3+E-slice&#039;&#039;&#039;-Using the empty faces, solve a 1x2x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36209</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36209"/>
		<updated>2018-03-14T16:23:42Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 2x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36208</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36208"/>
		<updated>2018-03-14T16:22:35Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Solve EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 2x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36207</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36207"/>
		<updated>2018-03-14T16:19:51Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 2x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 2x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer- Making a pseudo 2x2x3 block.&lt;br /&gt;
&lt;br /&gt;
(It doesn&#039;t have to match the two E-edges.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36206</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36206"/>
		<updated>2018-03-14T15:41:31Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
It doesn&#039;t have to match the two E-edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36205</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36205"/>
		<updated>2018-03-14T15:39:45Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
It doesn&#039;t have to match the two E-edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36204</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36204"/>
		<updated>2018-03-14T15:38:39Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
It doesn&#039;t have to match the two E-edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36203</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36203"/>
		<updated>2018-03-14T15:37:08Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3-Ta]]/[[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36202</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36202"/>
		<updated>2018-03-14T15:35:51Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-T)==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36201</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36201"/>
		<updated>2018-03-14T15:35:18Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps(R3-Ta)==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36200</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36200"/>
		<updated>2018-03-14T15:24:30Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36199</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36199"/>
		<updated>2018-03-14T15:18:03Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the LD or RD position- In the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the left(or right) face- Like Roux&#039;s FB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36198</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36198"/>
		<updated>2018-03-14T15:14:24Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position the FB In the BD position or in the LD or RD position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36197</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36197"/>
		<updated>2018-03-14T15:11:12Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36196</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36196"/>
		<updated>2018-03-14T15:07:28Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, solve the 2 remaining E-edges to complete the E-slice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or use another subset that does CO)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;- F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039;- Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*EO edge can be planned in inspection and the transition between steps is quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full [[CFOP]] as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*EO edge will take time to get used to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36195</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36195"/>
		<updated>2018-03-14T14:48:06Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[EO edge]] -&amp;gt; [[pseudo 1x2x3+E-slice]] -&amp;gt; [[CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;EO edge&#039;&#039;&#039; -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;Pseudo 1x2x3+E-slice&#039;&#039;&#039;-Using the empty face, solve a 1x2x3 block in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can start off by solving 2 opposite D layer edges, then the 1x1x3  block that goes with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;CO&#039;&#039;&#039;-Corner orientation(a.k.a. CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by inserting the last one with TSLE.&lt;br /&gt;
(or something else)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R3-Ta is a different way of getting to the [[Spam F2L]] step.&lt;br /&gt;
&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039;(FB)  - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36194</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36194"/>
		<updated>2018-03-14T14:27:05Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-Ta&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3Ta/Reduction3-Ta/Redux3-Ta&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3Ta-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039; - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36191</id>
		<title>User:TerenceTan711</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36191"/>
		<updated>2018-03-13T11:43:02Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36190</id>
		<title>R3T</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=R3T&amp;diff=36190"/>
		<updated>2018-03-13T11:42:01Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: Created page with &amp;quot;{{Method Infobox |name=R3-T |image= |anames=R3T/Reduction3-T/Redux3-T |proposers= Terence Tan |year= 2018 |variants= R3T-4c/invisible |steps= 5+ |moves= ~57 |algs=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039; - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SSC&amp;diff=36104</id>
		<title>SSC</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SSC&amp;diff=36104"/>
		<updated>2018-03-05T16:52:07Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Shadowslice Snow Columns&lt;br /&gt;
|image=ECE-finalstep.png&lt;br /&gt;
|proposers= [[Joseph Briggs]], [[Julien Adam]]&lt;br /&gt;
|year= 2015&lt;br /&gt;
|anames= ECE, Briggs-Adam&lt;br /&gt;
|variants= Original variant, L6E variant, Broken variant, Permute-last variant, EZD variant, NoEO variant&lt;br /&gt;
|steps= 4 major though lots of flexibility. Depends on variant&lt;br /&gt;
|algs=around 50 depending on variant, 10 min. &lt;br /&gt;
|moves= ~40-50 depending on variant [[STM]]&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]], [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SSC&#039;&#039;&#039;, short for &#039;&#039;&#039;Shadowslice Snow Columns&#039;&#039;&#039;,(a variant with misoriented edges is called &#039;&#039;&#039;ECE&#039;&#039;&#039;), is a method that has variously been described as a variation on [[Orient First]], an improved version of the [[Human Thistlethwaite Algorithm]], an advanced [[Belt Method]] and a [[Columns first]] method. It is a method that requires few (28) algorithms but requires proficiency in various relatively advanced techniques such as the [[EOLine]] (which is rotated 90 degrees to create an EOEdge) as well as being able to efficiently orient corners while placing an edge. It is an efficient method which averages below 50 [[STM]] in the hands of an expert.&lt;br /&gt;
&lt;br /&gt;
Intially, it was proposed simply with the &#039;&#039;&#039;SSC-WV&#039;&#039;&#039; variant though this quickly became the set of methods which is known today. After the &#039;&#039;&#039;SSC-M&#039;&#039;&#039; variant was introduced, the idea was quickly expanded on by [[Julien Adam]] who created what is collectively known as the &#039;&#039;&#039;ECE&#039;&#039;&#039; variants which, while following the same basic steps as vanilla SSC-M have various advantages depending on the method. Notable variants include &#039;&#039;&#039;SSC-O&#039;&#039;&#039; and &#039;&#039;&#039;EZD&#039;&#039;&#039; for [[speedsolving]] and &#039;&#039;&#039;SSC-Domino&#039;&#039;&#039; as an [[FMC]] alternative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method Overview==&lt;br /&gt;
This method has been independently proposed by at least 3 people though it was perhaps developed most by [[Joseph Briggs]] and [[Julien Adam]]. It is one of the most move efficient methods that has been developed; potentially on par with [[Heise]], [[Human Thistlethwaite Algorithm]] and [[ZB]] depending on the variant. Also similar to Heise, it is quite intuitive and has a low algorithm count though in terms of procedure it is more similar to HTA or [[PCMS]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Structure==&lt;br /&gt;
# Solve EoEdge ([[EOLine]] but placing FL and BL rather than DF and DB).&lt;br /&gt;
# Orient corners and edges and place FR and BR edges.&lt;br /&gt;
# Solve the rest of the cube using one of many variants.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
* Low movecount&lt;br /&gt;
* Ergonomic- mostly {R,U,D,M}&lt;br /&gt;
* Low algorithm count compared to more popular speedsolving methods&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
* Can be difficult to transition from other popular methods as it does not directly solve many pieces until the final few steps.&lt;br /&gt;
* Pseudopairs can be difficult to get used to.&lt;br /&gt;
* Lookahead can be made difficult due to the lack of direct solving&lt;br /&gt;
* It is generally acknowledged that the current last step variants are not the best and so it is an area of constant development so any variant learned may be out of date or superseded by better variants relatively quickly.&lt;br /&gt;
&lt;br /&gt;
==Beginner&#039;s SSC==&lt;br /&gt;
# Solve EoEdge and place one additional E-slice edge&lt;br /&gt;
# Orient 3 D-layer corners and create a pseudopair to insert the final E-slice edge&lt;br /&gt;
# [[OCLL]]&lt;br /&gt;
# Separate corners&lt;br /&gt;
# Solve corners&lt;br /&gt;
# LEE (last eight edges)&lt;br /&gt;
&lt;br /&gt;
==Intermediate SSC==&lt;br /&gt;
# Solve Eoedge and place one additional E-slice edges&lt;br /&gt;
# Orient 3 D-layer corners and create a pseudopair&lt;br /&gt;
# [[WV]] (winter variation) using the pseudopair&lt;br /&gt;
# Separate corners&lt;br /&gt;
# Solve corners&lt;br /&gt;
# LEE (last eight edges)&lt;br /&gt;
&lt;br /&gt;
There are actually quite a few ways to go about intermediate SSC however the above is the one most frequently recommended by those most familiar with the method.&lt;br /&gt;
&lt;br /&gt;
==Advanced SSC==&lt;br /&gt;
# EoEdge&lt;br /&gt;
# Orient corners&lt;br /&gt;
## Create a pseudopair and pseudotriplet using the remaining E-slice edges&lt;br /&gt;
## [[OL5C]]&lt;br /&gt;
# Solve corners&lt;br /&gt;
# LEE&lt;br /&gt;
&lt;br /&gt;
In fact there are many different last two steps for Advanced SSC similar to Intermediate and by the time one attains this level they should evaluate all the options in order to find the variant most suited to them.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
There are quite a few variants to SSC, mostly to do with differences in the solving of the final step(s)&lt;br /&gt;
* EZD&lt;br /&gt;
** For LEE, the edges are separated before being permuted with a set of algorithms.&lt;br /&gt;
** This is the variant used by [[Julien Adam]] to obtain his sub-13 averages.&lt;br /&gt;
* Broken&lt;br /&gt;
** Similar to the Belt method, the F2L is solved after step 2 using {R2,L2,M2,U,D}&lt;br /&gt;
** [[PLL]]&lt;br /&gt;
* Permute last&lt;br /&gt;
** This is even more similar to the Belt method where edges are separated then PLL is applied to both sides.&lt;br /&gt;
* FR&lt;br /&gt;
** The FR(or BR) is left out of the E-slice(only making a pseudotriplet abd positioning one corner in LUF) and solve it later.&lt;br /&gt;
&lt;br /&gt;
** This helps with lookahead in the first few steps and you can influence the UL and Ur edges while solving the FR edge&lt;br /&gt;
(SSC-FR : orientated edges)&lt;br /&gt;
&lt;br /&gt;
(ECE-FR : misoriented edges)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Kociemba]]&lt;br /&gt;
*[[Human Thistlethwaite Algorithm]]&lt;br /&gt;
*[[Orient First]]&lt;br /&gt;
*[[PCMS]]&lt;br /&gt;
*[[Belt]]&lt;br /&gt;
*[[ZZ]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.speedsolving.com/forum/showthread.php?54056-SSC-(Shadowslice-Snow-Columns)-3x3x3-Method/ Original proposal](includes SSC-M and SLS)&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Crafto22 (Julien Adam)&#039;s ECE proposal]&lt;br /&gt;
*[http://imgur.com/FoUYLWg/ SqAree&#039;s OL5C algorithms]&lt;br /&gt;
*[https://youtu.be/UakJ9H0CdBs Shadowslice&#039;s walkthrough]&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental_methods]]&lt;br /&gt;
[[Category:3x3x3_speedsolving_methods]]&lt;br /&gt;
[[Category:3x3x3_methods]]&lt;br /&gt;
[[Category:Fewest_Moves_Methods]]&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Method&amp;diff=36081</id>
		<title>Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Method&amp;diff=36081"/>
		<updated>2018-03-03T09:59:36Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In cubing, a &#039;&#039;&#039;method&#039;&#039;&#039; is the system used to solve a puzzle. There is a great variety in cubing methods, for [[speedcubing|speedsolving]] the [[3x3x3 cube]] the most used method is the [[Fridrich Method]] followed by the [[Roux Method]], [[ZZ method]] and the [[Petrus Method]].&lt;br /&gt;
&lt;br /&gt;
There are also partial methods that solves certain &#039;&#039;&amp;quot;[[step]]s&amp;quot;&#039;&#039; of the general method, like the [[OLL]] and [[PLL]] methods used in Fridrich.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;br /&gt;
[[Category:Methods]]&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Method&amp;diff=36080</id>
		<title>Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Method&amp;diff=36080"/>
		<updated>2018-03-03T09:58:57Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In cubing, a &#039;&#039;&#039;method&#039;&#039;&#039; is the system used to solve a puzzle. There is a great variety in cubing methods, for [[speedcubing|speedsolving]] the [[3x3x3 cube]] the most used method is the [[Fridrich Method]] followed by the [[Roux Method]],[[ZZ method]] and the [[Petrus Method]].&lt;br /&gt;
&lt;br /&gt;
There are also partial methods that solves certain &#039;&#039;&amp;quot;[[step]]s&amp;quot;&#039;&#039; of the general method, like the [[OLL]] and [[PLL]] methods used in Fridrich.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[List of methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Terminology]]&lt;br /&gt;
[[Category:Methods]]&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36079</id>
		<title>User:TerenceTan711</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36079"/>
		<updated>2018-03-03T09:54:18Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: /* Steps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039; - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039; - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*R2&#039;s can be bad for OH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
&lt;br /&gt;
In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
&lt;br /&gt;
On the side - (left or right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
&lt;br /&gt;
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36078</id>
		<title>User:TerenceTan711</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User:TerenceTan711&amp;diff=36078"/>
		<updated>2018-03-03T09:53:04Z</updated>

		<summary type="html">&lt;p&gt;TerenceTan711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=R3-T&lt;br /&gt;
|image=&lt;br /&gt;
|anames=R3T/Reduction3-T/Redux3-T&lt;br /&gt;
|proposers= [[Terence Tan]]&lt;br /&gt;
|year= 2018&lt;br /&gt;
|variants= [[R3T-4c]]/[[invisible]]&lt;br /&gt;
|steps= 5+&lt;br /&gt;
|moves= ~57&lt;br /&gt;
|algs= 28+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[speedsolving]]&lt;br /&gt;
* [[one-handed solving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by [[Alex Yang]]) which is a variant of Hexagonal Francisco, (a method by [[Andrew Nathenson]]) which is a variant of Triangular Francisco.&lt;br /&gt;
&lt;br /&gt;
The E-Slice is solved efficiently and F2L is finished off in an unusual way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=[[1x2x3 block]] -&amp;gt; [[E-slice]] -&amp;gt; [[EO+CO]] -&amp;gt; [[Spam F2L]](remainder) -&amp;gt; [[PLL]]&lt;br /&gt;
|description= R3-T is a hybrid method that does corner orientation before finishing F2L.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)&#039;&#039;&#039;1x2x3 block&#039;&#039;&#039; - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it&#039;s in the D layer.&lt;br /&gt;
&lt;br /&gt;
*For beginners, you can treat it as 3 cross pieces and 2 corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2)&#039;&#039;&#039;E-slice&#039;&#039;&#039; - solve the E-slice with the empty face.This can be done very efficiently.&lt;br /&gt;
The E-slice does not have to line up&lt;br /&gt;
&lt;br /&gt;
*you can position the 1x2x3 on the left(like Roux&#039;s FB)in this step if you &lt;br /&gt;
want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3)&#039;&#039;&#039;EO+CO&#039;&#039;&#039; - you solve edge-orientation and corner-orientation.(not necessarily in that order)&lt;br /&gt;
&lt;br /&gt;
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.&lt;br /&gt;
&lt;br /&gt;
4 misoriented edges can be solved as an arrow (like in LSE) &lt;br /&gt;
e.g. (D&#039;) M&#039;U M&lt;br /&gt;
&lt;br /&gt;
2 misoriented edges can be solved using an OLL alg.(you can influence &lt;br /&gt;
corner orientation in this step.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*CO can be solved using 1-2 [[OCLL]] algs - 7 algs.&lt;br /&gt;
(orient the corners stuck in the D layer by doing an R2 first)&lt;br /&gt;
&lt;br /&gt;
This can also be done by solving only 3 E-edges and insert the last one with TSLE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4)&#039;&#039;&#039;Spam F2L&#039;&#039;&#039;(remainder) - F2L is finished with mainly R2,U moves.(or L2,U if it&#039;s on the left etc.)&lt;br /&gt;
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5)&#039;&#039;&#039;PLL&#039;&#039;&#039; - Permute the pieces of the last layer - 21 algs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*FB can be planned in inspection and the transition between steps is fairly quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The E-slice is solved efficiently and lookahead for E-slice edges is easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Alg count is significantly lesser than Full CFOP as you use only OCLL&#039;s to orient corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*EO can be recognized quickly (maximum bad edges - 4)&lt;br /&gt;
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==Cons==&lt;br /&gt;
*The 1x2x3 is hard to optimize.&lt;br /&gt;
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*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time &lt;br /&gt;
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*You have to do 2 [[OCLL]]&#039;s half of the time to orient the corners&lt;br /&gt;
e.g. Sune,R2,Sune&lt;br /&gt;
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*Finishing F2L with R2 and U might not be efficient at times.&lt;br /&gt;
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*R2&#039;s can be bad for OH&lt;br /&gt;
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*You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left.)&lt;br /&gt;
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==Tips==&lt;br /&gt;
*&#039;&#039;&#039;FB positioning&#039;&#039;&#039;&lt;br /&gt;
(Assuming you keep the FB on the D layer)You can either position the FB &lt;br /&gt;
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In the back -&lt;br /&gt;
Insert E-edges like how you would in Hexagonal Francisco, &lt;br /&gt;
R (U) R&#039;,&lt;br /&gt;
L&#039; (U) L,&lt;br /&gt;
r (U) r&#039; and&lt;br /&gt;
l&#039; (U) l &lt;br /&gt;
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On the side - (left or right)&lt;br /&gt;
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*&#039;&#039;&#039;Misaligned E-slice&#039;&#039;&#039;&lt;br /&gt;
You don&#039;t have to align the E-slice with the block after solving the E-slice&lt;br /&gt;
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==Overview==&lt;br /&gt;
I don&#039;t think it&#039;s comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it&#039;s definitely fun to use&lt;br /&gt;
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F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.&lt;/div&gt;</summary>
		<author><name>TerenceTan711</name></author>
	</entry>
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