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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40903</id>
		<title>VOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40903"/>
		<updated>2019-11-26T22:39:14Z</updated>

		<summary type="html">&lt;p&gt;Theo Leinad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=VOP&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Kenneth Gustavsson]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=LFC&lt;br /&gt;
|variants=[[Guimond Method]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=24&lt;br /&gt;
|moves= ~18&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;VOP&#039;&#039;&#039; is an experimental three-step method for the [[2x2x2 cube]]:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;V&#039;&#039;&#039;: Make a fully solved V in the first layer of three pieces (intuitive)&lt;br /&gt;
:&#039;&#039;&#039;O&#039;&#039;&#039;: OLFC, orient last five corners (Guimond orientation, 16 cases)&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;: PLFC, permute last five corners (separation and permutation, 6+2 cases)&lt;br /&gt;
&lt;br /&gt;
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.&lt;br /&gt;
&lt;br /&gt;
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.&lt;br /&gt;
&lt;br /&gt;
==The six cases of PLFC==&lt;br /&gt;
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.&lt;br /&gt;
&lt;br /&gt;
[[File:PLFC cases.jpg]]&lt;br /&gt;
&lt;br /&gt;
==PLFC Algorithms==&lt;br /&gt;
&lt;br /&gt;
===OA (Opposite/Adjacent):===&lt;br /&gt;
{{Alg| U2 R2 U R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U2 R2 U&#039; R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
===AO (Adjacent/Opposite):===&lt;br /&gt;
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; F2 U F2 |cube=2x2x2}}&lt;br /&gt;
===AS (Adjacent/Same):===&lt;br /&gt;
{{Alg| U R2 U&#039; F2 U R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R&#039; U&#039; R F2 R&#039; U R |cube=2x2x2}}&lt;br /&gt;
===SA (Same/Adjacent):===&lt;br /&gt;
{{Alg| U&#039; F2 U R2 U&#039; F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 F U F&#039; R2 F U&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
===OO (Opposite/Opposite):===&lt;br /&gt;
{{Alg| F2 U R2 U R2 U&#039; R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 U&#039; F2 U F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R F&#039; U R2 U&#039; F R&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R2 U F&#039; R2 F U&#039; R2 F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F&#039; R U&#039; F2 U R&#039; F R |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F2 U&#039; R F2 R&#039; U F2 R |cube=2x2x2}}&lt;br /&gt;
===SS (Same/Same):===&lt;br /&gt;
{{Alg| R2 U R2 U&#039; R2 D R2 U&#039; R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R U R&#039; F2 R F&#039; R U R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R2 U&#039; R&#039; F R&#039; F2 R U&#039; R&#039; |cube=2x2x2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OVP==&lt;br /&gt;
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:experimental methods]]&lt;/div&gt;</summary>
		<author><name>Theo Leinad</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40589</id>
		<title>VOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40589"/>
		<updated>2019-08-18T20:43:20Z</updated>

		<summary type="html">&lt;p&gt;Theo Leinad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=VOP&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Kenneth Gustavsson]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=LFC&lt;br /&gt;
|variants=[[Guimond Method]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=24&lt;br /&gt;
|moves= ~18&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;VOP&#039;&#039;&#039; is an experimental three-step method for the [[2x2x2 cube]]:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;V&#039;&#039;&#039;: Make a fully solved V in the first layer of three pieces (intuitive)&lt;br /&gt;
:&#039;&#039;&#039;O&#039;&#039;&#039;: OLFC, orient last five corners (Guimond orientation, 16 cases)&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;: PLFC, permute last five corners (separation and permutation, 6+2 cases)&lt;br /&gt;
&lt;br /&gt;
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.&lt;br /&gt;
&lt;br /&gt;
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.&lt;br /&gt;
&lt;br /&gt;
==The six cases of PLFC==&lt;br /&gt;
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.&lt;br /&gt;
&lt;br /&gt;
[[File:PLFC cases.jpg]]&lt;br /&gt;
&lt;br /&gt;
==PLFC Algorithms==&lt;br /&gt;
&lt;br /&gt;
===OA:===&lt;br /&gt;
{{Alg| U2 R2 U R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U2 R2 U&#039; R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
===AO:===&lt;br /&gt;
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; F2 U F2 |cube=2x2x2}}&lt;br /&gt;
===AS:===&lt;br /&gt;
{{Alg| U R2 U&#039; F2 U R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R&#039; U&#039; R F2 R&#039; U R |cube=2x2x2}}&lt;br /&gt;
===SA:===&lt;br /&gt;
{{Alg| U&#039; F2 U R2 U&#039; F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 F U F&#039; R2 F U&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
===OO:===&lt;br /&gt;
{{Alg| F2 U R2 U R2 U&#039; R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 U&#039; F2 U F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R F&#039; U R2 U&#039; F R&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R2 U F&#039; R2 F U&#039; R2 F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F&#039; R U&#039; F2 U R&#039; F R |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F2 U&#039; R F2 R&#039; U F2 R |cube=2x2x2}}&lt;br /&gt;
===SS:===&lt;br /&gt;
{{Alg| R2 U R2 U&#039; R2 D R2 U&#039; R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R U R&#039; F2 R F&#039; R U R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R2 U&#039; R&#039; F R&#039; F2 R U&#039; R&#039; |cube=2x2x2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OVP==&lt;br /&gt;
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:experimental methods]]&lt;/div&gt;</summary>
		<author><name>Theo Leinad</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40588</id>
		<title>VOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40588"/>
		<updated>2019-08-18T20:42:54Z</updated>

		<summary type="html">&lt;p&gt;Theo Leinad: Removed legend that lead to a 404 link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=VOP&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Kenneth Gustavsson]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=LFC&lt;br /&gt;
|variants=[[Guimond Method]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=24&lt;br /&gt;
|moves= ~18&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;VOP&#039;&#039;&#039; is an experimental three-step method for the [[2x2x2 cube]]:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;V&#039;&#039;&#039;: Make a fully solved V in the first layer of three pieces (intuitive)&lt;br /&gt;
:&#039;&#039;&#039;O&#039;&#039;&#039;: OLFC, orient last five corners (Guimond orientation, 16 cases)&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;: PLFC, permute last five corners (separation and permutation, 6+2 cases)&lt;br /&gt;
&lt;br /&gt;
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.&lt;br /&gt;
&lt;br /&gt;
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.&lt;br /&gt;
&lt;br /&gt;
==The six cases of PLFC==&lt;br /&gt;
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.&lt;br /&gt;
&lt;br /&gt;
[[File:PLFC cases.jpg]]&lt;br /&gt;
&lt;br /&gt;
==PLFC Algorithms==&lt;br /&gt;
&lt;br /&gt;
===OA:===&lt;br /&gt;
{{Alg| U2 R2 U R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U2 R2 U&#039; R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
===AO:===&lt;br /&gt;
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; F2 U F2 |cube=2x2x2}}&lt;br /&gt;
===AS:===&lt;br /&gt;
{{Alg| U R2 U&#039; F2 U R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R&#039; U&#039; R F2 R&#039; U R |cube=2x2x2}}&lt;br /&gt;
===SA:===&lt;br /&gt;
{{Alg| U&#039; F2 U R2 U&#039; F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 F U F&#039; R2 F U&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
===OO:===&lt;br /&gt;
{{Alg| F2 U R2 U R2 U&#039; R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 U&#039; F2 U F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R F&#039; U R2 U&#039; F R&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R2 U F&#039; R2 F U&#039; R2 F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F&#039; R U&#039; F2 U R&#039; F R |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F2 U&#039; R F2 R&#039; U F2 R |cube=2x2x2}}&lt;br /&gt;
&lt;br /&gt;
===SS:===&lt;br /&gt;
{{Alg| R2 U R2 U&#039; R2 D R2 U&#039; R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R U R&#039; F2 R F&#039; R U R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R2 U&#039; R&#039; F R&#039; F2 R U&#039; R&#039; |cube=2x2x2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OVP==&lt;br /&gt;
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:experimental methods]]&lt;/div&gt;</summary>
		<author><name>Theo Leinad</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40587</id>
		<title>VOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=40587"/>
		<updated>2019-08-18T20:42:13Z</updated>

		<summary type="html">&lt;p&gt;Theo Leinad: Removed non-working algs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=VOP&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Kenneth Gustavsson]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=LFC&lt;br /&gt;
|variants=[[Guimond Method]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=24&lt;br /&gt;
|moves= ~18&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;VOP&#039;&#039;&#039; is an experimental three-step method for the [[2x2x2 cube]]:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;V&#039;&#039;&#039;: Make a fully solved V in the first layer of three pieces (intuitive)&lt;br /&gt;
:&#039;&#039;&#039;O&#039;&#039;&#039;: OLFC, orient last five corners (Guimond orientation, 16 cases)&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;: PLFC, permute last five corners (separation and permutation, 6+2 cases)&lt;br /&gt;
&lt;br /&gt;
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.&lt;br /&gt;
&lt;br /&gt;
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.&lt;br /&gt;
&lt;br /&gt;
==The six cases of PLFC==&lt;br /&gt;
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.&lt;br /&gt;
&lt;br /&gt;
[[File:PLFC cases.jpg]]&lt;br /&gt;
&lt;br /&gt;
==PLFC Algorithms==&lt;br /&gt;
&lt;br /&gt;
===OA:===&lt;br /&gt;
{{Alg| U2 R2 U R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U2 R2 U&#039; R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
===AO:===&lt;br /&gt;
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; F2 U F2 |cube=2x2x2}}&lt;br /&gt;
===AS:===&lt;br /&gt;
{{Alg| U R2 U&#039; F2 U R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R&#039; U&#039; R F2 R&#039; U R |cube=2x2x2}}&lt;br /&gt;
===SA:===&lt;br /&gt;
{{Alg| U&#039; F2 U R2 U&#039; F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 F U F&#039; R2 F U&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
===OO:===&lt;br /&gt;
{{Alg| F2 U R2 U R2 U&#039; R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 U&#039; F2 U F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R F&#039; U R2 U&#039; F R&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R2 U F&#039; R2 F U&#039; R2 F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F&#039; R U&#039; F2 U R&#039; F R |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F2 U&#039; R F2 R&#039; U F2 R |cube=2x2x2}}&lt;br /&gt;
&lt;br /&gt;
===SS:===&lt;br /&gt;
{{Alg| R2 U R2 U&#039; R2 D R2 U&#039; R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R U R&#039; F2 R F&#039; R U R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R2 U&#039; R&#039; F R&#039; F2 R U&#039; R&#039; |cube=2x2x2}}&lt;br /&gt;
Many of the algorithms were generated [http://speedcubing.com/CubeSolver/MiniCubeSolver.html here].&lt;br /&gt;
&lt;br /&gt;
==OVP==&lt;br /&gt;
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:experimental methods]]&lt;/div&gt;</summary>
		<author><name>Theo Leinad</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Domino_Reduction&amp;diff=39163</id>
		<title>Domino Reduction</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Domino_Reduction&amp;diff=39163"/>
		<updated>2019-01-30T08:33:48Z</updated>

		<summary type="html">&lt;p&gt;Theo Leinad: Created page with &amp;quot;&amp;quot;Domino Reduction&amp;quot; This method is most commonly used for FMC solutions.  Also implemented by Cube Explorer to perform Optimal solutions for scrambles.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Domino Reduction&amp;quot;&lt;br /&gt;
This method is most commonly used for FMC solutions. &lt;br /&gt;
Also implemented by Cube Explorer to perform Optimal solutions for scrambles.&lt;/div&gt;</summary>
		<author><name>Theo Leinad</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PDR&amp;diff=39162</id>
		<title>PDR</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PDR&amp;diff=39162"/>
		<updated>2019-01-30T06:58:06Z</updated>

		<summary type="html">&lt;p&gt;Theo Leinad: Created page with &amp;quot;PDR also known as &amp;quot;Partial Domino Reduction&amp;quot; is a submethod mostly used in FMC (Fewest Moves) First record of this submethod being mentioned, is by Alexandre Henrique Afonso C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PDR also known as &amp;quot;Partial Domino Reduction&amp;quot; is a submethod mostly used in FMC (Fewest Moves)&lt;br /&gt;
First record of this submethod being mentioned, is by Alexandre Henrique Afonso Campos on this thread on speedsolving forum: &lt;br /&gt;
[https://www.speedsolving.com/forum/threads/introducing-a-variation-for-fewest-moves.67299/ Speedsolving Thread]&lt;br /&gt;
&lt;br /&gt;
The submethod consists in orienting edges in 2 axis of the cube FB and RL for example, and then only use &amp;lt;F2 R2 B2 L2 U U&#039; U2 D D&#039; D2 &amp;gt; moves. The objective consists on getting a Skeleton and insert the last corners with commutators.&lt;/div&gt;</summary>
		<author><name>Theo Leinad</name></author>
	</entry>
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