https://www.speedsolving.com/wiki/api.php?action=feedcontributions&user=JTay&feedformat=atomSpeedsolving.com Wiki - User contributions [en]2019-10-14T22:39:41ZUser contributionsMediaWiki 1.31.0https://www.speedsolving.com/wiki/index.php?title=Zipper_Method&diff=36565Zipper Method2018-04-19T20:18:20Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Zipper<br />
|image= ZipperCoverPhoto3.PNG<br />
|proposers=Justin Taylor<br />
|year=October 2017<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 45 With CFOP Background, 23 For LS+LL<br />
|algs=359 Total; 331 OLLCP, 28 L5E<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Zipper Method''' is a speedsolving method created by Justin Taylor in 2017, several months after development of the [[Ribbon Method]]. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. Additionally, this method has a very fast LS+LL, as it combines the well-established OLLCP step with L5E, a [[2gen]], low algorithm step with easy recognition and execution. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 9 moves with a CFOP-like approach to F2L. Zipper can either be used as a standalone method, or in conjunction with other CFOP subsets whenever a corner solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Cross + 1 Corner (Fish):''''' This is the most distinctive part of the Zipper Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any first layer corner, forming a "fish" on the bottom layer. This slot is referred to as the Zipper Slot. Technically, the Zipper Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone corner during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Edge. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''[[OLLCP]]:''''' This is the first algorithm set of the Zipper Method. There are 331 algorithms to orient the last layer of the cube and permute the remaining corners in an average of 11 moves with as few as 6. Although OLLCP algs are often used as an extension of CFOP, the full set must be used with Zipper in order to guarantee that the corners are permuted. In order to correctly use OLLCP in Zipper, the orientation of the edge in the Zipper Slot must be accounted for. Using a similar recognition style as [[ZZ]], the Zipper Slot is placed in either the FR or BR position. Using this, the edge that belongs in the Zipper Slot is treated as any other LL edge, and the OLLCP alg is executed.<br />
* '''''L5E:''''' This step solves the remaining 5 oriented edges of the cube, containing the LL edges and either the FR or BR edge. This step is executed in an average of 10 moves with as few as 6. There are 12 algs for each slot, as well as the 4 standard EPLL algs. This set can be executed using exclusively the <RU> move group, but many of the fastest algs for each case use other move groups.<br />
<br />
==Algorithms==<br />
Coming soon.<br />
<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Zipper_Method&diff=36560Zipper Method2018-04-18T22:51:18Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Zipper<br />
|image= ZipperCoverPhoto3.PNG<br />
|proposers=Justin Taylor<br />
|year=October 2017<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 45 With CFOP Background, 22 For LS+LL<br />
|algs=359 Total; 331 OLLCP, 28 L5E<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Zipper Method''' is a speedsolving method created by Justin Taylor in 2017, several months after development of the [[Ribbon Method]]. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. Additionally, this method has a very fast LS+LL, as it combines the well-established OLLCP step with L5E, a [[2gen]], low algorithm step with easy recognition and execution. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 9 moves with a CFOP-like approach to F2L. Zipper can either be used as a standalone method, or in conjunction with other CFOP subsets whenever a corner solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Cross + 1 Corner (Fish):''''' This is the most distinctive part of the Zipper Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any first layer corner, forming a "fish" on the bottom layer. This slot is referred to as the Zipper Slot. Technically, the Zipper Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone corner during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Edge. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''[[OLLCP]]:''''' This is the first algorithm set of the Zipper Method. There are 331 algorithms to orient the last layer of the cube and permute the remaining corners in an average of 11 moves with as few as 6. Although OLLCP algs are often used as an extension of CFOP, the full set must be used with Zipper in order to guarantee that the corners are permuted. In order to correctly use OLLCP in Zipper, the orientation of the edge in the Zipper Slot must be accounted for. Using a similar recognition style as [[ZZ]], the Zipper Slot is placed in either the FR or BR position. Using this, the edge that belongs in the Zipper Slot is treated as any other LL edge, and the OLLCP alg is executed.<br />
* '''''L5E:''''' This step solves the remaining 5 oriented edges of the cube, containing the LL edges and either the FR or BR edge. This step is executed in an average of 10 moves with as few as 6. There are 12 algs for each slot, as well as the 4 standard EPLL algs. This set can be executed using exclusively the <RU> move group, but many of the fastest algs for each case use other move groups.<br />
<br />
==Algorithms==<br />
Coming soon.<br />
<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Zipper_Method&diff=36559Zipper Method2018-04-18T22:49:49Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Zipper<br />
|image= ZipperCoverPhoto3.PNG<br />
|proposers=Justin Taylor<br />
|year=October 2017<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 45 With CFOP Background, 22 For LS+LL<br />
|algs=359 Total; 331 OLLCP, 28 L5E<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Zipper Method''' is a speedsolving method created by Justin Taylor in 2017, several months after development of the [[Ribbon Method]]. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. Additionally, this method has a very fast LS+LL, as it combines the well-established OLLCP step with L5E, a [[2gen]], low algorithm step with easy recognition and execution. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 9 moves with a CFOP-like approach to F2L. Zipper can either be used as a standalone method, or in conjunction with other CFOP subsets whenever a corner solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Cross + 1 Corner (Fish):''''' This is the most distinctive part of the Zipper Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any first layer corner, forming a "fish" on the bottom layer. This slot is referred to as the Zipper Slot. Technically, the Zipper Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone corner during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Edge. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''[[OLLCP]]:''''' This is the first algorithm set of the Zipper Method. There are 331 algorithms to orient the last layer of the cube and permute the remaining corners in an average of 11 moves with as few as 6. Although OLLCP algs are often used as an extension of CFOP, the full set must be used with Zipper in order to guarantee that the corners are permuted.<br />
In order to correctly use OLLCP in Zipper, the orientation of the edge in the Zipper Slot must be accounted for. Using a similar recognition style as [[ZZ]], the Zipper Slot is placed in either the FR or BR position. Using this, the edge that belongs in the Zipper Slot is treated as any other LL edge, and the OLLCP alg is executed.<br />
* '''''L5E:''''' This step solves the remaining 5 oriented edges of the cube, containing the LL edges and either the FR or BR edge. This step is executed in an average of 10 moves with as few as 6. There are 12 algs for each slot, as well as the 4 standard EPLL algs. This set can be executed using exclusively the <RU> move group, but many of the fastest algs for each case use other move groups.<br />
<br />
==Algorithms==<br />
Coming soon.<br />
<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=File:ZipperCoverPhoto3.PNG&diff=36558File:ZipperCoverPhoto3.PNG2018-04-18T22:16:21Z<p>JTay: </p>
<hr />
<div></div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Zipper_Method&diff=36557Zipper Method2018-04-18T22:00:28Z<p>JTay: Created page with "{{Method Infobox |name=Zipper |image= ZipperCoverPhoto2.PNG |proposers=Justin Taylor |year=October 2017 |steps=4 |moves=Low 40s With Blockbuilding, 45 With CFOP Background, 22..."</p>
<hr />
<div>{{Method Infobox<br />
|name=Zipper<br />
|image= ZipperCoverPhoto2.PNG<br />
|proposers=Justin Taylor<br />
|year=October 2017<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 45 With CFOP Background, 22 For LS+LL<br />
|algs=359 Total; 331 OLLCP, 28 L5E<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Zipper Method''' is a speedsolving method created by Justin Taylor in 2017, several months after development of the [[Ribbon Method]]. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 9 moves with a CFOP-like approach to F2L. Zipper can either be used as a standalone method, or in conjunction with other CFOP subsets whenever a corner solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Cross + 1 Corner (Fish):''''' This is the most distinctive part of the Zipper Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any first layer corner, forming a "fish" on the bottom layer. This slot is referred to as the Zipper Slot. Technically, the Zipper Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone corner during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Edge. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.<br />
<br />
==Algorithms==<br />
*[https://drive.google.com/open?id=15pjMnEGbF3hkn_YBq2ZeNxIF3GajyoiU]:TOLS<br />
*[https://drive.google.com/open?id=148i4z9K--45G_-RH0f5ayC5Za8cPMyy5]:TTLL<br />
<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=File:ZipperCoverPhoto2.PNG&diff=36556File:ZipperCoverPhoto2.PNG2018-04-18T21:54:36Z<p>JTay: </p>
<hr />
<div></div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=33908Ribbon Method2018-01-01T20:22:44Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.<br />
<br />
==Algorithms==<br />
*[https://drive.google.com/open?id=15pjMnEGbF3hkn_YBq2ZeNxIF3GajyoiU]:TOLS<br />
*[https://drive.google.com/open?id=148i4z9K--45G_-RH0f5ayC5Za8cPMyy5]:TTLL<br />
<br />
[[Category:3x3x3_speedsolving_methods]]<br />
[[Category:3x3x3_methods]]</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32352List of methods2017-08-02T18:56:57Z<p>JTay: /* Table of methods by purpose */</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[Gaétan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, Joel Demars, Max Garza, Jonathan 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 />
| [[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 />
| [[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 />
| 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 />
| 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>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32351Ribbon Method2017-08-02T18:56:18Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32347Ribbon Method2017-08-02T18:30:19Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32222Ribbon Method2017-07-22T21:54:09Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32221Ribbon Method2017-07-22T21:06:02Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32220Ribbon Method2017-07-22T21:05:32Z<p>JTay: /* The Steps */</p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=40 With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32219Ribbon Method2017-07-22T19:49:41Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=40 With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''Ribbon:''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32217Ribbon Method2017-07-22T18:46:39Z<p>JTay: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=40 With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including OLL), 72 TTLL, 21 PLL<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of CFOP, while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''Ribbon:''' This is the most distinctive part of the Ribbon Method.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=File:Ribbon_Image_2.PNG&diff=32216File:Ribbon Image 2.PNG2017-07-22T18:43:31Z<p>JTay: </p>
<hr />
<div></div>JTayhttps://www.speedsolving.com/wiki/index.php?title=File:Ribbon_Cover_Image.PNG&diff=32215File:Ribbon Cover Image.PNG2017-07-22T18:34:45Z<p>JTay: JTay uploaded a new version of &quot;File:Ribbon Cover Image.PNG&quot;</p>
<hr />
<div></div>JTayhttps://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32214Ribbon Method2017-07-22T18:30:25Z<p>JTay: Created page with "{{Method Infobox |name=Ribbon |image=File:Ribbon Cover Image.PNG |proposers=Justin Taylor |year=2017 |anames=Alpha, RFTT |steps=4 |moves=40 With Blockbuilding, 48 With CFO..."</p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image=[[File:Ribbon Cover Image.PNG]]<br />
|proposers=Justin Taylor<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=40 With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including OLL), 72 TTLL, 21 PLL<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. ; This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of CFOP, while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.</div>JTayhttps://www.speedsolving.com/wiki/index.php?title=File:Ribbon_Cover_Image.PNG&diff=32213File:Ribbon Cover Image.PNG2017-07-22T18:17:22Z<p>JTay: </p>
<hr />
<div></div>JTayhttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32212List of methods2017-07-22T18:02:06Z<p>JTay: </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 />
| 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 />
| [[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 />
| [[Reduction]]<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 />
| 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 />
| 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>JTay