https://www.speedsolving.com/wiki/api.php?action=feedcontributions&user=Generalpask&feedformat=atomSpeedsolving.com Wiki - User contributions [en]2020-01-23T10:46:56ZUser contributionsMediaWiki 1.31.0https://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=39628Hexagonal Francisco2019-04-01T12:31:57Z<p>Generalpask: Minor edits + image readded</p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=Hexagonal_francisco.png<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants=[[Quadrangular Francisco]]<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* 1. Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* 2. Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* 3 or 4. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* 3 or 4. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 5. [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
==Trivia==<br />
<br />
* The method is named after its starting shape; an irregular hexagon.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=ZZ-Snake_Pattern&diff=36886ZZ-Snake Pattern2018-06-27T21:45:09Z<p>Generalpask: fixed creators</p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ-Snake Pattern<br />
|image=Zz-sp.png<br />
|proposers=[[Zachary Olmoz]], [[Alex Maass]], [[Mike McNeill]]<br />
|year=2016<br />
|anames=ZZ-SP, Snake Pattern<br />
|variants=[[Petrus-Snake Pattern]]<br />
|steps=3 or 4 (depending on LL)<br />
|moves=44 with [[ZBLL]], 55 with [[OCLL]]/[[PLL]]<br />
|algs=20 to 537<br/>F2L: 0 to 40 <br/>LL: 20 to 497<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[One-Handed Solving]]<br />
* [[Memery]]<br />
}}<br />
<br />
The '''ZZ-Snake Pattern method''' is a 3x3 speedsolving method proposed by [[Zachary Olmoz]] and developed by [[Alex Maass]], in 2016. The method is focused both on low move count and high turning speed; during the majority of [[F2L]], the solver only needs to make L, U, and R moves, which means that the solver's hands never leave the left and right sides of the cube, resulting in faster solving. In addition, edges are already oriented when the solver reaches the last layer, meaning the solver has fewer cases to deal with. Unlike the standard [[ZZ Method]], you only perform half of F2L.<br />
<br />
==The Steps==<br />
* '''[[EOLine]]:''' This is the most distinctive part of the ZZ method. In this step, the solver orients all the edges while placing the DF and DB edges. The two edges and the bottom centre are the "line" in [[EOLine]]. This step puts the cube into an <L, U, R> group, meaning F, B, or D moves are not required for the remainder of the solve. Although this step may seem like a hinderance, it speeds up the F2L and LL.<br />
* '''[[ZZ-SP First Block]]:''' The solver creates a 1×2×3 block on the left side of the line via blockbuilding. Because one only needs to do L, U, and R moves, solving is very quick.<br />
* '''[[ZZ-SP Second Block]]:''' The solver creates a second 1×2×3 block on the top of the cube via blockbuilding, over the already-created block. This leaves last layer on the right hand side of the cube.<br />
* '''LL:''' The solver uses algorithms to solve the remaining pieces. Since the edges in the LL were oriented during EOLine, it can be completed in fewer moves and/or with fewer algorithms to learn.<br />
<br />
==Variants==<br />
There are several variations of the ZZ method, each of which treats the [[F2L]] and [[LL]] differently:<br />
<br />
* '''[[Petrus-Snake Pattern]]:''' This is essentially a reordered variant of ZZ-SP. You solve the 2x2x3 block in Petrus style, perform EO, then place the block on the top of the cube.<br />
<br />
== Pros ==<br />
* '''Reduced Move Set''': Both blocks are completed using only R, U and L turns and no cube rotations are required.<br />
* '''Efficiency''': With a blockbuilding-based F2L and pre-orientation of LL edges around 55 moves can be achieved without difficulty. Optimising F2L blokbuilding and adoption of more advanced LL systems such as [[ZBLL]] will reduce this move count significantly.<br />
* '''Ease of Learning''': This method is very similar to [[ZZ]] and other similar methods. It even makes sense to someone coming from Petrus.<br />
* '''Flexibility''': With edges pre-oriented many systems exist for completing the last layer in a ZZ-SP solve, ranging from [[OCLL]]/[[PLL]] to [[ZBLL]]. A blockbuilding F2L also allows for the development of many short cuts and tricks as skill improves.<br />
<br />
== Cons ==<br />
* '''Rotation Required before LL''' - The last layer will always be on the right-hand side, requiring a rotation before solving LL.<br />
* '''Second Block is Unusual''' - Solving the second block will take practice and can be disorienting and unusual.<br />
* '''Reliance on Inspection''' - ZZ makes heavy use of inspection time, which is fine when 15 seconds is given, but in situations where no inspection is used it can be a drawback. For example, when using reduction on big cubes or within multi-solve scenarios starting a ZZ solve can be difficult. This isn't much more than other methods though.<br />
* '''Difficulty of EOLine''' - EOLine is weird to get used to at first. In order to plan and execute in one step and takes a ''long time'' to master. New users should expect it to take in the order of months to achieve full EOLine inspection in 15 seconds. In the interim, breaking it down into two steps (EO + Line) can be used as a fall-back.<br />
* '''Switching between L and R moves''' - On the other hand, this can feel weird. It takes some time getting used to and mastering. After one does master this though, f2l is really smooth.<br />
<br />
== Notable users ==<br />
* [[Alex Maass]]<br />
* [[CubingWithMeki]]<br />
* [[Ryan Mayers]]<br />
<br />
== See also ==<br />
* [[ZZ]]<br />
* [[Petrus-Snake Pattern]]<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ-blah]]<br />
* [[ZBLL]]<br />
* [[ZBLS]]<br />
* [[VH]]<br />
* [[Winter Variation]]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=35717List of methods2018-02-08T20:16:10Z<p>Generalpask: Added Pizel.</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 />
| [[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 />
| 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>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=35360Hexagonal Francisco2018-01-31T00:14:31Z<p>Generalpask: trivia</p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco Method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* 1. Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* 2. Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* 3 or 4. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* 3 or 4. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 5. [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
==Trivia==<br />
<br />
* The method is named after its starting shape; an irregular hexagon.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30851Quadrangular Francisco2017-04-24T07:21:48Z<p>Generalpask: step numbering fix</p>
<hr />
<div>{{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=Qf.png<br />
|proposers=Alex Yang<br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method created by Alex Yang, as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* 1. Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* 2. Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* 3. Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* 4 or 5. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 5.<br />
* 4 or 5. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 6. [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Alex Yang's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30350Quadrangular Francisco2017-03-20T21:59:48Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=Qf.png<br />
|proposers=Alex Yang<br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method created by Alex Yang, as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* 1. Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* 2. Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* 3. Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* 4 or 5. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* 4 or 5. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 6. [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Alex Yang's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=SSC&diff=30344SSC2017-03-20T09:58:38Z<p>Generalpask: pseudoPARIS lel</p>
<hr />
<div>{{Method Infobox<br />
|name=SSC (Shadowslice Snow Columns)<br />
|image=Ssc-v2-60fps-loop.gif<br />
|proposers= Joseph Briggs (shadowslice e)<br />
|year= 2015<br />
|anames= ECE (proposed by crafto22 alternatively later)<br />
|variants= SSC-M, SSC-Domino, SSC-WV, various ECE- notably EZD<br />
|steps= 5 major though lots of flexibility. Depends on variant<br />
|algs= <60, 10 min<br />
|moves= 37-50 depending on variant [[STM]]<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
'''SSC''' or '''Shadowslice Snow Columns''' is a method that has variously been described as a variation on [[Orient First]], an improved version of the [[Human Thistlethwaite Algorithm]], an advanced [[Belt Method]] and a [[Columns first]] method. It is a method that requires few (28) algorithms but requires proficiency in various relatively advanced techniques such as the [[EOLine]] (which is rotated 90 degrees to create an EOEdge) as well as being able to efficiently orient corners while placing an edge. It is an efficient method which averages below 50 [[STM]] in the hands of an expert.<br />
<br />
Intially, it was proposed simply with the '''SSC-WV''' variant though this quickly became the set of methods which is known today. After the '''SSC-M''' variant was introduced, the idea was quickly expanded on by crafto22 who created what is collectively known as the '''ECE''' variants which, while following the same basic steps as vanilla SSC-M have various advantages depending on the method. Notable variants include '''SSC-O''' and '''EZD''' for [[speedsolving]] and '''SSC-Domino''' as an [[FMC]] alternative.<br />
==Basic Overview==<br />
# Orient edges and place the LF and LB edges (like an EOLine rotated 90 degrees)<br />
# Orient 3 corners on the D-layer while placing the RB edge (can be RF but [[SLS (Shadowslice Last Slot)]] and [[WV]] are for the RF slot- do not place both though).<br />
# Place the last E-slice piece in the dictated place in the U-layer (initially creating a pseudopair for [[Winter Variation]] but later a specific place for [[SLS (Shadowslice Last Slot)]])<br />
# Permute all corners<br />
# LEE (Last Eight Edges)<br />
<br />
==Pros==<br />
* Low movecount<br />
* Low alg count<br />
* Ergonomic {E,R,U,D}<br />
<br />
==Cons==<br />
* Could have difficult lookahead though not too bad due to pseudopairs and pseudoblocks.<br />
* Needs proficiency with relatively advanced techniques.<br />
<br />
==Variants==<br />
* '''SSC-Domino'''<br />
**Use Domino techniques for the last 2 steps-better for FMC<br />
* '''SSC-WV''' or '''SSC-Winter Variation'''<br />
**the original form of the method. It uses [[Winter Variation]] as opposed to [[SLS (Shadowslice Last Slot)]]<br />
* '''SSC-M''' or '''ECE'''<br />
**Do not do EO until the last step with LEE- higher movecount though easier lookahead.<br />
* '''ECE-Broken'''<br />
**The two layers are solved separately rather than doing both together as with other methods <br />
* '''ECE-EZD''' or simply '''EZD'''<br />
**the edges are separated in the last step and solve using an algorithm rather than intuitively.<br />
* '''ECE-A'''<br />
**The last eight edges are solved by orienting the U layer edges while placing the D layer edges followed by [[EPLL]]<br />
<br />
Note: in his variants (ie the ECE styles), crafto22 uses WV as opposes to SLS in a manner consistent with SSC-WV<br />
<br />
==Experimental Corner Orientation==<br />
A newer recent development created by SqAree in collaboration with Shadowslice e. It is an alternative way of orienting the corners after the EoEdge, is much more efficient than any other style and can lead to the first two steps being done in under 20 moves in almost all cases; often in much less; it averages around 15-17 moves in a speedsolve and even less in an FMC setting. The brief style is:<br />
# separate FR and BR<br />
# Form a 1x1x3 "triplet" with one of the edges<br />
# Form a 1x1x2 "pair" with the other one<br />
# OL5C<br />
# Finish.<br />
<br />
A more in depth version:(assuming green on front, white on top)<br />
# Separate the front right (green/red) and back right (blue/red) edges (ie place either the front right (green/red) edge in the U layer and the back right (blue/red) in the D layer or vice versa)<br />
# Create a "triplet" (a 1x1x3 or column) using the edge in the D-layer (technically a pseudo triplet) of pieces so that if the edge in in the Down Left position, there would be a white or yellow sticker in the front down left position and a yellow or white sticker in the back down left position. Place this in the down left slot.<br />
# Create another similar pseudopair (not triplet: this one is a 1x1x2) using the remaining e-slice edge in the U-layer. Place this in the front up slot with the yellowor white sticker on the corner facing to the left (ie being in the left-up-front position).<br />
# Look at the right side to determine the O5C (orient 5 corners) case and execute the algorithm.<br />
# Bring the unsolved e-slice edges to UR and DR using only U and D moves then do an R or R' to solve them.<br />
<br />
==Potential Improvements==<br />
As a relatively new group of methods, SSC will undoubtedly continue to evolve and change. Some of the more prominent ideas for improving the method and techniques which could be used to improve the efficiency include:<br />
* Adding an algorithm set for the permuting of corners which for when the FR and BR edges are swapped (this could lead to a more efficient EoEdge+1).<br />
* An entirely new last phase (ie when the cube has been reduce to act likes domino) which could be more efficient and or have better lookahead. Hopefully both.<br />
* Predicted separation- paricularly useful for EZD.<br />
==See Also==<br />
*[[Kociemba]]<br />
*[[ECE method]]<br />
*[[Human Thistlethwaite Algorithm]]<br />
*[[Orient First]]<br />
*[[PCMS]]<br />
*[[Belt]]<br />
*[[ZZ]]<br />
==External links==<br />
*[https://www.speedsolving.com/forum/showthread.php?54056-SSC-(Shadowslice-Snow-Columns)-3x3x3-Method/ Original proposal](includes SSC-M and SLS)<br />
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Crafto22's ECE proposal]<br />
*[http://imgur.com/FoUYLWg/ SqAree's OL5C algorithms]<br />
<br />
[[Category:Experimental_methods]]<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]<br />
[[Category:Fewest_Moves_Methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Lin&diff=30293Lin2017-03-13T19:27:50Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Lin<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|algs=3-14<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Lin method''' is a speedsolving/novelty method for the [[Square-1]] puzzle. It is very similar to RouxFOP in terms of steps.<br />
<br />
== The steps ==<br />
* 1. Turn the puzzle into a cubic shape.<br />
* 2. Build the first two blocks.<br />
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.<br />
:* 2b. Build a second block in the bottom layer, opposite the first one.<br />
* 3. CP + DF (Corner permutation + DF edge)<br />
:* 3a. Insert one of the two remaining D edges.<br />
:* 3b. Insert the last one in DF (from UL) while simultaneously permuting the top layer corners. This step requires 6 algs, specified below. A two step approach, first inserting the edge and then permuting the corners, is possible. This approach requires around 2 algs, which are basic [[Vandenbergh]] algs.<br />
* 4. [http://ranzha.cubing.net/square-1/pll.html EPLL or EPPLL] (excluding corners)<br />
<br />
== CP + DF algs ==<br />
{{Alg|1,0 / -4,-3 / -3,0 / -3,-3 / -3,0 / -2,-3 / | stage=OppositeCorners}}<br />
{{Alg|1,0 / 3,0 / 3,-3 / -1,2 / 1,-2 / 3,0 / | stage=LeftCorners}}<br />
{{Alg|1,0 / 2,-1 / 0,-3 / 3,0 / -3,0 / -2,4 / | stage=RightCorners}}<br />
{{Alg|0,-1 / 4,-2 / -3,0 / 0,3 / 0,-3 / -1,2 / | stage=FrontCorners}}<br />
{{Alg|4,-3 / -3,0 / -1,2 / 1,-2 / -3,3 / -3,0 / | stage=BackCorners}}<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Roux n Skrew]]<br />
* [[Vandenbergh]]<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 ''Jbacboy'''s tutorial on the method]<br />
:* '''Note:''' ''No other resources of the method have yet been found, so it is suggested that Jbacboy is the creator.''</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Lin&diff=30292Lin2017-03-13T19:23:45Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Lin<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Lin method''' is a speedsolving/novelty method for the [[Square-1]] puzzle. It is very similar to RouxFOP in terms of steps.<br />
<br />
== The steps ==<br />
* 1. Turn the puzzle into a cubic shape.<br />
* 2. Build the first two blocks.<br />
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.<br />
:* 2b. Build a second block in the bottom layer, opposite the first one.<br />
* 3. CP + DF (Corner permutation + DF edge)<br />
:* 3a. Insert one of the two remaining D edges.<br />
:* 3b. Insert the last one in DF (from UL) while simultaneously permuting the top layer corners. This step requires 6 algs, specified below. A two step approach, first inserting the edge and then permuting the corners, is possible. This approach requires around 2 algs, which are basic [[Vandenbergh]] algs.<br />
* 4. [http://ranzha.cubing.net/square-1/pll.html EPLL or EPPLL] (excluding corners)<br />
<br />
== CP + DF algs ==<br />
{{Alg|1,0 / -4,-3 / -3,0 / -3,-3 / -3,0 / -2,-3 / | stage=OppositeCorners}}<br />
{{Alg|1,0 / 3,0 / 3,-3 / -1,2 / 1,-2 / 3,0 / | stage=LeftCorners}}<br />
{{Alg|1,0 / 2,-1 / 0,-3 / 3,0 / -3,0 / -2,4 / | stage=RightCorners}}<br />
{{Alg|0,-1 / 4,-2 / -3,0 / 0,3 / 0,-3 / -1,2 / | stage=FrontCorners}}<br />
{{Alg|4,-3 / -3,0 / -1,2 / 1,-2 / -3,3 / -3,0 / | stage=BackCorners}}<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Roux n Skrew]]<br />
* [[Vandenbergh]]<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 ''Jbacboy'''s tutorial on the method]<br />
:* '''Note:''' ''No other resources of the method have yet been found, so it is suggested that Jbacboy is the creator.''</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Lin&diff=30291Lin2017-03-13T19:20:26Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Lin<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Lin method''' is a speedsolving/novelty method for the [[Square-1]] puzzle. It is very similar to RouxFOP in terms of steps.<br />
<br />
== The steps ==<br />
* 1. Turn the puzzle into a cubic shape.<br />
* 2. Build the first two blocks.<br />
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.<br />
:* 2b. Build a second block in the bottom layer, opposite the first one.<br />
* 3. CP + DF (Corner permutation + DF edge)<br />
:* 3a. Insert one of the two remaining D edges.<br />
:* 3b. Insert the last one in DF (from UL) while simultaneously permuting the top layer corners. This step requires 6 algs, specified below. A two step approach, first inserting the edge and then permuting the corners, is possible. This approach requires around 2 algs, which are basic [[Vandenbergh]] algs.<br />
* 4. [[EPLL|Permute edges of last layer]]<br />
<br />
== CP + DF algs ==<br />
{{Alg|1,0 / -4,-3 / -3,0 / -3,-3 / -3,0 / -2,-3 / | stage=OppositeCorners}}<br />
{{Alg|1,0 / 3,0 / 3,-3 / -1,2 / 1,-2 / 3,0 / | stage=LeftCorners}}<br />
{{Alg|1,0 / 2,-1 / 0,-3 / 3,0 / -3,0 / -2,4 / | stage=RightCorners}}<br />
{{Alg|0,-1 / 4,-2 / -3,0 / 0,3 / 0,-3 / -1,2 / | stage=FrontCorners}}<br />
{{Alg|4,-3 / -3,0 / -1,2 / 1,-2 / -3,3 / -3,0 / | stage=BackCorners}}<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Roux n Skrew]]<br />
* [[Vandenbergh]]<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 ''Jbacboy'''s tutorial on the method]<br />
:* '''Note:''' ''No other resources of the method have yet been found, so it is suggested that Jbacboy is the creator.''</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Lin&diff=30290Lin2017-03-13T19:18:31Z<p>Generalpask: added CP+DF algs</p>
<hr />
<div>{{Method Infobox<br />
|name=Lin<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Lin method''' is a speedsolving/novelty method for the [[Square-1]] puzzle. It is very similar to RouxFOP in terms of steps.<br />
<br />
== The steps ==<br />
* 1. Turn the puzzle into a cubic shape.<br />
* 2. Build the first two blocks.<br />
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.<br />
:* 2b. Build a second block in the bottom layer, opposite the first one.<br />
* 3. CP + DF (Corner permutation + DF edge)<br />
:* 3a. Insert one of the two remaining D edges.<br />
:* 3b. Insert the last one in DF (from UL) while simultaneously permuting the top layer corners. This step requires 6 algs, specified below. A two step approach is possible, first inserting the edge and then permuting the corners, is possible. This approach requires around 2 algs, which are basic [[Vandenbergh]] algs.<br />
* 4. [[EPLL|Permute edges of last layer]]<br />
<br />
== CP + DF algs ==<br />
{{Alg|1,0 / -4,-3 / -3,0 / -3,-3 / -3,0 / -2,-3 / | stage=OppositeCorners}}<br />
{{Alg|1,0 / 3,0 / 3,-3 / -1,2 / 1,-2 / 3,0 / | stage=LeftCorners}}<br />
{{Alg|1,0 / 2,-1 / 0,-3 / 3,0 / -3,0 / -2,4 / | stage=RightCorners}}<br />
{{Alg|0,-1 / 4,-2 / -3,0 / 0,3 / 0,-3 / -1,2 / | stage=FrontCorners}}<br />
{{Alg|4,-3 / -3,0 / -1,2 / 1,-2 / -3,3 / -3,0 / | stage=BackCorners}}<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Roux n Skrew]]<br />
* [[Vandenbergh]]<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 ''Jbacboy'''s tutorial on the method]<br />
:* '''Note:''' ''No other resources of the method have yet been found, so it is suggested that Jbacboy is the creator.''</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Lin&diff=30289Lin2017-03-13T19:03:48Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Lin<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Lin method''' is a speedsolving/novelty method for the [[Square-1]] puzzle. It is very similar to RouxFOP in terms of steps.<br />
<br />
== The steps ==<br />
* 1. Turn the puzzle into a cubic shape.<br />
* 2. Build the first two blocks.<br />
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.<br />
:* 2b. Build a second block in the bottom layer, opposite the first one.<br />
* 3. CP + DF (Corner permutation + DF edge)<br />
:* 3a. Insert one of the two remaining D edges.<br />
:* 3b. Insert the last one in DF while simultaneously permuting the top layer corners. This step requires A two step approach is possible, first inserting the edge and then permuting the corners, is possible. This approach requires around 2 algs, which are basic [[Vandenbergh]] algs.<br />
* 4. Insert the DF and DB edges.<br />
* 5. [[EPLL|Permute edges of last layer]]<br />
<br />
== CP + DF algs ==<br />
(Swaps opposite corners)<br />
<br />
1,0 / -4,-3 / -3,0 / -3,-3 / -3,0 / -2,-3 / <br />
<br />
(Swaps left corners)<br />
<br />
1,0 / 3,0 / 3,-3 / -1,2 / 1,-2 / 3,0 / <br />
<br />
(Swaps right corners)<br />
<br />
1,0 / 2,-1 / 0,-3 / 3,0 / -3,0 / -2,4 /<br />
<br />
(Swaps front corners)<br />
<br />
0,-1 / 4,-2 / -3,0 / 0,3 / 0,-3 / -1,2 /<br />
<br />
(Swaps back corners)<br />
<br />
4,-3 / -3,0 / -1,2 / 1,-2 / -3,3 / -3,0 /<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Roux n Skrew]]<br />
* [[Vandenbergh]]<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 ''Jbacboy'''s tutorial on the method]<br />
:* '''Note:''' ''No other resources of the method have yet been found, so it is suggested that Jbacboy is the creator.''</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Screw_(method)&diff=30288Screw (method)2017-03-13T18:15:08Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Roux n Skrew<br />
|image=<br />
|proposers=??<br />
|year=<br />
|anames=<br />
|variants=<br />
|steps=6<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
'''Roux n Skrew''' is a [[Square-1]] method that follows the same basic steps in the 3x3x3 [[Roux method]] and is somewhat of an experimental method.<br />
<br />
==Description of method==<br />
* 1. Solve the LD block (2 corners, 1 edge)<br />
* 2. Solve the RD block (2 corners, 1 edge)<br />
* 3. Permute the U-layer corners without breaking the blocks<br />
* 4. Solve the L-R edges on the U layer<br />
* 5. Solve the M-slice edges<br />
* 6. Solve parity<br />
<br />
==See also==<br />
*[https://www.speedsolving.com/forum/showthread.php?44177-The-Square-1-quot-Example-Solve-quot-Game.html The Square-1 example solve thread]<br />
*[https://www.speedsolving.com/forum/showthread.php?20295-Square-1-Tutorial-Roux-Method-.html The Roux n Skrew thread]<br />
*[https://m.youtube.com/watch?v=PUgpi7S84VU.html Video describing the method]<br />
*[[Square-1 methods]]<br />
*[[Vandenbergh]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Screw_(method)&diff=30287Screw (method)2017-03-13T18:14:35Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Roux n Skrew<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
}}<br />
* [[Speedsolving]]<br />
'''Roux n Skrew''' is a [[Square-1]] method that follows the same basic steps in the 3x3x3 [[Roux method]] and is somewhat of an experimental method.<br />
<br />
==Description of method==<br />
* 1. Solve the LD block (2 corners, 1 edge)<br />
* 2. Solve the RD block (2 corners, 1 edge)<br />
* 3. Permute the U-layer corners without breaking the blocks<br />
* 4. Solve the L-R edges on the U layer<br />
* 5. Solve the M-slice edges<br />
* 6. Solve parity<br />
<br />
==See also==<br />
*[https://www.speedsolving.com/forum/showthread.php?44177-The-Square-1-quot-Example-Solve-quot-Game.html The Square-1 example solve thread]<br />
*[https://www.speedsolving.com/forum/showthread.php?20295-Square-1-Tutorial-Roux-Method-.html The Roux n Skrew thread]<br />
*[https://m.youtube.com/watch?v=PUgpi7S84VU.html Video describing the method]<br />
*[[Square-1 methods]]<br />
*[[Vandenbergh]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Screw_(method)&diff=30286Screw (method)2017-03-13T18:14:14Z<p>Generalpask: fixed some formatting. will probably rearrange the steps later too</p>
<hr />
<div>{{Method Infobox<br />
|name=Roux n Skrew<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
'''Roux n Skrew''' is a [[Square-1]] method that follows the same basic steps in the 3x3x3 [[Roux method]] and is somewhat of an experimental method.<br />
<br />
==Description of method==<br />
* 1. Solve the LD block (2 corners, 1 edge)<br />
* 2. Solve the RD block (2 corners, 1 edge)<br />
* 3. Permute the U-layer corners without breaking the blocks<br />
* 4. Solve the L-R edges on the U layer<br />
* 5. Solve the M-slice edges<br />
* 6. Solve parity<br />
<br />
==See also==<br />
*[https://www.speedsolving.com/forum/showthread.php?44177-The-Square-1-quot-Example-Solve-quot-Game.html The Square-1 example solve thread]<br />
*[https://www.speedsolving.com/forum/showthread.php?20295-Square-1-Tutorial-Roux-Method-.html The Roux n Skrew thread]<br />
*[https://m.youtube.com/watch?v=PUgpi7S84VU.html Video describing the method]<br />
*[[Square-1 methods]]<br />
*[[Vandenbergh]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Lin&diff=30285Lin2017-03-13T17:29:27Z<p>Generalpask: Lin method page. Quite nice method, actually.</p>
<hr />
<div>{{Method Infobox<br />
|name=Lin<br />
|image=<br />
|proposers=??<br />
|year=2016/2017<br />
|anames=<br />
|variants=<br />
|steps=5<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Lin method''' is a speedsolving/novelty method for the [[Square-1]] puzzle. It is very similar to RouxFOP in terms of steps.<br />
<br />
== The steps ==<br />
* 1. Turn the puzzle into a cubic shape.<br />
* 2. Build the first two blocks.<br />
:* 2a. Build a 1x1x3 block on the bottom layer of the puzzle, either the left or the right side.<br />
:* 2b. Build a second block in the bottom layer, opposite the first one.<br />
* 3. [[Orient]] and [[permute]] the corners of the top layer<br />
* 4. Insert the DF and DB edges.<br />
* 5. [[EPLL|Permute edges of last layer]]<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Roux n Skrew]]<br />
* [[Vandenbergh]]<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=OLrFbXhIyj8 ''Jbacboy'''s tutorial on the method]<br />
:* '''Note:''' ''No other resources of the method have yet been found, so it is suggested that Jbacboy is the creator.''</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=30284List of methods2017-03-13T16:49:25Z<p>Generalpask: added Lin for sq1, page is is makings.</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:#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 />
| 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 />
| [[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 />
| [[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:#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 />
| 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 />
| [[Reduction]]<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 />
| 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:#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 />
| <br />
| <br />
|-<br />
| keyhole method<br />
|<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 />
| 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, F5C<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 />
* [[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>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=User:Generalpask&diff=30283User:Generalpask2017-03-12T20:40:42Z<p>Generalpask: </p>
<hr />
<div>kill me already<br />
<br />
<br />
== What I do ==<br />
Methods. I'm always on the [[List of methods]] page. Have a question about a method? Want to propose a new one? Hit me up!</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=User:Generalpask&diff=30282User:Generalpask2017-03-12T20:40:04Z<p>Generalpask: Created page with "kill me already == What I do == Methods. I'm always on the List of Methods page. Have a question about a method? Want to propose a new one? Hit me up!"</p>
<hr />
<div>kill me already<br />
<br />
<br />
== What I do ==<br />
Methods. I'm always on the [[List of Methods]] page. Have a question about a method? Want to propose a new one? Hit me up!</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Skwuction&diff=30274Skwuction2017-03-12T15:36:27Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Skwuction<br />
|image=<br />
|proposers=Jaap Scherphuis, Cary Huang<br />
|year=<br />
|anames= Squan reduction<br />
|variants=<br />
|steps=3, 7 counting substeps<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Skwuction method''' is a [[reduction]]-esque speedsolving method for the [[Square-1]] puzzle. It was originally created by Jaap Scherphuis, and greatly contributed to by Cary Huang. The name "skwuction" is a wordplay on Square-1 and reduction.<br />
<br />
== The steps ==<br />
* 1. Turn the Puzzle into a cubic shape.<br />
* 2. Connect 8(all) corner-edge pairs.<br />
:* 2a. Solve 3 pairs intuitively.<br />
:* 2b. Use an [[algorithm]] to solve the last 5 pairs.<br />
* 3. Solve the puzzle like a [[2x2x2]], using slice moves and 90-180° layer turns.<br />
:* 3a. Put the pieces in their correct layer.<br />
:* 3b. Permute both layers.<br />
<br />
== Trivia ==<br />
A note from Cary Huang is as following:<br />
<br />
''"For a time, I thought this method would work for speedsolving. I though sub-15 was definitely possible. However, I hadn't really considered how difficult the recognition for last-5-edge-pairing would be, and I think that's the major drawback. However, it's kind of similar to 4x4 edge pairing, in that you don't care where the pieces actually are, just whether they're paired up with similar pieces. And to many people, including myself, 4x4 edge pairing is actually really fun. It's fast, and recognition isn't hard at all. So maybe Sq-1 edge pairing just needs some getting used to? Well, anyway, I gave up pursuing this method once I was averaging 26, and I haven't speedsolved a Square-1 since then. I can't decide if it's worth it to start doing it again. I mean, in terms of just spamming algs to solve the thing, Skwuction just can't compare to the simplicity of the Vandenbergh method. (Although... if I recall correctly, Skwuction actually has a lower average movecount if you do it right.)"''<br />
<br />
== See also ==<br />
* [[List of methods]]<br />
* [[Vandenbergh]]<br />
* [[Roux n Skrew]]<br />
<br />
== External links ==<br />
* [https://www.jaapsch.net/puzzles/square1.htm#s2m6 Jaap Scherphuis' original proposal]<br />
* [https://www.youtube.com/watch?v=hrpJYDOSAG8 Cary Huang's tutorial on the method]<br />
* [http://htwins.net/skwuction/ Cary Huang's algorithms for the last 5 pairs]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Skwuction&diff=30269Skwuction2017-03-12T14:17:15Z<p>Generalpask: Created page with "{{Method Infobox |name=Skwuction |image= |proposers=Jaap Scherphuis, Cary Huang |year= |anames= Squan reduction |variants= |steps=3, 7 counting substeps |moves= |purpose=<sup>..."</p>
<hr />
<div>{{Method Infobox<br />
|name=Skwuction<br />
|image=<br />
|proposers=Jaap Scherphuis, Cary Huang<br />
|year=<br />
|anames= Squan reduction<br />
|variants=<br />
|steps=3, 7 counting substeps<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Skwuction method''' is a [[reduction]]-esque speedsolving method for the [[Square-1]] puzzle. It was originally created by Jaap Scherphuis, and greatly contributed to by Cary Huang. The name "skwuction" is a wordplay on Square-1 and reduction.<br />
<br />
== The steps ==<br />
* 1. Turn the Puzzle into a cubic shape.<br />
* 2. Connect 8(all) corner-edge pairs.<br />
:* 2a. Solve 3 pairs intuitively.<br />
:* 2b. Use an [[algorithm]] to solve the last 5 pairs.<br />
* 3. Solve the puzzle like a [[2x2x2]], using slice moves and 90-180° layer turns.<br />
:* 3a. Put the pieces in their correct layer.<br />
:* 3b. Permute both layers.<br />
<br />
== Trivia ==<br />
A note from Cary Huang is as following:<br />
<br />
''"For a time, I thought this method would work for speedsolving. I though sub-15 was definitely possible. However, I hadn't really considered how difficult the recognition for last-5-edge-pairing would be, and I think that's the major drawback. However, it's kind of similar to 4x4 edge pairing, in that you don't care where the pieces actually are, just whether they're paired up with similar pieces. And to many people, including myself, 4x4 edge pairing is actually really fun. It's fast, and recognition isn't hard at all. So maybe Sq-1 edge pairing just needs some getting used to? Well, anyway, I gave up pursuing this method once I was averaging 26, and I haven't speedsolved a Square-1 since then. I can't decide if it's worth it to start doing it again. I mean, in terms of just spamming algs to solve the thing, Skwuction just can't compare to the simplicity of the Vandenbergh method. (Although... if I recall correctly, Skwuction actually has a lower average movecount if you do it right.)"''<br />
<br />
== See also ==<br />
* [[Vandenbergh]]<br />
* [[Roux n Skrew]]<br />
<br />
== External links ==<br />
* [https://www.jaapsch.net/puzzles/square1.htm#s2m6 Jaap Scherphuis' original proposal]<br />
* [https://www.youtube.com/watch?v=hrpJYDOSAG8 Cary Huang's tutorial on the method]<br />
* [http://htwins.net/skwuction/ Cary Huang's algorithms for the last 5 pairs]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=30268List of methods2017-03-12T13:32:11Z<p>Generalpask: </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:#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]]<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 />
| 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 />
| [[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 />
| [[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:#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 />
| 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 />
| [[Reduction]]<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 />
| 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:#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 />
| <br />
| <br />
|-<br />
| keyhole method<br />
|<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 />
| 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 />
| 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, F5C<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 />
* [[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>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30267Quadrangular Francisco2017-03-12T12:52:28Z<p>Generalpask: Metallic Silver's real name added</p>
<hr />
<div>{{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=Qf.png<br />
|proposers=Alex Yang<br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method created by Alex Yang, as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* 1. Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* 2. Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* 3. Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* 4 or 5. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* 4 or 5. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 6. [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=30258List of methods2017-03-12T00:35:48Z<p>Generalpask: sq1 - changed roux to roux n skrew and added link</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:#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]]<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 />
| 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 />
| [[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 />
| [[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:#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 />
| [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver]<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 />
| 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 />
| [[Reduction]]<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 />
| 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:#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 />
| <br />
| <br />
|-<br />
| keyhole method<br />
|<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 />
| 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 />
| 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, F5C<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 />
* [[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>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=ZZ_method&diff=30255ZZ method2017-03-10T23:23:05Z<p>Generalpask: zbll ≠ 1LLL</p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ<br />
|image=Eoline.gif<br />
|proposers=[[Zbigniew Zborowski]]<br />
|year=2006<br />
|anames=<br />
|variants=ZZ-[[VH]], ZZ-a, ZZ-b, ZZ-c, ZZ-d, ZZ-Orbit, ZZ-[[WV]], [[MGLS-Z]], [[EJLS]]<br />
|steps=3 or 4 (depending on LL)<br />
|moves=44 with [[ZBLL]], 55 with [[OCLL]]/[[PLL]]<br />
|algs=20 to 537<br/>F2L: 0 to 40 <br/>LL: 20 to 497<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''ZZ method''' is a 3x3 speedsolving method created by [[Zbigniew Zborowski]] in 2006. The method is focused both on low move count and high turning speed; during the majority of [[F2L]], the solver only needs to make L, U, and R moves, which means that the solver's hands never leave the left and right sides of the cube, resulting in faster solving. In addition, edges are already oriented when the solver reaches the last layer, meaning the solver has fewer cases to deal with.<br />
<br />
==The Steps==<br />
* '''[[EOLine]]:''' This is the most distinctive part of the ZZ method. In this step, the solver orients all the edges while placing the DF and DB edges. The two edges and the bottom centre are the "line" in [[EOLine]]. This step puts the cube into an <L, U, R> group, meaning F, B, or D moves are not required for the remainder of the solve. Although this step may seem like a hinderance, it speeds up the F2L and LL.<br />
* '''[[ZZ F2L]]:''' The solver creates a 2x3x1 block on each side of the line via blockbuilding. Because one only needs to do L, U, and R moves, solving is very quick.<br />
* '''LL:''' The solver uses algorithms to solve the remaining pieces. Since the edges in the LL were oriented during EOLine, it can be completed in fewer moves and/or with fewer algorithms to learn.<br />
<br />
==Techniques==<br />
* '''[[Phasing]]''' During last slot, the LL edges are permuted using [[Phasing]] to permute opposite edges to be opposite using 3 different inserts. This reduces the amount of LL cases.<br />
* '''Corner Permutation''' The first block can be solved slightly differently or an alg can be used to permute the corners such that the rest of the solve can be done [[2-gen]]. <br />
<br />
==Variants==<br />
<br />
There are several variations of the ZZ method, each of which treats the [[F2L]] and [[LL]] differently:<br />
<br />
====Solving F2L and LL separately====<br />
* '''[[OCLL]] + [[PLL]]''' LL is solved using OCLL to orient the LL corners, then PLL is used to permute the LL. This is the simplest of all the variants and the most used when beginning to use ZZ. <br />
* '''[[OCELL]] + [[CPLL]]''' This is similar to using [[COLL]] + [[EPLL]], but more of the algorithms can be [[2-gen]]. First the LL corners are oriented and LL edges are permuted in one step, then the cube is completed with CPLL in the final step.<br />
* '''ZZ-a:''' [[ZBLL]], a subset of [[1LLL]] (one-look last layer), is used to solve the last layer with one alg. There are 493 cases and can be done with less algs by taking advantage of mirrors.<br />
* '''[[COLL]] + [[EPLL]]''', or ZZ-VH (sometimes mistakenly called ZZ-a). COLL is used to orient and permute the LL corners while preserving LL edge orientation (42 algorithms), EPLL is left to permute the LL edges (4 algorithms). Often used in OH solving because all EPLL's can be solved 2-gen.<br />
* '''[[NMLL]]''' completes the last layer when matching or non-matching blocks are used. The first step separates the colors belonging to the left and right layer. The second finishes permutation.<br />
*'''ZZ-top:''' During EOline, orient only the cross edges and F2L edges. After ZZF2L you will end up with the same last layer as CFOP, so you can just do OLL/PLL.<br />
<br />
====Influencing LL during F2L====<br />
* '''ZZ-b:''' During last slot, the LL edges are phased and [[ZZLL]] is used to solve the LL in one look.<br />
* '''[[ZZ-reduction]]''' During the Last Slot, the LL edges are phased and a 2-look orientation + permutation approach is used, with the phased edges preserved in the orientation step, resulting in a reduction of PLL cases down to 9 compared to 21 in full PLL. This is the least algorithm intensive 2-look method for solving the last layer of any [[2LLL]] method, needing 7 + 9 = 16 total algorithms.<br />
* '''ZZ-[[WV]]:''' Before the last corner-edge pair is solved, The LL corners are oriented with PLL left to be done.<br />
* '''ZZ-c:''' The last layer corners are oriented during insertion of the last F2L block. This system is similar to using [[Winter Variation]], but can be applied to ''any'' last block situation and uses many more algorithms. Conceptually, the comparison of ZZ-c with ZZ-WV is similar to the comparison of [[ZBLS]] with [[VH]].<br />
* '''[[ZZ-blah]]''' The last layer corners are ''disoriented'' during insertion of the last slot allowing the last layer to be solved using the Pi and H subsets of [[ZBLL]].<br />
* '''[[MGLS-Z]]''' During last slot, only the edge is placed. LL corner orientation and the final F2L corner are then solved in one step using [[CLS]]. Finally the solve is completed with [[PLL]].<br />
* '''[[EJLS]]''' Similar to MGLS-Z, but using less algorithms. During the F2L last slot the edge and corner are connected and placed, but the corner is not necessarily oriented. A subset of CLS is then used to orient the last slot corner along with the LL corners. [[PLL]] to finish.<br />
*'''[[ZZ-CT]]:''' This variant solves EO and all but one F2L slot, then inserts the last edge and orients corners in one algorithm, then solves the rest (PLL and one corner), again in one algorithm.<br />
*'''ZZ-LSE or ZZ-4c:''' Instead of solving EO and a line comprising of DF and DB, solve EO and then place the edges that go to UL and UR at DF and DR. After ZZF2L, you can then do COLL and then go directly into Roux LSE step 4c, which often is more efficient than EPLL.<br />
<br />
====Solving Corner Permuation during F2L====<br />
<br />
These methods solve Corner Permutation leaving the cube in a [[2-gen]] state.<br />
<br />
* '''ZZ-d:''' Just before the completion of the left block, corners are permtued and [[2GLL]] can be used to finish. Only a maximum of 2 additional moves are required to correctly solve CP. This process is called [[CPLS]]. However, the solver must determine the permutation of all the unsolved corners to execute this step; this is a slow process, which makes ZZ-d inappropriate for speed solving.<br />
* '''ZZ-Orbit:''' Corners are permuted during insertion of the last F2L's pair. Recognition is not so straight forward, but much faster than that of ZZ-d. Once performed, [[2GLL]] can be used for 1-look last layer. This has many similarities to [[CPLS]]+[[2GLL]], but was developed independently. Thread:[http://www.speedsolving.com/forum/showthread.php?34994-At-last-ZZ-method-has-been-COMPLETED!!!!!!!!&p=705181#post705181] Guide:[http://www.speedsolving.com/forum/showthread.php?43208-ZZ-Orbit-Guide]<br />
* '''ZZ-z: ''' After left block, CP is solved, then a 1x2x2 block is made on BDR and [[LPELL]] is used to permute the edges and finish F2L, and 2GLL is left to finish the solve.<br />
* '''ZZ-porky v1:''' Also known as ZZ-e. The D layer corners are put in the D layer (not neccessarily permuted) and alg is used to solve corner permutation. Post:[http://www.speedsolving.com/forum/showthread.php?20834-ZZ-ZB-Home-Thread&p=768029#post768029]<br />
*'''ZZ-Rainbow:''' A variant of ZZ-porky v1. After EOline, place the DFR and DRB corners in place and get the Left Block pieces in the L and U layers. Then either solve the first block<LU> or do a z rotation and then solving it RU. After first block, you have already done the setup moves for ZZ-porky v1, and so execute the ZZ-porky algorithm, then solve the rest of the cube 2-gen.<br />
*'''ZZ-porky v2:''' After solving the first square of ZZF2L, place the DRB and DRF corners and AUF the last first block corner to UBL. then execute an algorithm to permute the corners. Followingly, insert the last first block pair using only <LU> moves, then solve the rest of the cube with only <RU> moves.<br />
*'''CPLS+2GLL:''' After solving ZZF2L-1 slot, insert the edge. then insert the final corner while solving CP, then finish with 2GLL.<br />
<br />
====General Variants====<br />
*'''ZZ-snake pattern (ZZ-SP):''' After solving the first ZZF2L block on L, solve a 1x2x3 block on the top of the cube with <RU>, then rotate with a z' and solve the LL.<br />
<br />
== Pros ==<br />
* '''Reduced Move Set''': F2L is completed using only R, U and L turns and no cube rotations are required. This makes ZZ especially suited for one-handed solving.<br />
* '''Lookahead''': Pre-orientation of edges halves the F2L cases and makes edges easier to find and connect to blocks/corners. During a ZZ solve, the cube is typically held in the same orientation through out the solve which allows a memory map of pieces' correct locations to develop allowing fast/intuitive ability to place pieces without thinking/looking.<br />
* '''Efficiency''': With a blockbuilding-based F2L and pre-orientation of LL edges around 55 moves can be achieved without difficulty. Optimising F2L blokbuilding and adoption of more advanced LL systems such as [[ZBLL]] will reduce this move count significantly.<br />
* '''Ease of Learning''': Most of the difficulty in ZZ is confined to the EOLine stage. Intuitive blockbuilding during F2L is fairly easy to pick up and only 20 algorithms (assuming use of mirrors) are required to achieve a 2-look last layer with [[OCLL]]/[[PLL]].<br />
* '''Flexibility''': With edges pre-oriented many systems exist for completing the last layer in a ZZ solve, ranging from [[OCLL]]/[[PLL]] to [[ZBLL]]. A blockbuilding F2L also allows for the development of many short cuts and tricks as skill improves.<br />
<br />
== Cons ==<br />
* '''Reliance on Inspection''' - ZZ makes heavy use of inspection time, which is fine when 15 seconds is given, but in situations where no inspection is used it can be a drawback. For example, when using reduction on big cubes or within multi-solve scenarios starting a ZZ solve can be difficult. This isn't much more than other methods though.<br />
* '''Difficulty of EOLine''' - EOLine is weird to get used to at first. In order to plan and execute in one step and takes a ''long time'' to master. New users should expect it to take in the order of months to achieve full EOLine inspection in 15 seconds. In the interim, breaking it down into two steps (EO + Line) can be used as a fall-back.<br />
* '''2 Extra F2L Cubies to Solve''' - The first step of Fridrich (Cross) and ZZ (EOLine) are roughly comparable in terms of move-count. The remainder of F2L in ZZ requires solving of two more cubies (10 in total) than Fridrich slots (8 in total). However, freedom to fully rotate the L and R faces and the use of more efficient block building compensates for this apparent disadvantage.<br />
* '''Switching between L and R moves''' - On the other hand, this can feel weird. It takes some time getting used to and mastering. After one does master this though, f2l is really smooth.<br />
<br />
== Notable users ==<br />
* [[Conrad Rider]]<br />
* [[Phil Yu]]<br />
* [[Andrew Nathenson]]<br />
* [[Zbigniew Zborowski]]<br />
* [[Chris Tran]]<br />
<br />
== See also ==<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ-blah]]<br />
* [[ZBLL]]<br />
* [[ZBLS]]<br />
* [[VH]]<br />
* [[Winter Variation]]<br />
<br />
== External links ==<br />
* [http://cube.crider.co.uk/zz.php ZZ Method Tutorial]<br />
* [http://rubiks-cube.c0.pl/inne/eoline.htm EOLine Solver (Java)]<br />
* YouTube: [https://www.youtube.com/watch?v=4Wrm2MGrRS8 ZZ Beginner's Tutorial]<br />
* YouTube: [http://www.youtube.com/watch?v=a6tkUlkjnOE EOLine tutorial]<br />
* YouTube: [http://www.youtube.com/watch?v=AHJBsGwnvuQ ZZ Method Variations]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=5180 ZZ Speedcubing Method]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=8235 ZZ Cubers]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=20834 ZZ/ZB Home Thread]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=16020 ZZF2L Move Count]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=8871 Noob's Approach to Missing Link for ZZ-d]<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Snyder_Method&diff=30254Snyder Method2017-03-10T23:19:18Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Snyder<br />
|image=Snyder-60fps-loop.gif<br />
|proposers=[[Anthony Snyder]]<br />
|year=1982<br />
|anames=<br />
|variants=[[Heise Method]]<br />
[[Petrus]]<br />
|steps=5<br />
|moves=40<br />
|purpose=<sup></sup><br />
*[[Speedsolving]]<br />
*[[FMC]]<br />
}}<br />
The '''Snyder Method''', invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. It is based on [[blockbuilding]] and can be compared to [[Petrus]] and the [[Heise Method]].<br />
== The steps ==<br />
* 1. Form a 2x2x2 block, optionally an [[Xcross]]. <br />
* 2. Use any variety of methods to solve the rest of F2L, except for one slot.<br />
* 3. Solve the final pair and insert it while simultaneously orienting and placing a minimum of one last layer edge. (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.) <br />
* 4. Orient and permute all the last layer edges, plus one corner.<br />
* 5. Solve the [[last three corners]].<br />
<br />
== Claimed advantages ==<br />
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:<br />
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.<br />
* There is a mathematical advantage.<br />
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].<br />
<br />
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.<br />
<br />
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it "Fish & Chips."<br />
<br />
== A word about algorithms ==<br />
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: "In the 80's there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms." However, he plans to upgrade his method using a computer in the near future.<br />
<br />
== Variations ==<br />
The Snyder Method allows a number of variations to be applied wherever convenient.<br />
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE<br />
* two or more CE may be solved simultaneously to complete the F2L faster<br />
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution<br />
<br />
In the early 80's, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner. He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.<br />
<br />
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer. Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns. Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36. Many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.<br />
<br />
== Publication ==<br />
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn. It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools. He has not yet put to print his advanced technique.<br />
<br />
<small>'''Note:''' Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method ('Fish & Chips') in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the 'fish' step) and then [[L3C]] (22 cases, the 'chips' step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].</small><br />
<br />
== Example solves ==<br />
Here are some of Anthony's solves.<br />
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]<br />
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]<br />
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].<br />
<br />
== See also ==<br />
* [[Anthony Snyder]]<br />
* [[Snyder Notation]]<br />
* [[Snyder Metric]]<br />
* [[Heise Method]]<br />
* [[Petrus Method]]<br />
* [[L3C]]<br />
<br />
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:<br />
<br />
'''Scramble''' '''Solution'''<br />
F U F' L2 B' U' B U L2 F U' F' U AUF to U-PLL a on the left side, (L3C 3-twist).<br />
L' U R U' B2 U' B2 U B2 R' L U' AUF J-PLL b, (L3C 'Anti Niklas')<br />
B' F R2 U' R2 U R2 U F' U' B U' J-PLL b, (L3C Niklas)<br />
R2 F2 R2 U R' F2 R U' R2 F2 R U R U left side double Antisune (L' U2 L U...)<br />
R' F U2 F U L' U L F U' F U F R U2 left side double Antisune (again!)<br />
B L2 F' D F' D' F2 L2 B' U' y J-PLL a (setup L' before the y for [[1LLL]])<br />
L U2 L D' B2 D L' U2 L D' B2 D L2 U' y2 left Antisune.<br />
<br />
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=633439&viewfull=1#post633439 Reconstructions]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=714631#post714631 Five more reconstructions]<br />
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]<br />
<br />
[[Category:Advanced methods]]<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]<br />
[[Category:Fewest Moves Methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30249Quadrangular Francisco2017-03-10T20:35:30Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=Qf.png<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* 1. Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* 2. Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* 3. Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* 4 or 5. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* 4 or 5. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 6. [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=30248Hexagonal Francisco2017-03-10T20:34:13Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=hexagonal_francisco.png<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants=[[Quadrangular Francisco]]<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* 1. Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* 2. Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* 3 or 4. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* 3 or 4. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 5. [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Snyder_Method&diff=30243Snyder Method2017-03-10T19:32:25Z<p>Generalpask: added gif</p>
<hr />
<div>{{Method Infobox<br />
|name=Snyder<br />
|image=Snyder-60fps-loop.gif<br />
|proposers=[[Anthony Snyder]]<br />
|year=1982<br />
|anames=<br />
|variants=[[Heise Method]]<br />
[[Petrus]]<br />
|steps=5<br />
|moves=40<br />
|purpose=<sup></sup><br />
*[[Speedsolving]]<br />
*[[FMC]]<br />
}}<br />
The '''Snyder Method''', invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. It is based on [[blockbuilding]] and can be compared to [[Petrus]] and the [[Heise Method]]<br />
== The steps ==<br />
* 1. Form a 2x2x2 block, optionally an [[Xcross]]. <br />
* 2. Use any variety of methods to solve the rest of F2L, except for one slot.<br />
* 3. Solve the final pair and insert it while simultaneously orienting and placing a minimum of one last layer edge. (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.) <br />
* 4. Orient and permute all the last layer edges, plus one corner.<br />
* 5. Solve the [[last three corners]].<br />
<br />
== Claimed advantages ==<br />
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:<br />
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.<br />
* There is a mathematical advantage.<br />
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].<br />
<br />
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.<br />
<br />
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it "Fish & Chips."<br />
<br />
== A word about algorithms ==<br />
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: "In the 80's there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms." However, he plans to upgrade his method using a computer in the near future.<br />
<br />
== Variations ==<br />
The Snyder Method allows a number of variations to be applied wherever convenient.<br />
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE<br />
* two or more CE may be solved simultaneously to complete the F2L faster<br />
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution<br />
<br />
In the early 80's, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner. He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.<br />
<br />
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer. Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns. Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36. Many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.<br />
<br />
== Publication ==<br />
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn. It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools. He has not yet put to print his advanced technique.<br />
<br />
<small>'''Note:''' Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method ('Fish & Chips') in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the 'fish' step) and then [[L3C]] (22 cases, the 'chips' step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].</small><br />
<br />
== Example solves ==<br />
Here are some of Anthony's solves.<br />
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]<br />
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]<br />
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].<br />
<br />
== See also ==<br />
* [[Anthony Snyder]]<br />
* [[Snyder Notation]]<br />
* [[Snyder Metric]]<br />
* [[Heise Method]]<br />
* [[Petrus Method]]<br />
* [[L3C]]<br />
<br />
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:<br />
<br />
'''Scramble''' '''Solution'''<br />
F U F' L2 B' U' B U L2 F U' F' U AUF to U-PLL a on the left side, (L3C 3-twist).<br />
L' U R U' B2 U' B2 U B2 R' L U' AUF J-PLL b, (L3C 'Anti Niklas')<br />
B' F R2 U' R2 U R2 U F' U' B U' J-PLL b, (L3C Niklas)<br />
R2 F2 R2 U R' F2 R U' R2 F2 R U R U left side double Antisune (L' U2 L U...)<br />
R' F U2 F U L' U L F U' F U F R U2 left side double Antisune (again!)<br />
B L2 F' D F' D' F2 L2 B' U' y J-PLL a (setup L' before the y for [[1LLL]])<br />
L U2 L D' B2 D L' U2 L D' B2 D L2 U' y2 left Antisune.<br />
<br />
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=633439&viewfull=1#post633439 Reconstructions]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=714631#post714631 Five more reconstructions]<br />
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]<br />
<br />
[[Category:Advanced methods]]<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]<br />
[[Category:Fewest Moves Methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=File:Snyder-60fps-loop.gif&diff=30242File:Snyder-60fps-loop.gif2017-03-10T19:31:55Z<p>Generalpask: </p>
<hr />
<div></div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Snyder_Method&diff=30241Snyder Method2017-03-10T18:57:01Z<p>Generalpask: Moved steps to under a separate header</p>
<hr />
<div>{{Method Infobox<br />
|name=Snyder<br />
|image=Snyder.png<br />
|proposers=[[Anthony Snyder]]<br />
|year=1982<br />
|anames=<br />
|variants=[[Heise Method]]<br />
[[Petrus]]<br />
|steps=5<br />
|moves=40<br />
|purpose=<sup></sup><br />
*[[Speedsolving]]<br />
*[[FMC]]<br />
}}<br />
The '''Snyder Method''', invented by [[Anthony Snyder]] in 1982, is both a [[fewest moves]] and a [[speedsolving]] [[method]] for the [[3x3x3 cube]]. It is based on [[blockbuilding]] and can be compared to [[Petrus]] and the [[Heise Method]]<br />
== The steps ==<br />
* 1. Form a 2x2x2 block, optionally an [[Xcross]]. <br />
* 2. Use any variety of methods to solve the rest of F2L, except for one slot.<br />
* 3. Solve the final pair and insert it while simultaneously orienting and placing a minimum of one last layer edge. (Anthony has since added optional starts using a 1x2x3 or a 2x2x3, also with or without the cross.) <br />
* 4. Orient and permute all the last layer edges, plus one corner.<br />
* 5. Solve the [[last three corners]].<br />
<br />
== Claimed advantages ==<br />
A salient characteristic of the Snyder Method is to orient and permute each piece at each stage simultaneously. Anthony claims several advantages for this:<br />
* Simultaneous orientation and permutation helps to visualize piece relationships, useful to intuitive solving.<br />
* There is a mathematical advantage.<br />
Furthermore, all such last-layer algorithms will be a subset of [[1LLL]], making the Snyder Method a possible candidate as an intermediate method for [[1LLL]].<br />
<br />
Though there are many cases to first solving the LLE+1C, the more common cases can generally be solved in 6-10 turns, making it quite turn efficient.<br />
<br />
Although the Snyder Method closely resembles the [[Petrus Method]] in its F2L approach, its last-layer method differs considerably. This last-layer method was independently proposed in 2005 by [[Kenneth Gustavsson]], who called it "Fish & Chips."<br />
<br />
== A word about algorithms ==<br />
Anthony found almost all of his algorithms independently and without computer aid, and claims that his method is one of the most efficient based primarily on human-generated algorithms. Anthony explained this as follows: "In the 80's there was a general stereotype that using a computer was cheating, plus [I] enjoyed thinking up [my] own algorithms." However, he plans to upgrade his method using a computer in the near future.<br />
<br />
== Variations ==<br />
The Snyder Method allows a number of variations to be applied wherever convenient.<br />
* when a 2x2x3 block is not immediately apparent he will start with either a 1x2x3 or a 2x2x2, then immediately finish the 2x2x3 block with a second look, or, he puts together several CE pairs as in [[Heise]], then assembles those into a F2L minus one CE<br />
* two or more CE may be solved simultaneously to complete the F2L faster<br />
* the LL may be solved in 1 look rather than 2, using either a shortest-move algorithm, combination, or substitution<br />
<br />
In the early 80's, Anthony developed a complete set of fewest-move solutions for the CE pair cases and for the [[last three corners]] cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner. He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.<br />
<br />
This method requires 1-2 looks for the block+cross start, then up to 1 look each for the 1-3 CE pairs, then 1-2 looks for the last layer. Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns. Though a beginner will likely take a lot more than this, and a pro taking their time may get his/her average down to about 36. Many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.<br />
<br />
== Publication ==<br />
In 1981 he printed his simple solution, a 7 algorithm system that is easy to learn. It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools. He has not yet put to print his advanced technique.<br />
<br />
<small>'''Note:''' Having complete sets of short algorithms was very unusual in the 1980s (combining 2 algs in 1-look was a common solution). [[Kenneth Gustavsson]] suggested the same LL-method ('Fish & Chips') in 2005 but with [[VHF2L]] and the rest in two clearly defined steps, [[EP]] + 1 corner (36 cases, the 'fish' step) and then [[L3C]] (22 cases, the 'chips' step), this makes a 2-look [[ZBLL]], often a little more effective than [[COLL]]/[[EPLL]].</small><br />
<br />
== Example solves ==<br />
Here are some of Anthony's solves.<br />
* [http://www.youtube.com/watch?v=UB2Pb9_iNBI The Snyder Method]<br />
* [http://www.youtube.com/watch?v=fra6go0CMgI A newer demo, easier to see]<br />
* [http://www.youtube.com/watch?v=HEKjAHDyKLo 5 solves using Snyder Method 2, showing how fast it is despite his handicaps].<br />
<br />
== See also ==<br />
* [[Anthony Snyder]]<br />
* [[Snyder Notation]]<br />
* [[Snyder Metric]]<br />
* [[Heise Method]]<br />
* [[Petrus Method]]<br />
* [[L3C]]<br />
<br />
If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:<br />
<br />
'''Scramble''' '''Solution'''<br />
F U F' L2 B' U' B U L2 F U' F' U AUF to U-PLL a on the left side, (L3C 3-twist).<br />
L' U R U' B2 U' B2 U B2 R' L U' AUF J-PLL b, (L3C 'Anti Niklas')<br />
B' F R2 U' R2 U R2 U F' U' B U' J-PLL b, (L3C Niklas)<br />
R2 F2 R2 U R' F2 R U' R2 F2 R U R U left side double Antisune (L' U2 L U...)<br />
R' F U2 F U L' U L F U' F U F R U2 left side double Antisune (again!)<br />
B L2 F' D F' D' F2 L2 B' U' y J-PLL a (setup L' before the y for [[1LLL]])<br />
L U2 L D' B2 D L' U2 L D' B2 D L2 U' y2 left Antisune.<br />
<br />
Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped [[COLL]] is a recommended alternative and for the cases with edges correct, one or two look [[L4C]].<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?24822-Tony-Snyder-solves-the-cube Tony Snyder solves the cube]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=633439&viewfull=1#post633439 Reconstructions]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?29123-The-reconstruction-thread&p=714631#post714631 Five more reconstructions]<br />
* blog.naver.com (korean, 3LLE+1C): [http://blog.naver.com/dmdrlrndk/90192057323] [http://blog.naver.com/dmdrlrndk/90192057379] [http://blog.naver.com/dmdrlrndk/90192057422] [http://blog.naver.com/dmdrlrndk/90192057468]<br />
<br />
[[Category:Advanced methods]]<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]<br />
[[Category:Fewest Moves Methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30232Quadrangular Francisco2017-03-09T20:06:55Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=Qf.png<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''3.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''4''' or '''5.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''4''' or '''5.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''6.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=30231Hexagonal Francisco2017-03-09T19:59:18Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=hexagonal_francisco.png<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants=[[Quadrangular Francisco]]<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* '''1.''' Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* '''2.''' Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* '''3''' or '''4.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* '''3''' or '''4.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''5.''' [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=30230Hexagonal Francisco2017-03-09T19:59:00Z<p>Generalpask: added qf as variant</p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=hexagonal_francisco.png<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants=[[Quadrangular_Francisco]]<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* '''1.''' Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* '''2.''' Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* '''3''' or '''4.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* '''3''' or '''4.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''5.''' [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30229Quadrangular Francisco2017-03-09T19:56:44Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=Qf.png<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''3.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''4''' or '''5.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''4''' or '''5.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''6.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=File:Qf.png&diff=30228File:Qf.png2017-03-09T19:56:23Z<p>Generalpask: </p>
<hr />
<div></div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=30227List of methods2017-03-09T19:48:17Z<p>Generalpask: /* 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:#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]]<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 />
| 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 />
| [[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 />
| [[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:#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 />
| [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver]<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 />
| 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 />
| [[Reduction]]<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 />
| 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:#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 />
| <br />
| <br />
|-<br />
| keyhole method<br />
|<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 Method<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<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 />
| 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, F5C<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 />
* [[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>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30226Quadrangular Francisco2017-03-09T19:45:44Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=6<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''3.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''4''' or '''5.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''4''' or '''5.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''6.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30225Quadrangular Francisco2017-03-09T19:42:58Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=7<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''7.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30224Quadrangular Francisco2017-03-09T19:40:31Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=7<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]]preserving corners), requires only 3 algorithms.<br />
* '''7.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
* [https://www.youtube.com/watch?v=7uszf3uwnM4 Metallic Silver's walkthroughs]<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30223Quadrangular Francisco2017-03-09T19:38:22Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=7<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]]preserving corners), requires only 3 algorithms.<br />
* '''7.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
<br />
<br />
[[Category: 3x3x3 methods]]<br />
[[Category: Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30222Quadrangular Francisco2017-03-09T19:37:31Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver] <br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=7<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]]preserving corners), requires only 3 algorithms.<br />
* '''7.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
<br />
<br />
[[Category:]]<br />
[[Category:]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=30221Hexagonal Francisco2017-03-09T19:35:42Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=hexagonal_francisco.png<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* '''1.''' Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* '''2.''' Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* '''3''' or '''4.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* '''3''' or '''4.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* '''5.''' [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30220Quadrangular Francisco2017-03-09T19:29:21Z<p>Generalpask: </p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=<br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=7<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]]preserving corners), requires only 3 algorithms.<br />
* '''7.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
<br />
<br />
[[Category:]]<br />
[[Category:]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Quadrangular_Francisco&diff=30219Quadrangular Francisco2017-03-09T19:27:15Z<p>Generalpask: Created page with " {{Method Infobox |name=Quadrangular Francisco |image= |proposers= |year=2016 |anames= QF |variants= |steps=7 |moves=70? |purpose=<sup></sup> * Speedsolving }} The '''Quad..."</p>
<hr />
<div> {{Method Infobox<br />
|name=Quadrangular Francisco<br />
|image=<br />
|proposers=<br />
|year=2016<br />
|anames= QF<br />
|variants=<br />
|steps=7<br />
|moves=70?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].<br />
<br />
==The Steps==<br />
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube<br />
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.<br />
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.<br />
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 6.<br />
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]]preserving corners), requires only 3 algorithms.<br />
* '''7.''' [[PLL|Permute the Last Layer.]]<br />
<br />
==Pros==<br />
* Simple to understand, and is majorly intuitive.<br />
* Has a comparable mindset.<br />
* Highly ergonomic.<br />
<br />
==Cons==<br />
* Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.<br />
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.<br />
* Lots of steps, compared to other methods.<br />
<br />
== External links ==<br />
<br />
<br />
[[Category:]]<br />
[[Category:]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Triangular_Francisco&diff=30218Triangular Francisco2017-03-09T17:42:01Z<p>Generalpask: added hxf as variant</p>
<hr />
<div>{{Method Infobox<br />
|name=Triangular Francisco<br />
|image=Triangular_francisco.gif<br />
|proposers=[[Michael Gottlieb]]<br />
|year=2009<br />
|anames=TF, TFM, TriFran<br />
|variants= [[Hexagonal Francisco]]<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Triangular Francisco method''' is a 3x3 speedsolving/novelty method invented on a whim by [[Michael Gottlieb]] when [[Thom Barlow]] posted an omegle conversation with a stranger who claimed to be able to solve a [[3x3x3|cube]] in 5 seconds with the "Triangular Francisco Method". The method was created in less than 20 minutes, yet still has a lot of potential to be fast. The method has not been explored very deeply yet. Gottlieb has achieved a sub-20 average of 100 using it, and other [[cuber]]s have achieved sub-20 singles.<br />
<br />
==The Steps==<br />
<br />
* 1. Build a ''triangle'' and place it on D. A triangle is a completed side which is missing two adjacent edges and the corner in between. This step is also known as the ''B2 Bomber''.<br />
* 2. Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* 3 or 4. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4. There are 104 [[algorithm]]s for this step.<br />
* 3 or 4. Orient the U-layer edges while inserting the last two D-layer edges. A two-step approach, first inserting one edge then orienting while inserting the other edge, requires only 18 algorithms (including mirrors). (See also: [[L5EOP]])<br />
* 5. [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the triangle, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is higher than many other speedsolving methods.<br />
* Building the triangle is hard to get used to.<br />
* Few people use the method, so it's hard to find resources.<br />
<br />
== External links ==<br />
* [http://mzrg.com/rubik/methods/TF/ Michael Gottlieb's tutorial]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?28917-Triangular-Francisco-Method-Guide-Algorithms Erzz's Guide, with ESO algorithms and some CSO algorithms]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=11896 Triangular Francisco Method (for 3x3)]<br />
* [http://www-personal.umich.edu/~dlli/NewAlgSet.html Algorithms that can be used for ESO]<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Triangular_Francisco&diff=30217Triangular Francisco2017-03-09T17:40:53Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Triangular Francisco<br />
|image=Triangular_francisco.gif<br />
|proposers=[[Michael Gottlieb]]<br />
|year=2009<br />
|anames=TF, TFM, TriFran<br />
|variants<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Triangular Francisco method''' is a 3x3 speedsolving/novelty method invented on a whim by [[Michael Gottlieb]] when [[Thom Barlow]] posted an omegle conversation with a stranger who claimed to be able to solve a [[3x3x3|cube]] in 5 seconds with the "Triangular Francisco Method". The method was created in less than 20 minutes, yet still has a lot of potential to be fast. The method has not been explored very deeply yet. Gottlieb has achieved a sub-20 average of 100 using it, and other [[cuber]]s have achieved sub-20 singles.<br />
<br />
==The Steps==<br />
<br />
* 1. Build a ''triangle'' and place it on D. A triangle is a completed side which is missing two adjacent edges and the corner in between. This step is also known as the ''B2 Bomber''.<br />
* 2. Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* 3 or 4. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4. There are 104 [[algorithm]]s for this step.<br />
* 3 or 4. Orient the U-layer edges while inserting the last two D-layer edges. A two-step approach, first inserting one edge then orienting while inserting the other edge, requires only 18 algorithms (including mirrors). (See also: [[L5EOP]])<br />
* 5. [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the triangle, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is higher than many other speedsolving methods.<br />
* Building the triangle is hard to get used to.<br />
* Few people use the method, so it's hard to find resources.<br />
<br />
== External links ==<br />
* [http://mzrg.com/rubik/methods/TF/ Michael Gottlieb's tutorial]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?28917-Triangular-Francisco-Method-Guide-Algorithms Erzz's Guide, with ESO algorithms and some CSO algorithms]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=11896 Triangular Francisco Method (for 3x3)]<br />
* [http://www-personal.umich.edu/~dlli/NewAlgSet.html Algorithms that can be used for ESO]<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=Hexagonal_Francisco&diff=30216Hexagonal Francisco2017-03-09T17:40:21Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=Hexagonal Francisco<br />
|image=hexagonal_francisco.png<br />
|proposers=[[Andrew Nathenson]], [[Henry Helmuth]]<br />
|year=2016<br />
|anames=HF, HXF<br />
|variants<br />
|steps=5<br />
|moves=60?<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
The '''Hexagonal Francisco method''' is a variation of the [[Triangular Francisco]] 3x3 speedsolving method invented by [[Michael Gottlieb]]. It was created by [[Andrew Nathenson]], also known by his YouTube alias [https://www.youtube.com/user/ColorfulPockets ColorfulPockets], with the help of [[Henry Helmuth]].<br />
<br />
==The Steps==<br />
<br />
* 1. Build a ''hexagon'' and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.<br />
* 2. Solve the E layer. You can use many strategies, including [[Keyhole]].<br />
* 3 or 4. Simultaneously [[orient]] the U-layer corners while inserting the last corner. You can use [[CLS]] or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.<br />
* 3 or 4. Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.<br />
* 5. [[PLL|Permute the Last Layer]].<br />
<br />
==Pros==<br />
<br />
* After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.<br />
* Look ahead is usually easy, and recognition is not too hard.<br />
* There is a lot of freedom in step 2.<br />
<br />
==Cons==<br />
<br />
* CLS/CSO has 104 algorithms.<br />
* The move count is slightly higher than many other speedsolving methods.<br />
* Building the hexagon can be hard to get used to.<br />
<br />
== External links ==<br />
* [https://youtu.be/a-GTefXDnt8?t=1m20s ColorfulPockets overview]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Experimental methods]]</div>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=30215List of methods2017-03-09T17:33:07Z<p>Generalpask: </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:#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]]<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 />
| 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 />
| [[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 />
| [[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:#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 />
|<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 />
| 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 />
| [[Reduction]]<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 />
| 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:#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 />
| <br />
| <br />
|-<br />
| keyhole method<br />
|<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 Method<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<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 />
| 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, F5C<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 />
* [[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>Generalpaskhttps://www.speedsolving.com/wiki/index.php?title=SSC&diff=30065SSC2017-02-21T20:30:33Z<p>Generalpask: </p>
<hr />
<div>{{Method Infobox<br />
|name=SSC (Shadowslice Snow Columns)<br />
|image=Ssc-v2-60fps-loop.gif<br />
|proposers= Joseph Briggs (shadowslice e)<br />
|year= 2015<br />
|anames= ECE (proposed by crafto22 alternatively later)<br />
|variants= SSC-M, SSC-Domino, SSC-WV, various ECE- notably EZD<br />
|steps= 5 major though lots of flexibility. Depends on variant<br />
|algs= <60, 10 min<br />
|moves= 37-50 depending on variant [[STM]]<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
'''SSC''' or '''Shadowslice Snow Columns''' is a method that has variously been described as a variation on [[Orient First]], an improved version of the [[Human Thistlethwaite Algorithm]], an advanced [[Belt Method]] and a [[Columns first]] method. It is a method that requires few (28) algorithms but requires proficiency in various relatively advanced techniques such as the [[EOLine]] (which is rotated 90 degrees to create an EOEdge) as well as being able to efficiently orient corners while placing an edge. It is an efficient method which averages below 50 [[STM]] in the hands of an expert.<br />
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Intially, it was proposed simply with the '''SSC-WV''' variant though this quickly became the set of methods which is known today. After the '''SSC-M''' variant was introduced, the idea was quickly expanded on by crafto22 who created what is collectively known as the '''ECE''' variants which, while following the same basic steps as vanilla SSC-M have various advantages depending on the method. Notable variants include '''SSC-O''' and '''EZD''' for [[speedsolving]] and '''SSC-Domino''' as an [[FMC]] alternative.<br />
==Basic Overview==<br />
# Orient edges and place the LF and LB edges (like an EOLine rotated 90 degrees)<br />
# Orient 3 corners on the D-layer while placing the RB edge (can be RF but [[SLS (Shadowslice Last Slot)]] and [[WV]] are for the RF slot- do not place both though).<br />
# Place the last E-slice piece in the dictated place in the U-layer (initially creating a pseudopair for [[Winter Variation]] but later a specific place for [[SLS (Shadowslice Last Slot)]])<br />
# Permute all corners<br />
# LEE (Last Eight Edges)<br />
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==Pros==<br />
* Low movecount<br />
* Low alg count<br />
* Ergonomic {E,R,U,D}<br />
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==Cons==<br />
* Could have difficult lookahead though not too bad due to pseudoparis and pseudoblocks.<br />
* Needs proficiency with relatively advanced techniques.<br />
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==Variants==<br />
* '''SSC-Domino'''<br />
**Use Domino techniques for the last 2 steps-better for FMC<br />
* '''SSC-WV''' or '''SSC-Winter Variation'''<br />
**the original form of the method. It uses [[Winter Variation]] as opposed to [[SLS (Shadowslice Last Slot)]]<br />
* '''SSC-M''' or '''ECE'''<br />
**Do not do EO until the last step with LEE- higher movecount though easier lookahead.<br />
* '''ECE-Broken'''<br />
**The two layers are solved separately rather than doing both together as with other methods <br />
* '''ECE-EZD''' or simply '''EZD'''<br />
**the edges are separated in the last step and solve using an algorithm rather than intuitively.<br />
* '''ECE-A'''<br />
**The last eight edges are solved by orienting the U layer edges while placing the D layer edges followed by [[EPLL]]<br />
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Note: in his variants (ie the ECE styles), crafto22 uses WV as opposes to SLS in a manner consistent with SSC-WV<br />
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==Experimental Corner Orientation==<br />
A newer recent development created by SqAree in collaboration with Shadowslice e. It is an alternative way of orienting the corners after the EoEdge, is much more efficient than any other style and can lead to the first two steps being done in under 20 moves in almost all cases; often in much less; it averages around 15-17 moves in a speedsolve and even less in an FMC setting. The brief style is:<br />
# separate FR and BR<br />
# Form a 1x1x3 "triplet" with one of the edges<br />
# Form a 1x1x2 "pair" with the other one<br />
# OL5C<br />
# Finish.<br />
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A more in depth version:(assuming green on front, white on top)<br />
# Separate the front right (green/red) and back right (blue/red) edges (ie place either the front right (green/red) edge in the U layer and the back right (blue/red) in the D layer or vice versa)<br />
# Create a "triplet" (a 1x1x3 or column) using the edge in the D-layer (technically a pseudo triplet) of pieces so that if the edge in in the Down Left position, there would be a white or yellow sticker in the front down left position and a yellow or white sticker in the back down left position. Place this in the down left slot.<br />
# Create another similar pseudopair (not triplet: this one is a 1x1x2) using the remaining e-slice edge in the U-layer. Place this in the front up slot with the yellowor white sticker on the corner facing to the left (ie being in the left-up-front position).<br />
# Look at the right side to determine the O5C (orient 5 corners) case and execute the algorithm.<br />
# Bring the unsolved e-slice edges to UR and DR using only U and D moves then do an R or R' to solve them.<br />
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==Potential Improvements==<br />
As a relatively new group of methods, SSC will undoubtedly continue to evolve and change. Some of the more prominent ideas for improving the method and techniques which could be used to improve the efficiency include:<br />
* Adding an algorithm set for the permuting of corners which for when the FR and BR edges are swapped (this could lead to a more efficient EoEdge+1).<br />
* An entirely new last phase (ie when the cube has been reduce to act likes domino) which could be more efficient and or have better lookahead. Hopefully both.<br />
* Predicted separation- paricularly useful for EZD.<br />
==See Also==<br />
*[[Kociemba]]<br />
*[[ECE method]]<br />
*[[Human Thistlethwaite Algorithm]]<br />
*[[Orient First]]<br />
*[[PCMS]]<br />
*[[Belt]]<br />
*[[ZZ]]<br />
==External links==<br />
*[https://www.speedsolving.com/forum/showthread.php?54056-SSC-(Shadowslice-Snow-Columns)-3x3x3-Method/ Original proposal](includes SSC-M and SLS)<br />
*[https://www.speedsolving.com/forum/threads/ece-new-3x3-solving-method.55898/ Crafto22's ECE proposal]<br />
*[http://imgur.com/FoUYLWg/ SqAree's OL5C algorithms]<br />
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[[Category:Experimental_methods]]<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]<br />
[[Category:Fewest_Moves_Methods]]</div>Generalpask