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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28338</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28338"/>
		<updated>2016-04-06T01:29:21Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]], [[Alex Maass]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so). There is a list of example solves at the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corners on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[[gen]] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]], you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]] (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]], or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
https://m.youtube.com/watch?v=JuqPJxmeR7E&amp;amp;time_continue=12&amp;amp;ebc=ANyPxKr4Yl19B1de4jenOqXy1cGQlGrTpvOOzpz1G_KpSxCRfPh-yd1L6NgjiHgrP0ucRBYf6FHIsFvtrERlyzaM99rGxYuPfw&lt;br /&gt;
=== External Links ===&lt;br /&gt;
Example solves master list (with reconstructions from debut): https://docs.google.com/document/d/1l7a6vJc_eflZn1LDt9GAq4lPGQiD8HEm7oJFe2CmhfA/mobilebasic&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28337</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28337"/>
		<updated>2016-04-06T00:40:33Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]], [[Alex Maass]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so). There is a list of example solves at the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corners on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[[gen]] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]], you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]] (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]], or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
https://m.youtube.com/watch?v=JuqPJxmeR7E&amp;amp;time_continue=12&amp;amp;ebc=ANyPxKr4Yl19B1de4jenOqXy1cGQlGrTpvOOzpz1G_KpSxCRfPh-yd1L6NgjiHgrP0ucRBYf6FHIsFvtrERlyzaM99rGxYuPfw&lt;br /&gt;
=== External Links ===&lt;br /&gt;
Example solves master list (with reconstructions from debut): https://docs.google.com/document/d/1l7a6vJc_eflZn1LDt9GAq4lPGQiD8HEm7oJFe2CmhfA/mobilebasic&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28336</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28336"/>
		<updated>2016-04-06T00:32:55Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: Added example solves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]], [[Alex Maass]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so). There is a list of example solves at the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corners on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[gen] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]}, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]] (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]], or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
https://m.youtube.com/watch?v=JuqPJxmeR7E&amp;amp;time_continue=12&amp;amp;ebc=ANyPxKr4Yl19B1de4jenOqXy1cGQlGrTpvOOzpz1G_KpSxCRfPh-yd1L6NgjiHgrP0ucRBYf6FHIsFvtrERlyzaM99rGxYuPfw&lt;br /&gt;
=== External Links ===&lt;br /&gt;
Example solves master list (with reconstructions from debut): https://docs.google.com/document/d/1l7a6vJc_eflZn1LDt9GAq4lPGQiD8HEm7oJFe2CmhfA/mobilebasic&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=HKPLL&amp;diff=28334</id>
		<title>HKPLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=HKPLL&amp;diff=28334"/>
		<updated>2016-04-05T22:53:58Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A sub step of the method [[Hawaiian Kociemba]]. There are currently no pictures of the cases yet (this is being worked on), but you can load them in [[Cube Explorer]] for a visual.&lt;br /&gt;
https://www.dropbox.com/s/3dxhlcnskzj5wfc/HKPLL.LUR.txt?dl=0&lt;br /&gt;
Generated by [[Brayden Mossey]] (wir3sandfir3s).&lt;br /&gt;
Just the edge cases are called [[EHKPLL]]s.&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=HKPLL&amp;diff=28333</id>
		<title>HKPLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=HKPLL&amp;diff=28333"/>
		<updated>2016-04-05T22:53:36Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: Created page with &amp;quot;A sub step of the method Hawaiian Kociemba. There are currently no pictures of the cases yet (this is being worked on), but you can load them in Cube Explorer for a vi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A sub step of the method [[Hawaiian Kociemba]]. There are currently no pictures of the cases yet (this is being worked on), but you can load them in [[Cube Explorer]] for a visual.&lt;br /&gt;
https://www.dropbox.com/s/3dxhlcnskzj5wfc/HKPLL.LUR.txt?dl=0&lt;br /&gt;
Generated by Brayden Mossey (wir3sandfir3s).&lt;br /&gt;
Just the edge cases are called [[EHKPLL]]s.&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28328</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28328"/>
		<updated>2016-04-05T22:41:54Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corners on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[gen] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]}, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]] (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]], or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28327</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28327"/>
		<updated>2016-04-05T22:39:31Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corner on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[gen] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]}, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]] (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]], or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28324</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28324"/>
		<updated>2016-04-05T22:37:59Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]], [[Brayden Mossey]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corner on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[gen] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]}, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]} (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]}, or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28323</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28323"/>
		<updated>2016-04-05T22:36:54Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as a theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corner on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[gen] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]}, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]} (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]}, or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28320</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28320"/>
		<updated>2016-04-05T22:34:23Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Hawaiian Kociemba&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Michael Humuhumunukunukuapua&#039;a]]&lt;br /&gt;
|year=2016&lt;br /&gt;
|anames=HK, half-ZZ, CFOP-ZZ Hybrid&lt;br /&gt;
|variants=&lt;br /&gt;
|steps=4 ([[EO Arrow]], [[F2L-1]] Edge, [[HKOLL]], [[HKPLL]]&lt;br /&gt;
|algs=&lt;br /&gt;
|moves=~40, 30-50&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;
* [[FMC]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm [[2LLL]]. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Forum Post and Explanation ===&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How to use the method:&lt;br /&gt;
&amp;lt;br/&amp;gt;1.EO &#039;Arrow&#039;: If you are familiar with [[ZZ]], this should be pretty easy. [[Orient]] all or just [[F2L]] edges, if you orient all you will get an easy corner [[OLL]]. The best choice is probably just [[F2L]]. This allows you to do [[F2L]] with just RUL moves like in [[ZZ]]. After edges are oriented, place in 3 D [layer] edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
&amp;lt;br/&amp;gt;2. [[F2L-1]] edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R [layer] to your advantage in the beginning, it will help your [[F2L]].&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[HKOLL]]: Use 1 [[algorithm]]. Self explanatory. Similar to normal [[OLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[HKPLL]]: Use 1/149 [[algorithms]] (21 [[PLL]], 128 [[HKPLL]]) to [[permute]] everything and solve the cube.&lt;br /&gt;
&amp;lt;br/&amp;gt;This is the original variant.&lt;br /&gt;
&lt;br /&gt;
[[CP+EO]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E [[slice]] &amp;lt;br/&amp;gt;is divided in half - left and right.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Solve a [[2x2x3 block]] (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Now it gets pretty tricky, and reliant on [[look ahead]]. Permute the bottom corner on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
&amp;lt;br/&amp;gt;4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-[gen] [[EHKPLL]]s are pretty long). Solve the other 2 pairs on the left (cube is in [[F2L-1]] state) and use 1/7 Algs to orient corners whilst keeping [[permutation]], then 1/7 [[EHKPLL]]s.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish [[F2L-1]}, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a [[EHKPLL]], which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating [[ZZ-R]], DRASTICALLY improving recognition, and takes the cake for fewest number of algs for [[2LLL]].&lt;br /&gt;
&lt;br /&gt;
[[COLL]} (Easier LL) Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Just basically orient all edges in the beginning and use [[COLL]] when you get to the last layer to be left with an easy [[EHKPLL]]. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
[[L5E]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Use [[CLL]] to finish the corners, then do a D move to place the incomplete D edge in the back and do [[L5E]].&lt;br /&gt;
&lt;br /&gt;
[[Petrus]] Variant:&lt;br /&gt;
&amp;lt;br/&amp;gt;Thanks to [[Alex Maass]] for creating this variant.&lt;br /&gt;
&amp;lt;br/&amp;gt;1. Make a [[2x2x3 block]].&lt;br /&gt;
&amp;lt;br/&amp;gt;2. Solve other 2 pairs, not RD.&lt;br /&gt;
&amp;lt;br/&amp;gt;3. [[COLL]] or [[CLL]].&lt;br /&gt;
&amp;lt;br/&amp;gt;4. [[L5E]}, or orient edges as you would in [[FreeFOP]] or [[Roux]] then do [[EHKPLL]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Michael Humuhumunukunukuapua&#039;a&#039;s International Video Debut ===&lt;br /&gt;
&lt;br /&gt;
=== External Links ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28309</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28309"/>
		<updated>2016-04-05T21:48:02Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Hawaiian Kociemba&#039;&#039;&#039; method was made and is used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm 2LLL. The method was derived from a possible April Fools&#039; Day video by [[TheCubicle.us]] uploaded on March 31, 2016. But, it has surprisingly turned out to be quite effective. [[Brayden Mossey]] (wir3sandfir3s) originally made the forum post as theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still doing so). Algorithms can be found at the end.&lt;br /&gt;
&lt;br /&gt;
(SOURCE: https://www.speedsolving.com/forum/showthread.php?60492-Hawaiian-Kociemba-3x3x3-TUTORIAL-Method-of-Michael-H)&lt;br /&gt;
How to use the method:&lt;br /&gt;
1.EO &amp;quot;Arrow&amp;quot;: If you are familiar with ZZ, this should be pretty easy. Orient all or just F2L edges, if you orient all you will get an easy corner OLL. The best choice is probably just F2L. This allows you to do F2L with just RUL moves like in ZZ. After edges are oriented, place in 3 D edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
2. F2L-1 edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R slice to your advantage in the beginning, it will help your F2L.&lt;br /&gt;
3. HKOLL: Use 1 algorithm. Self explanatory. Similar to normal OLL.&lt;br /&gt;
4. HKPLL: Use 1/149 algorithms (21 PLL, 128 HKPLL) to permute everything and solve the cube.&lt;br /&gt;
This is the original variant.&lt;br /&gt;
&lt;br /&gt;
CP+EO Variant:&lt;br /&gt;
This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E slice is divided in half - left and right.&lt;br /&gt;
1. Solve a 2x2x3 block (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
2. Now it gets pretty tricky, and reliant on look ahead. Permute the bottom corner on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-gem EHKPLLs are pretty long). Solve the other 2 pairs on the left (cube is in F2L-1 state) and use 1/7 Algs to orient corners whilst keeping permutation, then 1/7 EHKPLLs.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish F2L-1, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a EHKPLL, which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating ZZ-R, DRASTICALLY improving recognition, and takes the cake for fewest number of algs for 2LLL.&lt;br /&gt;
&lt;br /&gt;
COLL (Easier LL) Variant:&lt;br /&gt;
Just basically orient all edges in the beginning and use COLL when you get to the last layer to be left with an easy EHKPLL. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
L5E Variant:&lt;br /&gt;
Use CLL to finish the corners, then do a D move to place the incomplete D edge in the back and do L5E.&lt;br /&gt;
&lt;br /&gt;
Petrus Variant:&lt;br /&gt;
Thanks to Alex Maass for creating this variant.&lt;br /&gt;
1. Make a 2x2x3 block.&lt;br /&gt;
2. Solve other 2 pairs, not RD.&lt;br /&gt;
3. COLL or CLL.&lt;br /&gt;
4. L5E, or orient edges as you would in FreeFOP or Roux then do EHKPLL.&lt;br /&gt;
&lt;br /&gt;
Algorithms:&lt;br /&gt;
 I am currently having trouble generating HKOLL algorithms, so I&#039;ll add them later.&lt;br /&gt;
HKPLL: https://www.dropbox.com/s/3dxhlcnskz...L.LUR.txt?dl=0&lt;br /&gt;
EHKPLL: https://www.dropbox.com/s/1vhumt0nrz...L.LUR.txt?dl=0&lt;br /&gt;
L5E MU: https://www.dropbox.com/s/7mogt7yvgo...Cases.txt?dl=0&lt;br /&gt;
L5E RU: https://www.dropbox.com/s/88ktri1azi...Cases.txt?dl=0&lt;br /&gt;
Thanks to Cale S for generating these L5E algs.&lt;br /&gt;
Load this in Cube Explorer for visual (for now), I&#039;ll add pictures later. The HK algorithms only use RUL moves, and some of them are pretty long, but I&#039;ll fix them later. You may also have to AUF, especially for EHKPLL.&lt;br /&gt;
PLL: https://www.speedsolving.com/wiki/in...le=3&amp;amp;group=PLL&lt;br /&gt;
2-gen OLL: https://www.speedsolving.com/wiki/index.php/OLL#OLL_24 (only use the 2-gen ones, r moves are fine. Can also use the COLL Algs where all you have to do is twist the corners.)&lt;br /&gt;
L5E Spreadsheet: https://docs.google.com/spreadsheets...it?usp=sharing &lt;br /&gt;
Thanks to Alex Maass for making this.&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28306</id>
		<title>Hawaiian Kociemba</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Hawaiian_Kociemba&amp;diff=28306"/>
		<updated>2016-04-05T21:34:08Z</updated>

		<summary type="html">&lt;p&gt;Wir3sandfir3s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The method used by [[Michael Humuhumunukunukuapua&#039;a]].&lt;br /&gt;
Hawaiian Kociemba is a 3x3x3 Speedsolving method with a very low average move count of 40. It has several variations, one of which has a 14 algorithm 2LLL. The method was derived from an April Fool&#039;s Day video (most people think, could be a real video) but has surprisingly turned out to be quite effective. Brayden Mossey (wir3sandfir3s) originally made the forum post as theory of what the method could be, from a single solve reconstruction. The method has proved to be quite effective, and he has since added variations and more algorithms (and is still). Algorithms can be found at the end.&lt;br /&gt;
How to use the method:&lt;br /&gt;
1.EO &amp;quot;Arrow&amp;quot;: If you are familiar with ZZ, this should be pretty easy. Orient all or just F2L edges, if you orient all you will get an easy corner OLL. The best choice is probably just F2L. This allows you to do F2L with just RUL moves like in ZZ. After edges are oriented, place in 3 D edges, and place the incorrect one at RD (or LD, if you want, but later algs will have to be mirrored).&lt;br /&gt;
2. F2L-1 edge: Pretty easy step, uses only RUL moves. The -1 edge is the missing D edge. BE SURE to use the free R slice to your advantage in the beginning, it will help your F2L.&lt;br /&gt;
3. HKOLL: Use 1 algorithm. Self explanatory. Similar to normal OLL.&lt;br /&gt;
4. HKPLL: Use 1/149 algorithms (21 PLL, 128 HKPLL) to permute everything and solve the cube.&lt;br /&gt;
This is the original variant.&lt;br /&gt;
&lt;br /&gt;
CP+EO Variant:&lt;br /&gt;
This will probably be THE MOST complex variation but can be VERY fast and significantly improve recognition. You will want to plan it in inspection. During the explanation, pretend the E slice is divided in half - left and right.&lt;br /&gt;
1. Solve a 2x2x3 block (preferably on the left) while leaving 2 edges disoriented. Be sure to track these edges.&lt;br /&gt;
2. Now it gets pretty tricky, and reliant on look ahead. Pre mute the bottom corner on the right, they do not need to be oriented. Pair the front one with one of the disoriented edges.&lt;br /&gt;
3. Figure out which adjacent corners needs to be swapped. Put them on the left, while making sure the other disoriented edge is at UR or UL. If corners need to swapped diagonally, do this step but use a conjugate to move the corners adjacent to each other.&lt;br /&gt;
4. Do either F&#039; U F (if the edge is at UR) or F&#039; U&#039; F (if the edge is at UL) to reduce the cube to an entirely 2-gen state. Yes, all R U moves the entire way (if you want, I wouldn&#039;t recommend it as some 2-gem EHKPLLs are pretty long). Solve the other 2 pairs on the left (cube is in F2L-1 state) and use 1/7 Algs to orient corners whilst keeping permutation, then 1/7 EHKPLLs.&lt;br /&gt;
This sounds like a lot, but it can be executed pretty quickly. The reason for doing all this is when you finish F2L-1, you will only have to orient corners (only use 2 gen algorithms) and the corners will be solved. You will then be left with a EHKPLL, which there are only 7 of and are pretty easy to recognize and execute. This makes the last layer only use 14 algorithms, beating ZZ-R, DRASTICALLY improving recognition, and takes the cake for fewest number of algs for 2LLL.&lt;br /&gt;
&lt;br /&gt;
COLL (Easier LL) Variant:&lt;br /&gt;
Just basically orient all edges in the beginning and use COLL when you get to the last layer to be left with an easy EHKPLL. That makes the last layer only require 49 algorithms.&lt;br /&gt;
&lt;br /&gt;
L5E Variant:&lt;br /&gt;
Use CLL to finish the corners, then do a D move to place the incomplete D edge in the back and do L5E.&lt;br /&gt;
&lt;br /&gt;
Petrus Variant:&lt;br /&gt;
Thanks to Alex Maass for creating this variant.&lt;br /&gt;
1. Make a 2x2x3 block.&lt;br /&gt;
2. Solve other 2 pairs, not RD.&lt;br /&gt;
3. COLL or CLL.&lt;br /&gt;
4. L5E, or orient edges as you would in FreeFOP or Roux then do EHKPLL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Wir3sandfir3s</name></author>
	</entry>
</feed>