https://www.speedsolving.com/wiki/api.php?action=feedcontributions&user=Aleph42&feedformat=atomSpeedsolving.com Wiki - User contributions [en]2019-09-23T19:50:58ZUser contributionsMediaWiki 1.31.0https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=38107Sledgehog2018-09-28T19:35:09Z<p>Aleph42: Undo revision 38106 by Aleph42 (talk)</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method, 8355<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. Most of this alg set is Last Three Corners or L3C (this set contains 24 algorithms including the pure corner twists and A-perms, but the pure alg set, the algs that both orient and permute, has 16). The other subset is a called Tripod Corners, and has 10 algorithms. (Not including pure corner twists)<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated. <br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is called hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
Hexafusion has a high move count (upwards of 25 moves), so this step is not useful to FMC.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=38106Sledgehog2018-09-28T19:29:05Z<p>Aleph42: /* hexafusion */ explaining hexafusion better</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method, 8355<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. Most of this alg set is Last Three Corners or L3C (this set contains 24 algorithms including the pure corner twists and A-perms, but the pure alg set, the algs that both orient and permute, has 16). The other subset is a called Tripod Corners, and has 10 algorithms. (Not including pure corner twists)<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated. <br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is called hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state.<br />
<br />
Hexafusion relies on moving the three permuted cubes while rotating the rotated cube. The rotated cube must be in the top layer, and other than that, orientation of the cube doesn't matter. The cube in the bottom layer is called the buffer, and whichever cube is in the buffer is moved.<br />
<br />
Hexafusion only works if the rotated cubed is solve at the right time. If the first LL corner is oriented properly (the one where the first buffer cube needs to go), do the rotated corner after you solve the buffer. If the first LL corner is rotated the same direction as the buffer cube, do the rotated corner after you solve the second buffer. If the first LL corner is rotated the opposite direction to the buffer cube, do the rotated cube first<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
Hexafusion has a high move count (upwards of 25 moves), so this step is not useful to FMC.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=38036Sledgehog2018-09-25T15:33:45Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method, 8355<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. Most of this alg set is Last Three Corners or L3C (this set contains 24 algorithms including the pure corner twists and A-perms, but the pure alg set, the algs that both orient and permute, has 16). The other subset is a called Tripod Corners, and has 10 algorithms. (Not including pure corner twists)<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated. <br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is called hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
Hexafusion has a high move count (upwards of 25 moves), so this step is not useful to FMC.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=38035Sledgehog2018-09-25T15:07:29Z<p>Aleph42: /* hexafusion */</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. Most of this alg set is Last Three Corners or L3C (this set contains 24 algorithms including the pure corner twists and A-perms, but the pure alg set, the algs that both orient and permute, has 16). The other subset is a called Tripod Corners, and has 10 algorithms. (Not including pure corner twists)<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated. <br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is called hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
Hexafusion has a high move count (upwards of 25 moves), so this step is not useful to FMC.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36554Sledgehog2018-04-18T13:51:35Z<p>Aleph42: /* cons */ and added one</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. Most of this alg set is Last Three Corners or L3C (this set contains 24 algorithms including the pure corner twists and A-perms, but the pure alg set, the algs that both orient and permute, has 16). The other subset is a called Tripod Corners, and has 10 algorithms. (Not including pure corner twists)<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated. <br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
Hexafusion has a high move count (upwards of 25 moves), so this step is not useful to FMC.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36373Sledgehog2018-04-06T12:22:47Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. Most of this alg set is Last Three Corners or L3C (this set contains 24 algorithms including the pure corner twists and A-perms, but the pure alg set, the algs that both orient and permute, has 16). The other subset is a called Tripod Corners, and has 10 algorithms. (Not including pure corner twists)<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated. <br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36369Sledgehog2018-04-05T14:30:24Z<p>Aleph42: fixed algorithm numbers</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 59<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 50 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. There are 24 different algorithms in this set.<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36368Sledgehog2018-04-05T14:03:05Z<p>Aleph42: added example solve, fixed grammer errors</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, it can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. Build a cross. Very intuitive<br />
<br />
2. Build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. Finish tripod. This step is done intuitively.<br />
<br />
4. Place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. Finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. The first and most straightforward case method is where one corner is solved, and the other three are cycled. There are 36 different algorithms in this set.<br />
<br />
The next type of case is one where all the corners are placed, but some are rotated. For this case you may just use beginners corners or use advanced algorithms.<br />
<br />
The 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
The final type of case is where one corner is placed, but it is rotated. For this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, the cube will return to a solved state. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== Example solve ==<br />
<br />
Scramble: R' U L R2 F L' D' L2 B F L' U' F2 U2 R2 L2 U D2 L2 U'<br />
<br />
Solve:<br />
<br />
Cross: x' D' L' D' U' R D' F B2<br />
<br />
F2L-1: R U2 R' U' B' U' B U2 L' U' L2 F' L' F R' U2 R2 U R'<br />
<br />
Tripod: y U' R U' R' F' U L' U' L F<br />
<br />
Remaining edges: F R' F' R<br />
<br />
Parity: R U2 R' U' R U2 L' U R' U' L<br />
<br />
Hexafusion: (first corner) (R' D' R D) (fixing later problems) U' 2(D' R' D R) (second corner) U2 3(R' D' R D) (last two corners) U2 2(D' R' D R) <br />
== pros ==<br />
<br />
This method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
When you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
Also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36363Sledgehog2018-04-04T15:21:36Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, It can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. finish tripod. This step is done intuitively.<br />
<br />
4. place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. the first and most straightforward case method is where one corner is solved, and the other three are cycled. there are 36 different algorithms in this set.<br />
<br />
the next type of case is one where all the corners are placed, but some are rotated. for this case you may just use beginners corners or use advanced algorithms.<br />
<br />
the 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
the final type of case is where one corner is placed, but it is rotated. for this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, it will solve itself. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== pros ==<br />
<br />
this method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
when you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Talk:Sledgehog&diff=36362Talk:Sledgehog2018-04-04T15:19:19Z<p>Aleph42: Created page with "Any suggestions for improvements to this method? Also, any good algorithms you find for this method you can discuss here."</p>
<hr />
<div>Any suggestions for improvements to this method?<br />
<br />
Also, any good algorithms you find for this method you can discuss here.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36356Sledgehog2018-04-03T19:41:03Z<p>Aleph42: /* corners */</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, It can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. finish tripod. This step is done intuitively.<br />
<br />
4. place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
There are 4 possible types of cases that can be encountered while solving corners using the Sledgehog method. the first and most straightforward case method is where one corner is solved, and the other three are cycled. there are 36 different algorithms in this set.<br />
<br />
the next type of case is one where all the corners are placed, but some are rotated. for this case you may just use beginners corners or use advanced algorithms.<br />
<br />
the 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
the final type of case is where one corner is placed, but it is rotated. for this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, it will solve itself. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== pros ==<br />
<br />
this method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
when you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Is this a ZZ variant? ==<br />
<br />
Several people seem to confuse this method with ZZ. However, these methods couldn't be further apart. The major difference between the two is EO. Sledgehog does not use any form of EO, where as ZZ does it right at the start. ZZ does a more traditional last layer, whereas sledgehog doesn't really have a LL step.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36355Sledgehog2018-04-03T19:30:03Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. As a more intuitive method, It can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. finish tripod. This step is done intuitively.<br />
<br />
4. place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
<br />
Solving corners in sledgehog is a very interesting step, as there are 4 possible types of cases that can be encountered. the first and most straightforward type is where one corner is solved, and the other three are cycled. there are 36 different algorithms in this set.<br />
<br />
the next type of case is one where all the corners are placed, but some are rotated. for this case you may just use beginners corners or use advanced algorithms.<br />
<br />
the 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
the final type of case is where one corner is placed, but it is rotated. for this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, it will solve itself. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== pros ==<br />
<br />
this method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
when you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Is this a ZZ variant? ==<br />
<br />
Several people seem to confuse this method with ZZ. However, these methods couldn't be further apart. The major difference between the two is EO. Sledgehog does not use any form of EO, where as ZZ does it right at the start. ZZ does a more traditional last layer, whereas sledgehog doesn't really have a LL step.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36354Sledgehog2018-04-03T19:28:23Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. It most likely has a lower move count than CFOP. It can be used to generate a good skeleton for FMC if steps are done loosely.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. This step can be done as the first step, using blockbuilding<br />
<br />
3. finish tripod. This step is done intuitively.<br />
<br />
4. place the remaining three edges using up to 2 sledgehammer algorithms. If parity occurs, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
<br />
Solving corners in sledgehog is a very interesting step, as there are 4 possible types of cases that can be encountered. the first and most straightforward type is where one corner is solved, and the other three are cycled. there are 36 different algorithms in this set.<br />
<br />
the next type of case is one where all the corners are placed, but some are rotated. for this case you may just use beginners corners or use advanced algorithms.<br />
<br />
the 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
the final type of case is where one corner is placed, but it is rotated. for this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, it will solve itself. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== pros ==<br />
<br />
this method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
when you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Is this a ZZ variant? ==<br />
<br />
Several people seem to confuse this method with ZZ. However, these methods couldn't be further apart. The major difference between the two is EO. Sledgehog does not use any form of EO, where as ZZ does it right at the start. ZZ does a more traditional last layer, whereas sledgehog doesn't really have a LL step.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=36353List of methods2018-04-03T19:12:09Z<p>Aleph42: fixed sledgehog variants</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[Gaétan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, J. Demars, Max Garza, John Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Pizel method]]<br />
| Alexandre Philiponet<br />
|<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[Sledgehog]]<br />
| Ryan Vigil<br />
| [[CFOP]], [[Tripod]]<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[René Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Obli Method]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| [[Just Use Petrus]]<br />
| Will Schmidt<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| [[R3-T]]<br />
| [[Terence Tan]]<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Frisk Method<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36352Sledgehog2018-04-03T18:41:12Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. It most likely has a lower move count than CFOP. It can be used to generate a good skeleton for FMC if steps are done loosely. Also the name is cool. Vigil has used this for his main method ever since its development. As of April of 2018, he averages 30 seconds, and has a best time of 17.63 with the method.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. (Note: this step can be done as the first step, using blockbuilding)<br />
<br />
3. finish tripod. (this step is meant to be done intuitively.)<br />
<br />
4. place the remaining three edges using up to 2 sledgehammer algorithms. (Note: parity may occur, and in that case, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
<br />
Solving corners in sledgehog is a very interesting step, as there are 4 possible types of cases that can be encountered. the first and most straightforward type is where one corner is solved, and the other three are cycled. there are 36 different algorithms in this set.<br />
<br />
the next type of case is one where all the corners are placed, but some are rotated. for this case you may just use beginners corners or use advanced algorithms.<br />
<br />
the 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
the final type of case is where one corner is placed, but it is rotated. for this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, it will solve itself. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== pros ==<br />
<br />
this method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
when you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
also, there are more rotations with this method, as corners can position themselves on any of three axes for a case.<br />
<br />
== Is this a ZZ variant? ==<br />
<br />
Several people seem to confuse this method with ZZ. However, these methods couldn't be further apart. The major difference between the two is EO. Sledgehog does not use any form of EO, where as ZZ does it right at the start. ZZ does a more traditional last layer, whereas sledgehog doesn't really have a LL step.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36351Sledgehog2018-04-03T18:35:37Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames="The Best Method", sledgedog<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 71<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method, proposed by Ryan Vigil in late 2017, based on tripod and sledgehammers. It most likely has a lower move count than CFOP. It can be used to generate a good skeleton for FMC if steps are done loosely. Also the name is cool. Vigil has used this for his main method ever since its development. As of April of 2018, he averages 30 seconds, and has a best time of 17.63 with the method.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. (Note: this step can be done as the first step, using blockbuilding)<br />
<br />
3. finish tripod. (this step is meant to be done intuitively.)<br />
<br />
4. place the remaining three edges using up to 2 sledgehammer algorithms. (Note: parity may occur, and in that case, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 62 algorithms.<br />
<br />
== corners ==<br />
<br />
Solving corners in sledgehog is a very interesting step, as there are 4 possible types of cases that can be encountered. the first and most straightforward type is where one corner is solved, and the other three are cycled. there are 36 different algorithms in this set.<br />
<br />
the next type of case is one where all the corners are placed, but some are rotated. for this case you may just use beginners corners or use advanced algorithms.<br />
<br />
the 3rd type of case is where no corner is in the right place. this alg set has 27 algorithms, but you may just use a triple sledgehammer to reduce it to the 2nd type of case. Not all of these algs have been generated.<br />
<br />
== hexafusion ==<br />
<br />
the final type of case is where one corner is placed, but it is rotated. for this step you use a combination of (R' D' R D) (or a sort of warped sexy move) and U to both orient and permute the remaining corners. This process is call hexafusion because if (R' D' R D) is done 6 times, it will solve itself. If the U and U' moves are placed correctly, you can solve all the corners with the six "sexy moves". Hexafusion can be difficult to wrap your head around, and can only really be learned by practice.<br />
<br />
== pros ==<br />
<br />
this method has potential for blockbuilding, adding freedom into the solve. A lucky scramble can get you nice blocks, and therefore quicker solves. All of the 3 corner algs are 12 moves or less, therefore being very fast to learn. In addition, during the sledgehammer stage, additional sledgehammers can be used to force a corner in, giving you a better corner case.<br />
<br />
== cons ==<br />
<br />
when you are using this method, lookahead is very difficult. It is very hard with a quick glance to tell the difference between a double corner swap and a hexafusion case, not to mention recognizing the corner swap cases.<br />
<br />
also, there are more rotations with this method, as corners can position themselves on any of three axes for a case. the best fullstep time achieved to date with this method is 17.63. But, Vigil expects times to come down as more people learn this method.<br />
<br />
== Is this a ZZ variant? ==<br />
<br />
Several people seem to confuse this method with ZZ. However, these methods couldn't be further apart. The major difference between the two is EO. Sledgehog does not use any form of EO, where as ZZ does it right at the start. ZZ does a more traditional last layer, whereas sledgehog doesn't really have a LL step.<br />
<br />
== Variants ==<br />
<br />
This method was developed independently of Ryan Heise's Tripod method, and is similar only in the construction of tripod. But even in that, Heise's method was developed for blockbuilding, and Vigil's sledgehog was designed with F2L in mind. However, these methods could be mixed in matched to cater to each scramble.<br />
<br />
It can also be compared to CFOP, because both rely on F2L, but sledgehog leaves a slot to work with.<br />
<br />
Sledgehog also has a subset in common with Anthony Snyder's method, as the last three corner subset is used in both.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36346Sledgehog2018-04-03T17:45:05Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames=The Best Method, The Worst Method<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 55<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}<br />
<br />
A method based tripod and sledgehammers. It probably has a lower move count than CFOP.It can be used to generate a good skeleton for FMC if steps are done loosely. Also the name is cool.<br />
<br />
== The Steps ==<br />
<br />
1. build a cross. Very intuitive<br />
<br />
2. build F2L-1. (Note: this step can be done as the first step, using blockbuilding)<br />
<br />
3. finish tripod. (this step is meant to be done intuitively.)<br />
<br />
4. place all the edges in place using up to 2 sledgehammer algorithms. (Note: parity may occur, and in that case, use a J-perm to swap the two edges<br />
<br />
5. finish the remaining corners using either hexafusion or one of the 55 algorithms.</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36343Sledgehog2018-04-03T17:19:55Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposers= Ryan Vigil<br />
|year=2017<br />
|anames=The Best Method<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 45<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36342Sledgehog2018-04-03T17:19:16Z<p>Aleph42: </p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposer= [Ryan Vigil]<br />
|year=2017<br />
|anames=The Best Method<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 45<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=Sledgehog&diff=36341Sledgehog2018-04-03T17:18:29Z<p>Aleph42: Created page with "{{Method Infobox |name=Sledgehog |image=Tripod_method.gif |proposer=Ryan Vigil |year=2017 |anames=The Best Method |variants= Tripod, CFOP, Snyder Method |steps= 5 |algs= 45 |m..."</p>
<hr />
<div>{{Method Infobox<br />
|name=Sledgehog<br />
|image=Tripod_method.gif<br />
|proposer=Ryan Vigil<br />
|year=2017<br />
|anames=The Best Method<br />
|variants= Tripod, CFOP, Snyder Method<br />
|steps= 5<br />
|algs= 45<br />
|moves= not been calculated<br />
|purpose= speedsolving, fmc<br />
}}</div>Aleph42https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=36340List of methods2018-04-03T16:23:24Z<p>Aleph42: /* Table of methods by purpose */</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[Gaétan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, J. Demars, Max Garza, John Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Pizel method]]<br />
| Alexandre Philiponet<br />
|<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[Sledgehog]]<br />
| Ryan Vigil<br />
| CFOP, Tripod, petrus<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[René Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Obli Method]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| [[Just Use Petrus]]<br />
| Will Schmidt<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| [[R3-T]]<br />
| [[Terence Tan]]<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Frisk Method<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>Aleph42