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	<updated>2026-10-29T00:07:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PEG&amp;diff=23027</id>
		<title>PEG</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PEG&amp;diff=23027"/>
		<updated>2013-07-11T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;PEG&#039;&#039;&#039; method (&#039;&#039;pairs + Erik + Gunnar&#039;&#039;) is based off of [[Erik Akkersdijk]]&#039;s and [[Gunnar Krig]]&#039;s [[2x2x2]] method [[EG]], but has been moved over to [[3x3x3]]. Here, not only the corners of the first layer are oriented as the first step, but also all the [[pair]]s are. So it will be Pairs-EG or simply PEG!&lt;br /&gt;
&lt;br /&gt;
PEG differs slightly from EG. Most algorithms can be used if some of the turns are done double layer to preserve the pairs. But some algorithms destroy the pairs no matter how they are performed. In those cases, other, possibly longer algorithms need to be used.&lt;br /&gt;
&lt;br /&gt;
Example: This algorithm solves [[CxLL Pi D#EG|EG 1 Pi D]]&lt;br /&gt;
* R U R&#039; L&#039; U&#039; L R U R&#039;&lt;br /&gt;
&lt;br /&gt;
To use it for PEG, do it like this:&lt;br /&gt;
* R U R&#039; l&#039; U&#039; L r U R&#039;&lt;br /&gt;
&lt;br /&gt;
PEG is best used together with [[L5E]].&lt;br /&gt;
&lt;br /&gt;
PEG is also useful for direct solving big cubes. The only difference is that the &amp;quot;pairs&amp;quot; have more edges and you need to do triple, quadruple, etc. layer turns to preserve them while doing EG.&lt;br /&gt;
&lt;br /&gt;
This method can be divided into three groups: PEG 0, PEG 1, and PEG 2, where the number is the number of pairs correctly placed in F2L. If two adjacent pairs are swapped, it is PEG 1 (two pairs connected). If two diagonal pairs are swapped, it is PEG 0 (no pairs connected). Finally, if all pairs are correct, it is PEG 2 (4 pairs connected).&lt;br /&gt;
&lt;br /&gt;
PEG 2 is a stand-alone method where you use a standard [[CxLL]] (CMLL, or rather CMSLL, because the S-slice is also free).&lt;br /&gt;
&lt;br /&gt;
A beginner / stepping stone method that divides PEG into two steps is [[PORT]]. This is the same as [[Ortega]], except it preserves pair orientation (but not permutation), rather than only [[FL]] corners.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[PCMS]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Heise_method&amp;diff=23026</id>
		<title>Heise method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Heise_method&amp;diff=23026"/>
		<updated>2013-07-09T21:26:46Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Heise&lt;br /&gt;
|image=Heise_method.gif&lt;br /&gt;
|proposers=[[Ryan Heise]]&lt;br /&gt;
|year=2003&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=4&lt;br /&gt;
|algs=0&lt;br /&gt;
|moves=40-&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fewest Moves]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heise Method&#039;&#039;&#039;, invented by [[Ryan Heise]], is a intuitive [[method]] which requires no [[algorithm]]s. It uses extremely few moves, but it may be difficult to get fast times using this method.&lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. Create four 1x2x2 blocks, making sure that one color appears on none of the blocks. This color will be the color of the last layer. Note that these blocks do not necessarily have to be paired together when they are built. One of these blocks should be just two centers and an edge.&lt;br /&gt;
&lt;br /&gt;
2. Pair up the 1x2x2 blocks, while simultaneously orienting the last-layer edges. Note that you will now have all of F2L minus a corner/edge pair finished.&lt;br /&gt;
&lt;br /&gt;
3. Create two corner-edge pairs, and then solve all of the edges and two corners. This is typically a very difficult step for beginners to solve.&lt;br /&gt;
&lt;br /&gt;
4. Solve the final three corners with a commutator.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
This method is more efficient than any of the main three speedcubing methods, and therefore it&#039;s also very good for fewest moves solving. Because there are no algorithms at all, users of this method generally become very good at intuitive blockbuilding and develop a high-level understanding of the cube.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
Every turn has to be planned out because there are no algorithms, so fast turners will be disappointed. Some of the steps, especially the third step, can be very difficult to get used to, and beginning cubers might not understand enough cube theory to be able to use this method at all.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.ryanheise.com/cube/heise_method.html Ryan Heise&#039;s tutorial]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=23025</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=23025"/>
		<updated>2013-07-09T21:21:15Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6 to 16 (depending on [[LL]])&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is the most common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[Fridrich method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
== 3x3x3 LBL Method ==&lt;br /&gt;
Also known as LBL. Solves the cube in layers: First the bottom layer, then the middle layer, and finally the top layer or [[LL]]. As a slight advancement to basic Layer By Layer, the [[Keyhole]] method can be used to enable solving of the middle layer in fewer moves.&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=2 to 9 (depending on [[LL]])&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Done as if solving the 3x3 corners using the Layer-By-Layer method. You can use shorter last layer algs because there are no edges that need to be kept in position on a 2x2. You can use any OLL of your choice as long as the corners are in the correct position. There are two options for the last layer in a beginner 2x2 solve:&lt;br /&gt;
&lt;br /&gt;
* Orientation followed by Permutation&lt;br /&gt;
* Permutation followed by Orientation&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[LOL]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s] excellent (HD) beginner tutorial. Easy transition to Fridrich method.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] excellent quality tutorial. Method designed for easy transition to Fridrich&lt;br /&gt;
* YouTube: [http://ca.youtube.com/watch?v=ofZFUgaxlTQ Badmephisto&#039;s OLD Beginners Tutorial] .. the outdated version.&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich&lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://www.monkeysee.com/play/1113-solve-rubik-s-cube Bob Burton&#039;s Tutorial] (video)&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s video tutorial on rubiks.com] (video)&lt;br /&gt;
* [http://www.stanford.edu/~leyanlo/cube_solution.pdf Leyan&#039;s guide for beginners] &#039;&#039;&#039;(PDF)&#039;&#039;&#039;&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#333beginners A 9 algorithm beginner&#039;s guide] (A printable PDF that gives you the algs necessary to solve the cube, but lets you figure out how to use them)&lt;br /&gt;
* [http://erikku.110mb.com/beginner.html Arnaud van Galen&#039;s beginners method explained by Erik Akkersdijk]&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
* [http://joshtime.com/cubing/beginners-method/ JoshTime&#039;s Multiple Page LBL Beginner&#039;s Method Explanation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CLS&amp;diff=23024</id>
		<title>CLS</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CLS&amp;diff=23024"/>
		<updated>2013-07-09T21:16:01Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=CLS&lt;br /&gt;
|image=CLS.png&lt;br /&gt;
|proposers=[[Shotaro Makisumi]]&amp;lt;br/&amp;gt;[[Lucas Garron]]&lt;br /&gt;
|year=2006&lt;br /&gt;
|anames&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=1&lt;br /&gt;
|algs=104&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLS&#039;&#039;&#039; (short for &#039;&#039;&#039;Corners Last Slot&#039;&#039;&#039;) is a sub-step of the [[MGLS]] method. In it, you orient all LL corners while simultaneously placing the last F2L slot corner.&lt;br /&gt;
&lt;br /&gt;
There are six groups of cases, depending on the position and orientation of the last slot F2L corner.&amp;lt;br/&amp;gt;&lt;br /&gt;
C: correctly oriented in slot (7 cases - OLL cases where edge orientation is correct)&amp;lt;br/&amp;gt;&lt;br /&gt;
I: oriented clockwise in slot (8 cases)&amp;lt;br/&amp;gt;&lt;br /&gt;
Im: oriented counter-clockwise in slot (8 cases)&amp;lt;br/&amp;gt;&lt;br /&gt;
+: oriented clockwise in U-layer (27 cases)&amp;lt;br/&amp;gt;&lt;br /&gt;
-: oriented counter-clockwise in U-layer (27 cases)&amp;lt;br/&amp;gt;&lt;br /&gt;
O: correctly oriented in U-layer (27 cases)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.cubefreak.net/speed/mgls/index.html Macky&#039;s CLS pages]&lt;br /&gt;
* [http://cube.garron.us/MGLS/ Lucas&#039;s CLS pages]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 last slot substeps]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SS_Method&amp;diff=23023</id>
		<title>SS Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SS_Method&amp;diff=23023"/>
		<updated>2013-07-09T21:14:30Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=SS&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Mitchell Stern]], [[Timothy Sun]]&lt;br /&gt;
|year=2008&lt;br /&gt;
|anames=SternSun method&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=109&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;SS method&#039;&#039;&#039; (short for &#039;&#039;&#039;Stern-Sun&#039;&#039;&#039;) is a 2x2 method invented by [[Mitchell Stern]] and [[Timothy Sun]] in 2008.&lt;br /&gt;
&lt;br /&gt;
The SS method has three steps. In the first step, solve 3/4 of a face. In the second step, finish the face while simultaneously orienting the opposite face. Finally, permute both layers at once. Without counting reflections, there are 60 algorithms, including the 5 [[PBLs]]. Including reflections, it comes to 109 algorithms.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&amp;quot;Stern&amp;quot; is the German word for star, making SS the &amp;quot;Star-Sun&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[CLS]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cube.garron.us/2x2x2/SS/SS_0_1.pdf SS Algorithm Sheet]&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_49_SS SS Algorithms at OMFG COLORS!]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=23922 SS Method]&lt;br /&gt;
* [http://amvhell.com/stuff/cubes/SubSS/SubSS.html SubSS]&lt;br /&gt;
* [https://docs.google.com/leaf?id=0B1HP6i5J4mf9YTczZmY5ZTgtOTM0Zi00NDg1LWIzNDEtNWEwYTc3ZmExOTFl&amp;amp;hl=en_US SS Method Algorithms Word Doc]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SOAP_Method&amp;diff=23022</id>
		<title>SOAP Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SOAP_Method&amp;diff=23022"/>
		<updated>2013-07-09T21:12:27Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=SOAP&lt;br /&gt;
|image=Soap.gif&lt;br /&gt;
|proposers=[[Justin Jaffray]]&lt;br /&gt;
|year=2009&lt;br /&gt;
|anames&lt;br /&gt;
|variants=SS&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=58 Total&amp;lt;br/&amp;gt;53 Orientation&amp;lt;br/&amp;gt;5 PBL&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;
&lt;br /&gt;
The &#039;&#039;&#039;SOAP Method&#039;&#039;&#039; is a 2x2 speedsolving method invented by [[Justin Jaffray]] in 2009. The letters stand for &#039;&#039;&#039;S&#039;&#039;&#039;eparate, &#039;&#039;&#039;O&#039;&#039;&#039;rient &#039;&#039;&#039;A&#039;&#039;&#039;ll, &#039;&#039;&#039;P&#039;&#039;&#039;ermute. There are three steps. First, separate two opposite colours into opposite layers and build half a face on the bottom. Next, orient the all pieces using one of 53 algorithms.  Finally, permute both layers. ([[PBL]]).&lt;br /&gt;
&lt;br /&gt;
It is possible to perform all of the orientation algs 2-gen, although many of them are not optimal. A unique property of this method is that when using 2-gen algs, it becomes very easy to predict the PBL, which means that you can often solve the cube in 1 look. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[SS Method]]&lt;br /&gt;
* [[Ortega Method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://spreadsheets.google.com/pub?key=tLBVarBM6YVltzQfS4-eSgw&amp;amp;output=html Algs for Orientation Step]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=16237 SOAP 2x2 Method]&lt;br /&gt;
* [http://amvhell.com/stuff/cubes/SOAP/SOAP.html SOAP Method Tutorial and algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PCMS&amp;diff=23021</id>
		<title>PCMS</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PCMS&amp;diff=23021"/>
		<updated>2013-07-09T21:08:18Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=PCMS&lt;br /&gt;
|image=Columns_first.gif&lt;br /&gt;
|proposers=[[Kenneth Gustavsson]]&lt;br /&gt;
|year=2008&lt;br /&gt;
|anames=KC (Kenneth&#039;s Columns)&lt;br /&gt;
|variants=[[Columns first]], [[Roux]], [[CF]]&lt;br /&gt;
|steps=2 mayor, 2+3 sub steps&lt;br /&gt;
|algs=63&lt;br /&gt;
|moves=Less than 50 [[STM]]&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCMS&#039;&#039;&#039; (pairs, CLL, M and S slices) is an advanced method for [[speedsolving]] using [[columns first]], designed by [[Kenneth Gustavsson]] in late 2008. The method compromises between easy [[look ahead]] and low [[move count]] ([[STM|slice metric]]), and the result is &#039;decent&#039; for both parts. The first two steps of PCMS leave the cube in a very similar state to the first two steps of Roux method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steps:&#039;&#039;&#039;&lt;br /&gt;
# Columns:&lt;br /&gt;
## Solve 4 [[CE pair]]s using intuition.&lt;br /&gt;
## CMSLL (42 algs), something between 2x2 CLL and CMLL (see [[CxLL]]).&lt;br /&gt;
# Slices:&lt;br /&gt;
## Solve [[centre]]s and the RD, LD and BD edges using intuition (3x centre/edge pairs actually).&lt;br /&gt;
## [[L5E]], last five edges, solve the FD edge and the [[LL]] edges in two short alg steps.&lt;br /&gt;
### L5EO, orientation (5 algs minumum but here you can add more to force easier permutations).&lt;br /&gt;
### L5EP, permutation (16 algs).&lt;br /&gt;
&lt;br /&gt;
==Starting the solve==&lt;br /&gt;
As do most cubers, I usually start from the same side/colour, but if there is one (or more) pair completed in the opposite colour from the scramble, then I use that side. When doing so I only solve columns opposite. These are bi-directional so you just need to turn the cube up-side-down before the slices are solved and you can go into your normal colour from there.&lt;br /&gt;
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&#039;&#039;&#039;Inspection&#039;&#039;&#039; - this is the key to success. Be able to predict the turns for solving 2-3 pairs and you will get good times.&lt;br /&gt;
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Looking ahead for pieces of the pairs while turning is the slowest part of this method, so it really pays to be good at predicting the turns. Use what you have. In some scrambles two corners are solved next to each other. In this case, pair the edges on the opposite side and then put the corners there using D2 (or use a solver to find algs to put them in directly from some easy to set up to positions).&lt;br /&gt;
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If you cannot see an easy pair from start, do not randomly scan the cube for pieces, rather, disregard certain pieces. There are nine permutations for the edge that all need three moves to be solved. The rest of the positions are two, or possibly even one move to solve. If the corner is oriented in D as in the the image below, and the edge is sitting in one of the darker positions, (assuming it is not solved), then it is a bad pair. All these positions are near the corner, so you can see it pretty easily and then ignore that corner and pick another one.&lt;br /&gt;
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:[[File:PCMS bad pairs.jpg]]&lt;br /&gt;
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The bad pairs.&lt;br /&gt;
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You will soon learn to recognize the rest of the positions, three of which only require a D (or u) move to pair up. The last group that requires two moves consists of eleven different cases. Being able to quickly find the first pair leaves enough inspection time to find at least one more, possibly even two.&lt;br /&gt;
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==Pairs==&lt;br /&gt;
The move count is dependent on how well you solve the first step. If you look ahead further and create more than one pair before you start to place them, you can make as low as 10 turns for all four pairs sometimes. It is even possible to solve in under 45 moves on average, but not while speedcubing. A low move count is not as important as making sure to not re-grip while solving the pairs. This is the part where you can gain speed in this step. For example, place a pair using &#039;&#039;&#039;U Rw U R&#039;&#039;&#039;&#039; rather than &#039;&#039;&#039;(y&#039;) R&#039; U R&#039;&#039;&#039;. This avoids cube rotations. Making 15-17 turns while speedcubing is normal.&lt;br /&gt;
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Pairing up is done a bit differently than in [[F2L#Fridrich F2L|Fridrich F2L]]. First, find a pair, preferably one where the corner is unoriented in the U-layer, and the edge is in the D-layer. If the edge is not there, then one in the U-layer is a second choice because it is easy to place in the D layer using a single slice move. Orient the cube so that the edge is in FD or BD position, and move the corner into position using a U move. Then pair the two pieces using the M-slice. For the pairs where the corner  or the edge is in bad position, you have to do some setup moves to fix that, or simply use the CFOP alg for the same pair.&lt;br /&gt;
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&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
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Scramble:&lt;br /&gt;
{{Scramble 3x 01}}&lt;br /&gt;
&lt;br /&gt;
* p1; pieces are good, just do &#039;&#039;&#039;M2&#039;&#039;&#039; to pair up and &#039;&#039;&#039;(z)&#039;&#039;&#039; to place.&lt;br /&gt;
* p2; because only one pair is solved here we can do the next from bottom and up, like this: &#039;&#039;&#039;U L2&#039;&#039;&#039; to pair and &#039;&#039;&#039;R&#039; U (x)&#039;&#039;&#039; to place it.&lt;br /&gt;
* p3; nice corner, edge in U-layer so setup that one first using &#039;&#039;&#039;(y) M&#039;&#039;&#039;&#039; then &#039;&#039;&#039;U M2&#039;&#039;&#039; to pair up and &#039;&#039;&#039;U2 B&#039;&#039;&#039;&#039; to place it (temporarly move the B-side to U before the B turn).&lt;br /&gt;
* p4; both pieces in position so: &#039;&#039;&#039;(y) U2 M2&#039;&#039;&#039; to pair up and &#039;&#039;&#039;U R&#039; U2 R&#039;&#039;&#039; to place.&lt;br /&gt;
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16 moves not counting puzzle rotations, pretty normal.&lt;br /&gt;
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&#039;&#039;At bottom of this page you can find some more examples.&#039;&#039;&lt;br /&gt;
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==CMSLL==&lt;br /&gt;
&#039;&#039;&#039;CMSLL&#039;&#039;&#039; is pretty much the same as CLL for 2x2x2 (or [[CF]]) but in some cases you need to use double layer turns to preserve the pairs, for example &#039;&#039;&#039;R U&#039; R&#039; U&#039; F&#039; U F&#039;&#039;&#039; becomes &#039;&#039;&#039;R U&#039; Rw&#039; U&#039; F&#039; U F&#039;&#039;&#039;. In cases where that does not work any alg optimal for [[CMLL]] will do fine but with the advantage that you don&#039;t have to [[AUF]] the case so it fits with the empty M-slice, here the S-slice is equally good to use.&lt;br /&gt;
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Algs and all cases you can find at the [[CxLL|CxLL pages]].&lt;br /&gt;
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&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
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If we continue from the example for the pairs, then this case is [[Sune]] :P&lt;br /&gt;
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*&#039;&#039;&#039;(y2) R U R&#039; U R U2 R&#039;&lt;br /&gt;
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Try to look for edges to solve in the next comming step while executing the CLL alg. Advanced it is possible to solve some from inserting slice moves in the CLL, like if it is Sune: R U R&#039; U (M) R U2 R&#039;&lt;br /&gt;
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==Slices==&lt;br /&gt;
The first part of the second half of the solve is all intuitive, you pair one first layer edge with it&#039;s centre and then place it into position. After some parctice this is really easy, no thinking required. It is possible to create more advanced methods than this and use algs for some parts but that is not a good idea, it would only kill the easiness and speed for this part of the solve.&lt;br /&gt;
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&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;(Continued from above)&#039;&#039;&lt;br /&gt;
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* p1; &#039;&#039;&#039;U&#039; M&#039;&#039;&#039;&#039; to pair &#039;&#039;&#039;(y) M&#039;&#039;&#039;&#039; to place.&lt;br /&gt;
* p2; paired! &#039;&#039;&#039;M&#039; U2 M&#039;&#039;&#039; to place.&lt;br /&gt;
* p3; paired again, &#039;&#039;&#039;(y&#039;) U2 M&#039;&#039;&#039;&#039; to place.&lt;br /&gt;
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Note that you can solve the third pair before the second using only one move, which would save one U2 but add two cube rotations ((y&#039;) p2 (y) p3 (y&#039;) L5EO). I usually solve the edge opposite to the first as the second one just to avoid rotations. I think that it is faster on average, especially if you look for that edge while solving the first one. If it is stuck in the D layer, then try to find one edge that faces to the side in the U layer instead. Then the same thing applies: solve the edge opposite to the second as the third to avoid rotations.&lt;br /&gt;
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&#039;&#039;&#039;L5E&#039;&#039;&#039;: &amp;lt;small&amp;gt;&#039;&#039;(dunno what name I used at first but it will be L5E from here, that to stick to cubing vocabulary standards =)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;(Continued from above)&#039;&#039;&lt;br /&gt;
* L5EO; &#039;&#039;&#039;U&#039; M&#039; U&#039; M U M&#039; U&#039; M&#039;&#039;&#039; to orient and place FD edge.&lt;br /&gt;
* L5EP; [[U-PLL]]&lt;br /&gt;
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See [[L5E]] for description and algs.&lt;br /&gt;
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You only need five algs for orientation, but it is a good idea to learn as many as possible that also solve the FD edge. This has two reasons: First is that you can recognize [[EPLL]] faster than L5E permutations. (The 5-cycles are particularly slow.) The second reason is that you get an EPLL skip 1:12 times. For five oriented edges that number is 1:60.&lt;br /&gt;
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&#039;&#039;&#039;Note&#039;&#039;&#039;; after I wrote this article I have completed [[L5EOP]], which is the method I mostly use and also did in the examples of this page.&lt;br /&gt;
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===ELL?===&lt;br /&gt;
If you don&#039;t like L5E or already know [[ELL]], it is possible to end the solve by also putting down the last D-layer edge in the same manner as the other three, and then end in ELL. But I do not recommend it, because recognition of ELL is slow. L5E is faster on average, and you may save a few moves, but it doesn&#039;t make up for it.&lt;br /&gt;
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However, as an extension to PCMS, ELL is the first thing to think of because sometimes you skip the last edge while solving the third one and in some cases it was already skipped from start and you did not see that, so you end up having an ELL. You can still solve all ELL&#039;s using L5E, and in some cases even more optimally, but there are good cases in ELL that you would miss.&lt;br /&gt;
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==Summary==&lt;br /&gt;
The first half of this method, columns, is much harder to master than the slice part, which can be learned fairly easy. Learning CLL can take some time. The algs are not that hard, but the recognition can be. That also applies to solving the pairs in the start. Look ahead is harder than in CFOP because there are more places to look for the edges (D layer).&lt;br /&gt;
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So, the first steps are where you need to put in more effort if you want to use this method for speedsolving. Expect many pauses before it starts to get fluid. The second part, on the other hand, is where the fun begins, especially if you are good at MU-style algs. Most of these algs are short, and case recognition is quick. Sometimes it is hard to keep up in the rapid phase. Occasionally a piece becomes solved and you don&#039;t know how :D&lt;br /&gt;
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===See also===&lt;br /&gt;
* [[PEG]]&lt;br /&gt;
* [[PORT]]&lt;br /&gt;
* [http://sites.google.com/site/kubbuth/columns-first PCMS at Kenneth&#039;s Swedish cube page]&lt;br /&gt;
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==More examples==&lt;br /&gt;
Scramble: &lt;br /&gt;
{{Scramble 3x 02}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspection:&#039;&#039;&#039; One pair (orange/blue) is doable using a single M&#039; but we like to find some more to do before we start. If we think we solve that first pair and also reorient using (z&#039;), then the orange/green is in fine position, it needs a U&#039; and a M to be paired and is then easily placed. Now inspection time is running out so we are pleased with that... &lt;br /&gt;
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* p1; &#039;&#039;&#039;M&#039; (z&#039;)&#039;&#039;&#039; as planned.&lt;br /&gt;
* p2; &#039;&#039;&#039;U&#039; M&#039;&#039;&#039; as planned, then &#039;&#039;&#039;U2 L&#039; U (x&#039;)&#039;&#039;&#039; to place.&lt;br /&gt;
* p3; then we find a red/green corner in front of the eye and the edge is right under it so &#039;&#039;&#039;U&#039; M&#039;&#039;&#039;&#039; to pair up and &#039;&#039;&#039;Rw U R&#039;&#039;&#039;&#039; to place.&lt;br /&gt;
* p4; this last pair is looking bad but is not that hard, first orient the cube &#039;&#039;&#039;(y)&#039;&#039;&#039; and then &#039;&#039;&#039;R U&#039; M2&#039;&#039;&#039; to pair up and &#039;&#039;&#039;U R&#039;&#039;&#039;&#039; to place.&lt;br /&gt;
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16 STM again, as said, it&#039;s the normal.&lt;br /&gt;
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&#039;&#039;&#039;CLL&#039;&#039;&#039; is mirror diagonal Sune, I&#039;m using the usual Sune + inserts for this one, a [[COLL]] actually.&lt;br /&gt;
* &#039;&#039;&#039;L&#039; U&#039; L U&#039; (R U&#039;) L&#039; (U R&#039;) U2 L&#039;&#039;&#039; inserts in parentesis.&lt;br /&gt;
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&#039;&#039;&#039;Slices:&#039;&#039;&#039;&lt;br /&gt;
* p1; &#039;&#039;&#039;M&#039;&#039;&#039;&#039; to pair and then reorient before placement &#039;&#039;&#039;(y) U2 M&#039;&#039;&#039;&#039;&lt;br /&gt;
* p2; the opposite to the first is stuck in D so next will be orange; &#039;&#039;&#039;(y) U M&#039; U&#039; M&#039;&#039;&#039;.&lt;br /&gt;
* p3; bad, but; &#039;&#039;&#039;(y&#039;) M&#039; (y&#039;) M&#039; U M (y) M&#039;&#039;&#039; the last turn will go back up again in orientation but trying to see that while going does not work well.&lt;br /&gt;
&#039;&#039;&#039;Last five edges:&#039;&#039;&#039;&lt;br /&gt;
* L5EO; &#039;&#039;&#039;M&#039; U M U2 M&#039; U&#039; M&#039;&#039;&#039; orients edges and permutes the FD edge.&lt;br /&gt;
* L5EP; [[H-PLL]]&lt;br /&gt;
----&lt;br /&gt;
Scramble: &lt;br /&gt;
{{Scramble 3x 03}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspection:&#039;&#039;&#039; No solved pairs and no one move pairs in the D colour so let&#039;s look if there is any in the opposite colour and yes, the red/blue one is one turn. Orient the puzzle so it comes to solving position for that pair (x&#039; y&#039;) and quickly look if there is one more... red/green will do, it is two moves to pair up: &lt;br /&gt;
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* p1; &#039;&#039;&#039;D&#039;&#039;&#039; as planned.&lt;br /&gt;
* p2; &#039;&#039;&#039;B&#039; M2&#039;&#039;&#039; as planned, (temp tilt the B-side to U) then &#039;&#039;&#039;U2 R&#039; U (x)&#039;&#039;&#039; to place.&lt;br /&gt;
* p3; fine, already paired and easy to place; &#039;&#039;&#039;U&#039; L&#039;&#039;&#039;.&lt;br /&gt;
* p4; corner oriented in U, I use an alg for this one but first I need to set up the edge, AUF and orient the puzzle; &#039;&#039;&#039;M&#039; U2 (y&#039;) -- L&#039; U2 L2 F&#039; L&#039; F&#039;&#039;&#039; ... Yeha, I&#039;m lefty.&lt;br /&gt;
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16 STM, a little luck and a long pair in the end made it an average solve, expect the last pair to use more turns than the rest, often it is not easier to solve here than in normal F2L.&lt;br /&gt;
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&#039;&#039;&#039;CLL&#039;&#039;&#039; is bars [[Bruno]], I use a COLL also for this one, a combo of [[Niklas]] and [[Sune]].&lt;br /&gt;
* &#039;&#039;&#039;(y) R&#039; U L U&#039; R U&#039; L&#039; U&#039; L U&#039; L&#039;&#039;&#039;&#039; ... lefty alg again =)&lt;br /&gt;
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&#039;&#039;&#039;Slices:&#039;&#039;&#039;&lt;br /&gt;
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Now, because I solved in the opposite colour from start I AUF and turn the puzzle up-side-down before I start the second half of the solve; &#039;&#039;&#039;U&#039; (x2)&#039;&#039;&#039;&lt;br /&gt;
* p1; orange in front, centre in back so; &#039;&#039;&#039;U2 M U (y) M&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* p2; skipped!.&lt;br /&gt;
* p3; &#039;&#039;&#039;(y&#039;) M U&#039; M&#039;&#039;&#039;&#039; easy =)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last five edges:&#039;&#039;&#039;&lt;br /&gt;
* L5EO; &#039;&#039;&#039;U M&#039; U M&#039;&#039;&#039; the finest case.&lt;br /&gt;
* L5EP; [[Z-PLL]]&lt;br /&gt;
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That one was pretty nice, easy cases in the end, as it often is using this method.&lt;br /&gt;
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[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PEG&amp;diff=23020</id>
		<title>PEG</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PEG&amp;diff=23020"/>
		<updated>2013-07-09T20:17:33Z</updated>

		<summary type="html">&lt;p&gt;Wikube7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PEG&#039;&#039;&#039;, &#039;&#039;pairs + Erik + Gunnar&#039;&#039; or [[Erik Akkersdijk]] and [[Gunnar Krig]]&#039;s [[2x2x2]] method [[EG]] but moved over to [[3x3x3]]. Here, not only the corners of the first layer are oriented as the first step, but also all the [[pair]]s are. So it will be Pairs-EG or simply PEG!&lt;br /&gt;
&lt;br /&gt;
PEG differs slightly from EG. Most algorithms can be used if some of the turns are done double layer to preserve the pairs. But some algorithms destroy the pairs no matter how they are performed. In those cases, other, possibly longer algorithms need to be used.&lt;br /&gt;
&lt;br /&gt;
Example: This algorithm solves [[CxLL Pi D#EG|EG 1 Pi D]]&lt;br /&gt;
* R U R&#039; L&#039; U&#039; L R U R&#039;&lt;br /&gt;
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To use it for PEG, do it like this:&lt;br /&gt;
* R U R&#039; l&#039; U&#039; L r U R&#039;&lt;br /&gt;
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PEG is best used together with [[L5E]].&lt;br /&gt;
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PEG is also useful for direct solving big cubes. The only difference is that the &amp;quot;pairs&amp;quot; have more edges and you need to do triple, quadruple, etc. layer turns to preserve them while doing EG.&lt;br /&gt;
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This method can be divided into three groups: PEG 0, PEG 1, and PEG 2, where the number is the number of pairs correctly placed in F2L. If two adjacent pairs are swapped, it is PEG 1 (two pairs connected). If two diagonal pairs are swapped, it is PEG 0 (no pairs connected). Finally, if all pairs are correct, it is PEG 2 (4 pairs connected).&lt;br /&gt;
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PEG 2 is a stand-alone method where you use a standard [[CxLL]] (CMLL, or rather CMSLL, because the S-slice is also free).&lt;br /&gt;
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A beginner / stepping stone method that divides PEG into two steps is [[PORT]]. This is the same as [[Ortega]], except it preserves pair orientation (but not permutation), rather than only [[FL]] corners.&lt;br /&gt;
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==See also==&lt;br /&gt;
* [[PCMS]]&lt;br /&gt;
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&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Experimental methods]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Wikube7</name></author>
	</entry>
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