https://www.speedsolving.com/wiki/api.php?action=feedcontributions&user=Mdipalma&feedformat=atomSpeedsolving.com Wiki - User contributions [en]2024-03-19T11:02:43ZUser contributionsMediaWiki 1.34.0https://www.speedsolving.com/wiki/index.php?title=OCDFLL&diff=42121OCDFLL2020-04-03T00:58:14Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=OCDFLL<br />
|image=OCDFLL.png<br />
|variants=[[OCLL]], [[JTLE]]<br />
|anames=<br />
|year=2017<br />
|subgroup=<br />
|algs=27<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
|previous=[[F2L-1E(DF)+EO cube state]]<br />
|next=[[LL:EO+CO cube state]]<br />
}}<br />
'''OCDFLL''' is an algorithm set which orients the last layer corners while simultaneously placing the DF edge. It is intended for [[Portico]], but can be used in all methods that solve a [[DougLi block]] ([[F2L]] missing the DF edge) while also [[Edge Orientation|having the edges oriented]].<br />
<br />
For a variant where instead of the DF edge, the DR edge is placed, see [[JTLE]].<br />
<br />
== See also ==<br />
* [[Portico]]<br />
* [[OCLL]]<br />
* [[JTLE]]<br />
<br />
== External links ==<br />
* [https://docs.google.com/spreadsheets/d/1TmCqmyUa_nq-BRIMbOvHXsBcrt7RZwfQxL1tNbc2Z-g Sune and Antisune OCDLL algorithms]<br />
<br />
[[Category:3x3x3 other substeps]]<br />
[[Category:Acronyms]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Portico&diff=39750Portico2019-05-02T17:50:54Z<p>Mdipalma: </p>
<hr />
<div>{{Method Infobox<br />
|name= Portico<br />
|image=Portico.gif<br />
|proposers= [[Matt DiPalma]]<br />
|year= 2017<br />
|anames= ZZ-Portico<br />
|variants= <br />
|steps= 4 <br />
|moves= 43 htm (stepwise optimal)<br />
|algs= 16 EP5 (See References), and 42 [[COLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
}}<br />
<br />
The '''Portico Method''' is a 3x3 speedsolving method created by [[Matt DiPalma]] before 2017. It is derived from the [[ZZ Method]], and the two share very much in common. The main difference is that ZZ's EOLine is replaced by EODB (the DF edge is omitted). Then, for the duration of the solve, the user is free to use F2 moves and the M'(U)M moves to solve F2L (which increases blockbuilding efficiency). The third step is COLL (42 algs). The final step is EP5 (16 algs), which solves all 4 LL edges and DF.<br />
<br />
==Comparison with ZZ==<br />
{| class="wikitable"<br />
|-<br />
! <br />
! ZZ-COLL/EPLL<br />
! Portico<br />
! Verdict<br />
|-<br />
| EO-step<br />
| 6.1 htm<br />
| 5.3 htm<br />
| Portico 15% more efficient, easier inspection<br />
|-<br />
| F2L<br />
| 19.0 htm<br />
| 18.4 htm<br />
| Portico 3.3% more efficient, but F2 moves<br />
|-<br />
| Corners<br />
| 12.08 htm<br />
| <12.0 htm<br />
| Portico slightly more efficient/ergonomic<br />
|-<br />
| Edges<br />
| 6.75 htm<br />
| 7.22 htm<br />
| ZZ 7% more efficient, 12 fewer algs<br />
|-<br />
| Total<br />
| 44 htm<br />
| 43 htm<br />
| Portico more efficient and easier inspection<br />
|-<br />
| Algs<br />
| 46<br />
| 58<br />
| ZZ has 12 fewer algs<br />
|}<br />
<br />
Portico features easier inspection and superior blockbuilding to normal ZZ-COLL/EPLL. Omission of the DF edge also accommodates more ergonomic CxLL algorithms. This of course, comes at the expense of 12 additional ExLL algs. However, many of these algs are short (M' U2 M) or memorable (M' H-perm M). See the references for the algorithm list.<br />
<br />
== Extras ==<br />
For users that do not wish to learn the Sune/Antisune [[COLL]]s but know all 21 [[PLL]]s, the OCDFLL algorithm set will be useful. As an alternative to the CxLL step, it will orient all LL corners and insert the DF edge, leaving PLL as the final step. There are 8 cases with fairly ergonomic algorithms, and they are compiled in the References, below.<br />
<br />
== See also ==<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ Method]]<br />
<br />
== References ==<br />
* [https://docs.google.com/spreadsheets/d/1y5uTfEKJ03vZg9MdFKe4UQTjai901J0fOWay_8P-Xx4 Portico Algs]<br />
* [https://docs.google.com/spreadsheets/d/1TmCqmyUa_nq-BRIMbOvHXsBcrt7RZwfQxL1tNbc2Z-g OCDFLL Algs]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Portico&diff=39749Portico2019-05-02T17:36:41Z<p>Mdipalma: </p>
<hr />
<div>{{Method Infobox<br />
|name= Portico<br />
|image=Portico.gif<br />
|proposers= [[Matt DiPalma]]<br />
|year= 2017<br />
|anames= ZZ-Portico<br />
|variants= <br />
|steps= 4 <br />
|moves= 43 htm (stepwise optimal)<br />
|algs= 16 EP5 (See References), and 42 [[COLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
}}<br />
<br />
The '''Portico Method''' is a 3x3 speedsolving method created by [[Matt DiPalma]] before 2017. It is derived from the [[ZZ Method]], and the two share very much in common. The main difference is that ZZ's EOLine is replaced by EODB (the DF edge is omitted). Then, for the duration of the solve, the user is free to use F2 moves and the M'(U)M moves to solve F2L (which increases blockbuilding efficiency). The third step is COLL (42 algs). The final step is EP5 (16 algs), which solves all 4 LL edges and DF.<br />
<br />
==Comparison with ZZ==<br />
{| class="wikitable"<br />
|-<br />
! <br />
! ZZ-COLL/EPLL<br />
! Portico<br />
! Verdict<br />
|-<br />
| EO-step<br />
| 6.1 htm<br />
| 5.3 htm<br />
| Portico 15% more efficient, easier inspection<br />
|-<br />
| F2L<br />
| 19.0 htm<br />
| 18.4 htm<br />
| Portico 3.3% more efficient, but F2 moves<br />
|-<br />
| Corners<br />
| 12.08 htm<br />
| <12.0 htm<br />
| Portico slightly more efficient/ergonomic<br />
|-<br />
| Edges<br />
| 6.75 htm<br />
| 7.22 htm<br />
| ZZ 7% more efficient, 12 fewer algs<br />
|-<br />
| Total<br />
| 44 htm<br />
| 43 htm<br />
| Portico more efficient and easier inspection<br />
|-<br />
| Algs<br />
| 46<br />
| 58<br />
| ZZ has 12 fewer algs<br />
|}<br />
<br />
Portico features easier inspection and superior blockbuilding to normal ZZ-COLL/EPLL. Omission of the DF edge also accommodates more ergonomic CxLL algorithms. This of course, comes at the expense of 12 additional ExLL algs. However, many of these algs are short (M' U2 M) or memorable (M' H-perm M). See the references for the algorithm list.<br />
<br />
== See also ==<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ Method]]<br />
<br />
== References ==<br />
* [https://docs.google.com/spreadsheets/d/1y5uTfEKJ03vZg9MdFKe4UQTjai901J0fOWay_8P-Xx4 Portico Algs]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Portico&diff=39748Portico2019-05-02T17:35:46Z<p>Mdipalma: /* Comparison with ZZ */</p>
<hr />
<div>{{Method Infobox<br />
|name= Portico Method<br />
|image=Portico.gif<br />
|proposers= [[Matt DiPalma]]<br />
|year= 2017<br />
|anames= ZZ-Portico<br />
|variants= <br />
|steps= 4 <br />
|moves= 43 htm (stepwise optimal)<br />
|algs= 15 EP5 (See References), and 42 [[COLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
}}<br />
<br />
The '''Portico Method''' is a 3x3 speedsolving method created by [[Matt DiPalma]] before 2017. It is derived from the [[ZZ Method]], and the two share very much in common. The main difference is that ZZ's EOLine is replaced by EODB (the DF edge is omitted). Then, for the duration of the solve, the user is free to use F2 moves and the M'(U)M moves to solve F2L (which increases blockbuilding efficiency). The third step is COLL (42 algs). The final step is EP5 (15 algs), which solves all 4 LL edges and DF.<br />
<br />
==Comparison with ZZ==<br />
{| class="wikitable"<br />
|-<br />
! <br />
! ZZ-COLL/EPLL<br />
! Portico<br />
! Verdict<br />
|-<br />
| EO-step<br />
| 6.1 htm<br />
| 5.3 htm<br />
| Portico 15% more efficient, easier inspection<br />
|-<br />
| F2L<br />
| 19.0 htm<br />
| 18.4 htm<br />
| Portico 3.3% more efficient, but F2 moves<br />
|-<br />
| Corners<br />
| 12.08 htm<br />
| <12.0 htm<br />
| Portico slightly more efficient/ergonomic<br />
|-<br />
| Edges<br />
| 6.75 htm<br />
| 7.22 htm<br />
| ZZ 7% more efficient, 12 fewer algs<br />
|-<br />
| Total<br />
| 44 htm<br />
| 43 htm<br />
| Portico more efficient and easier inspection<br />
|-<br />
| Algs<br />
| 46<br />
| 57<br />
| ZZ has 11 fewer algs<br />
|}<br />
<br />
Portico features easier inspection and superior blockbuilding to normal ZZ-COLL/EPLL. Omission of the DF edge also accommodates more ergonomic CxLL algorithms. This of course, comes at the expense of 11 additional ExLL algs. However, many of these algs are short (M' U2 M) or memorable (M' H-perm M). See the references for the algorithm list.<br />
<br />
== See also ==<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ Method]]<br />
<br />
== References ==<br />
* [https://docs.google.com/spreadsheets/d/1y5uTfEKJ03vZg9MdFKe4UQTjai901J0fOWay_8P-Xx4 Portico Algs]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Portico&diff=39747Portico2019-05-02T17:34:57Z<p>Mdipalma: Added page.</p>
<hr />
<div>{{Method Infobox<br />
|name= Portico Method<br />
|image=Portico.gif<br />
|proposers= [[Matt DiPalma]]<br />
|year= 2017<br />
|anames= ZZ-Portico<br />
|variants= <br />
|steps= 4 <br />
|moves= 43 htm (stepwise optimal)<br />
|algs= 15 EP5 (See References), and 42 [[COLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
}}<br />
<br />
The '''Portico Method''' is a 3x3 speedsolving method created by [[Matt DiPalma]] before 2017. It is derived from the [[ZZ Method]], and the two share very much in common. The main difference is that ZZ's EOLine is replaced by EODB (the DF edge is omitted). Then, for the duration of the solve, the user is free to use F2 moves and the M'(U)M moves to solve F2L (which increases blockbuilding efficiency). The third step is COLL (42 algs). The final step is EP5 (15 algs), which solves all 4 LL edges and DF.<br />
<br />
==Comparison with ZZ==<br />
{| class="wikitable"<br />
|-<br />
! <br />
! ZZ-COLL/EPLL<br />
! Portico<br />
! Verdict<br />
|-<br />
| EO-step<br />
| 6.1 htm<br />
| 5.3 htm<br />
| Portico 15% more efficient, easier inspection<br />
|-<br />
| F2L<br />
| 19.0 htm<br />
| 18.4 htm<br />
| Portico 3.3% more efficient, but F2 moves<br />
|-<br />
| Corners<br />
| 12.08 htm<br />
| <12.0 htm<br />
| Portico slightly more efficient/ergonomic<br />
|-<br />
| Edges<br />
| 6.75 htm<br />
| 7.22 htm<br />
| ZZ 7% more efficient, 12 fewer algs<br />
|-<br />
| Total<br />
| 44 htm<br />
| 43 htm<br />
| Portico more efficient and easier inspection<br />
|-<br />
| Algs<br />
| 46<br />
| 57<br />
| ZZ has 11 fewer algs<br />
|}<br />
<br />
Portico features easier inspection and superior blockbuilding to normal ZZ-COLL/EPLL. Omission of the DF edges also accommodates more ergonomic CxLL algorithms. This of course, comes at the expense of 11 additional ExLL algs. However, many of these algs are short (M' U2 M) or memorable (M' H-perm M). See the references for the algorithm list.<br />
<br />
== See also ==<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ Method]]<br />
<br />
== References ==<br />
* [https://docs.google.com/spreadsheets/d/1y5uTfEKJ03vZg9MdFKe4UQTjai901J0fOWay_8P-Xx4 Portico Algs]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=File:Portico.gif&diff=39746File:Portico.gif2019-05-02T17:34:12Z<p>Mdipalma: Portico EODB first step</p>
<hr />
<div>== Summary ==<br />
Portico EODB first step</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=PTM&diff=33569PTM2017-12-08T23:43:16Z<p>Mdipalma: added relevant historical information</p>
<hr />
<div>NOTE* This article discusses historical events for which no primary sources exist.<br />
<br />
In 2017, the '''Pacelli Turn Metric''' (PTM) was a [[metric]] for the [[3x3x3]] that was very similar to [[ATM]], except with rotations and wide moves being discounted from the movecount, to encourage old-style cube turning.<br />
<br />
On December 8, 2017, [[User:Martinss]] overruled the metric, pursuant direct orders from the divine ankh of Pharaoh Sekhemib-Perenma´at, peace be upon him.<br />
<br />
== See also ==<br />
* [[Metric]]<br />
* [[Move count]]<br />
* [[Fewest Moves]]<br />
<br />
[[Category:Turn metrics]]<br />
[[Category:Acronyms]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=CR%E2%80%A0&diff=33457CR†2017-11-06T19:04:34Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=CR†<br />
|image=<br />
|proposers=[[Matt DiPalma]]<br />
|variants=CR, Step 3-4 of [[Heise Method]]<br />
|anames=<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors) for CR2† substep<br />
|moves=26.135 (for CR1, CR2† and L3C substep)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved cube state]]<br />
}}<br />
<br />
'''CR†''' is a revised, simplified and improved version of [[Cardan Reduction]]. Recognition is easier with CR† than [[Cardan Reduction|CR]] and the last substep is [[L3C]], easier than CR3 substep.<br />
<br />
== Steps ==<br />
# ''(CR1)'' [[F2L-1 + EO cube state]] to [[F2L-1C + EO + 2x1x1 block cube state]] : Insert FR edge and create a U-layer 2x1x1 block.<br />
# ''(CR2†)'' [[F2L-1 + EO cube state]] to [[L3C cube state]] : Solve the 2x1x1 pair, all edges, and last D corners.<br />
#* Algorithms for the 2nd substep (CR2†) can be found [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0 here].<br />
# ''(L3C)'' [[L3C cube state]] to [[Solved cube state]] Solve the remaining 3 corners using [[L3C]] algs.<br />
<br />
== External links ==<br />
* [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0 CR2† Alg Spreadsheet]<br />
* [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042 Forum post]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=CR%E2%80%A0&diff=33456CR†2017-11-06T19:04:12Z<p>Mdipalma: corrected from + to † because this is a Christian method</p>
<hr />
<div>{{Substep Infobox<br />
|name=CR†<br />
|image=<br />
|proposers=[[Matt DiPalma]]<br />
|variants=CR, Step 3-4 of [[Heise Method]]<br />
|anames=<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors) for CR2† substep<br />
|moves=26.135 (for CR1, CR2† and L3C substep)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved cube state]]<br />
}}<br />
<br />
'''CR+''' is a revised, simplified and improved version of [[Cardan Reduction]]. Recognition is easier with CR† than [[Cardan Reduction|CR]] and the last substep is [[L3C]], easier than CR3 substep.<br />
<br />
== Steps ==<br />
# ''(CR1)'' [[F2L-1 + EO cube state]] to [[F2L-1C + EO + 2x1x1 block cube state]] : Insert FR edge and create a U-layer 2x1x1 block.<br />
# ''(CR2†)'' [[F2L-1 + EO cube state]] to [[L3C cube state]] : Solve the 2x1x1 pair, all edges, and last D corners.<br />
#* Algorithms for the 2nd substep (CR2†) can be found [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0 here].<br />
# ''(L3C)'' [[L3C cube state]] to [[Solved cube state]] Solve the remaining 3 corners using [[L3C]] algs.<br />
<br />
== External links ==<br />
* [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0 CR2† Alg Spreadsheet]<br />
* [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042 Forum post]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=CR%E2%80%A0&diff=33434CR†2017-11-03T17:09:25Z<p>Mdipalma: Undo revision 33433 by Martinss (talk) it's its own method. there are algs genned. would you redirect CMLL to COLL? NO! Leave britney alone</p>
<hr />
<div>{{Substep Infobox<br />
|name=''[redacted]''<br />
|image=CRp.PNG<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=26.135 for LS/LL<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''CR†''' is a revised, ''[redacted]''-oriented version of [[Cardan Reduction]] that features improved ''[redacted]'' and simplified ''[redacted]''. Further details pertaining to this approach are currently registered (TS) classified, pending declassification to security-cleared US citizens after November 19, 2026.<br />
<br />
Despite the extremely high level of secrecy surrounding every aspect of this edge-oriented LS/LL variant, the full CR2† algorithm set is published in the External Links. However, it is compiled in some strange alien lexicon.<br />
<br />
<br />
== External links ==<br />
* [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0/edit?usp=sharing CR2† Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=CR%E2%80%A0&diff=32190CR†2017-07-20T18:38:06Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=''[redacted]''<br />
|image=CRp.PNG<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=26.135 for LS/LL<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''CR†''' is a revised, ''[redacted]''-oriented version of [[Cardan Reduction]] that features improved ''[redacted]'' and simplified ''[redacted]''. Further details pertaining to this approach are currently registered (TS) classified, pending declassification to security-cleared US citizens after November 19, 2026.<br />
<br />
Despite the extremely high level of secrecy surrounding every aspect of this edge-oriented LS/LL variant, the full CR2† algorithm set is published in the External Links. However, it is compiled in some strange alien lexicon.<br />
<br />
<br />
== External links ==<br />
* [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0/edit?usp=sharing CR2† Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=CR%E2%80%A0&diff=32189CR†2017-07-20T18:36:46Z<p>Mdipalma: added the algorithm set in the external links</p>
<hr />
<div>{{Substep Infobox<br />
|name=''redacted''<br />
|image=CRp.PNG<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=24.90 for LS/LL<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''CR†''' is a revised, ''redacted''-oriented version of [[Cardan Reduction]] that features improved ''redacted'' and simplified ''redacted''. Further details pertaining to this approach are currently registered (TS) classified, pending declassification to security-cleared US citizens after November 19, 2026.<br />
<br />
Despite the extremely high level of secrecy surrounding every aspect of this edge-oriented LS/LL variant, the full CR2† algorithm set is published in the External Links. However, it is compiled in some strange alien lexicon.<br />
<br />
<br />
== External links ==<br />
* [https://docs.google.com/spreadsheets/d/1n9C-FDrC2geg-6W1an8ZPFVyUwoONbgUIEwnRpKbrs0/edit?usp=sharing CR2† Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=File:CRp.PNG&diff=32188File:CRp.PNG2017-07-20T18:24:42Z<p>Mdipalma: CR†</p>
<hr />
<div>CR†</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Cardan_Reduction&diff=31036Cardan Reduction2017-05-17T21:46:30Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Cardan Reduction<br />
|image=Crsvg.png<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=24.90 for LS/LL<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''Cardan Reduction''' is a novel "LS/LL" approach developed by [[Matt DiPalma]] for methods that pre-orient edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]], [[CFOP]] with edge control). It features a particularly low case count and movecount, in comparison with conventional LS/LL approaches. "LS/LL" is in quotes because the solution is not discretized in that way. This variant leverages cancellations, statistically common cases, rotational symmetry, inverses, and reflections to efficiently reduce the cube to a commutator/conjugate.<br />
<br />
Cardan Reduction has 3 steps after EOF2L-1 is completed.<br />
<br />
== Steps ==<br />
* CR1:: Insert FR edge and create a U-layer 2x1x1 block.<br />
:* the U-layer pair has a fairly high likelihood (32/75) of solving itself while the FR edge is inserted<br />
:* if not, this can take an average of 8 moves to do manually<br />
:* pairs can be preserved during F2L to drastically reduce this movecount (see examples)<br />
* CR2:: Solve the 2x1x1 pair, all edges, and a corner (72 cases, and their mirrors).<br />
:* AUF the 2x1x1 pair so it points over the FR edge<br />
:* if the pair is a clockwise pair (UR edge and URF corner)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFL corner (12 possibilities)<br />
::* apply alg from speadsheet<br />
:* if the pair is an anticlockwise pair (UF edge and URF corner)<br />
::* rotate y (so FR edge is in LF)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFR corner (12 possibilities)<br />
::* apply alg that is mirrored from spreadsheet<br />
* CR3:: Solve the remaining 3 corners using a commutator/conjugate.<br />
<br />
<br />
== External links ==<br />
* [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042/ Forum Post]<br />
* [https://docs.google.com/spreadsheets/d/1S2HBejqM94xVjPdF9p4pklRc1qOidJ1IbMF-uYv9E3c CR2 Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=CR%E2%80%A0&diff=30585CR†2017-04-10T05:20:41Z<p>Mdipalma: Created page with "{{Substep Infobox |name=CR† |image=Crsvg.png |proposers=Matt DiPalma |variants=none |anames=Step 3-4 of Heise Method |year=2017 |subgroup= |algs=144 (72 with mirrors..."</p>
<hr />
<div>{{Substep Infobox<br />
|name=CR†<br />
|image=Crsvg.png<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=??.?? htm<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
'''CR†''' is a ''redacted'' version of [[Cardan Reduction]] that is ''redacted'' for ''redacted'' and allows for ''redacted''. Exact details on this technique are currently (TS) classified.<br />
<br />
== External links ==<br />
* CR [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042/ Forum Post]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Last_Three_Corners&diff=30419Last Three Corners2017-03-24T19:57:24Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Last Three Corners<br />
|image=L3C.png<br />
|proposers=[[Anthony Snyder]], [[Ryan Heise]]<br />
|anames=L3C<br />
|variants=[[L4C]], [[CxLL]]<br />
|subgroup=<br />
|algs=24<br />
|moves=~10 [[HTM]], 9.56 optimal [[HTM]]<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]], [[BLD]]<br />
|previous=[[L3C cube state]]<br />
|next=[[Solved cube state]]<br />
}}<br />
<br />
'''Last three corners''', abbrevaited '''L3C''' (or 3LC), is a [[method]] that solves three of the [[last layer]] corners preserving all the rest, a sub group of [[L4C]], [[ZBLL]] and [[ZZLL]].<br />
<br />
'''Usage:''' besides L4C, [[CxLL]], ZBLL and ZZLL it is useful for [[FMC]] and the 3-cycles are nice for [[Freestyle BLD]]. L3C is the final stage in the [[Snyder Method]].<br />
<br />
'''See also:'''<br />
* [[Last Four Corners]]<br />
* [[Beyer-Hardwick Method]]<br />
<br />
== External links ==<br />
* [http://www.ryanheise.com/cube/corner_3_cycles.html] Ryan Heise explains an intuitive approach to solve the last three corners.<br />
<br />
=L3C Cases=<br />
The group have 27 cases including solved, 3*3 orientations and 3 permutations. Most of the cases (18) are pure [[3-cycle]]s, the rest are pure twists U, T, L, S and -S. Some of the twist occures 2 times (U, T and L) and the T-twist is the same as the U-twist if the puzzle is reoriented. Subtracting the duplicates and solved it will be 22 cases left. 16 of them are pure L3C cases and listed at this page, the rest are in one of two sub groups.<br />
<br />
===Sub groups===<br />
*'''Pure twists''' you can find at the [[Corner orientation|Corner orientation page]].<br />
*'''Only permutation''', see [[CPLL]], corner permutation of the last layer.''<br />
<br />
The '''naming system''' used here is adapted to BLD, the ULB corner is always the solved one and URF is the 'buffer' with U as the buffer sticker. The piece in the buffer will go to two places, either URB or UFL and the sticker in U will go to any of the three stickers on each goal position and that sticker is in uppercase, the other two letters will be in lowercase. The second half of the name is the same but from the goal position of the first. The last piece will always go to the first buffer position so that will not be in the name.<br />
<br />
Example: CW A-PLL is Ufl-Urb and CCW A-PLL is Urb-Ufl.<br />
<br />
==Algorithms==<br />
{{Algnote}}<br />
----<br />
<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
<br />
|-valign="top"<br />
| bgcolor="f0f4f8" |<br />
The following four cases are mirror + inverses of the first so you only need '1 alg' for all.<br />
| bgcolor="f0f4f8" |<br />
Mirror to the side and inverse in diagonal.<br />
<br />
|-valign="top"<br />
|<br />
=== uFl-Urb ===<br />
{{case |image=L3C case1(a).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}} <br />
{{Alg|R2 D R' U2 R D' R' U2 R'}}<br />
<br />
|<br />
=== uRb-Ufl ===<br />
{{case<br />
|image=L3C case1(b).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y) L2 D' L U2 L' D L U2 L}}<br />
<br />
|-valign="top"<br />
|<br />
=== Ufl-uRb ===<br />
{{case |image=L3C case1(c).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y) L' U2 L' D' L U2 L' D L2}}<br />
<br />
|<br />
=== Urb-uFl ===<br />
{{case |image=L3C case1(d).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|R U2 R D R' U2 R D' R2}}<br />
<br />
|-valign="top"<br />
| bgcolor="f0f4f8" |<br />
The following four cases are mirror + inverses of the first so you only need '1 alg' for all.<br />
| bgcolor="f0f4f8" |<br />
Mirror to the side and inverse in diagonal.<br />
<br />
|-valign="top"<br />
|<br />
=== ufL-uRb ===<br />
{{case |image=L3C case2(a).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y x) R2 D2 R U2 R' D2 R U2 l}}<br />
<br />
|<br />
<br />
=== urB-uFl ===<br />
{{case |image=L3C case2(b).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(x) L2 D2 L' U2 L D2 L' U2 r'}}<br />
<br />
|-valign="top"<br />
|<br />
<br />
=== uFl-urB ===<br />
{{case |image=L3C case2(c).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|r U2 L D2 L' U2 L D2 L2 (x')}}<br />
<br />
|<br />
=== uRb-ufL ===<br />
{{case |image=L3C case2(d).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y) l' U2 R' D2 R U2 R' D2 R2 (x')}}<br />
<br />
|-valign="top"<br />
| bgcolor="f0f4f8" |<br />
The following four cases are mirror + inverses of the first so you only need '1 alg' for all.<br />
| bgcolor="f0f4f8" |<br />
Mirror to the side and inverse in diagonal.<br />
<br />
|-valign="top"<br />
|<br />
=== ufL-Urb ===<br />
{{case |image=L3C case3(a).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y) r' U' R U L U' R' U (x)}}<br />
{{Alg|(x') R U R' D R U' R' D' (x)}}<br />
|<br />
=== urB-Ufl ===<br />
{{case |image=L3C case3(b).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y2) l U L' U' R' U L U' (x)}}<br />
{{Alg| r U R' U' r' F R F'}}<br />
|-valign="top"<br />
|<br />
=== Ufl-urB ===<br />
{{case |image=L3C case3(c).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(x') U L' U' R U L U' l'}}<br />
<br />
|<br />
=== Urb-ufL ===<br />
{{case |image=L3C case3(d).jpg<br />
|name=3-cycle commutator<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|(y x') U' R U L' U' R' U r}}<br />
{{Alg|(x') D R U R' D' R U' R' (x)}}<br />
|-valign="top"<br />
|<br />
=== ufL-urB ===<br />
{{case |image=L3C case4(a).jpg<br />
|name=Niklas<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|R' U L U' R U L' U'}}<br />
<br />
|<br />
=== urB-ufL ===<br />
{{case |image=L3C case4(b).jpg<br />
|name=Niklas b<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|U L U' R' U L' U' R}}<br />
<br />
|-valign="top"<br />
|<br />
=== uFl-uRb ===<br />
{{case |image=L3C case5(a).jpg<br />
|name=Anti Niklas a<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=10 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|B L' U2 L B' L' B U2 B' L}}<br />
{{Alg|(y2 x') U2 R2 D R U2 R' D' R U2 R U2 (x y2)}}<br />
{{Alg|(y' x) R2 U2 L U R2 U' L' U R2 U R2 (x' y)}}<br />
|<br />
=== uRb-uFl ===<br />
{{case |image=L3C case5(b).jpg<br />
|name=Anti Niklas b<br />
|methods=[[L3C]], [[L4C]], [[BLD]]<br />
|optimal=10 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|L' B U2 B' L B L' U2 L B'}}<br />
{{Alg|(y2 x') U2 R' U2 R' D R U2 R' D' R2 U2 (x y2)}}<br />
{{Alg|(y' x) R2 U' R2 U' L U R2 U' L' U2 R2 (x' y)}}<br />
|}<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 last layer methods]]<br />
<br />
<br />
__NOTOC__</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Cardan_Reduction&diff=30303Cardan Reduction2017-03-15T19:03:28Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Cardan Reduction<br />
|image=Crsvg.png<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=25.01 for LS/LL<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''Cardan Reduction''' is a novel "LS/LL" approach developed by [[Matt DiPalma]] for methods that pre-orient edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]], [[CFOP]] with edge control). It features a particularly low case count and movecount, in comparison with conventional LS/LL approaches. "LS/LL" is in quotes because the solution is not discretized in that way. This variant leverages cancellations, statistically common cases, rotational symmetry, inverses, and reflections to efficiently reduce the cube to a commutator/conjugate.<br />
<br />
Cardan Reduction has 3 steps after EOF2L-1 is completed.<br />
<br />
== Steps ==<br />
* CR1:: Insert FR edge and create a U-layer 2x1x1 block.<br />
:* the U-layer pair has a fairly high likelihood (32/75) of solving itself while the FR edge is inserted<br />
:* if not, this can take an average of 8 moves to do manually<br />
:* pairs can be preserved during F2L to drastically reduce this movecount (see examples)<br />
* CR2:: Solve the 2x1x1 pair, all edges, and a corner (72 cases, and their mirrors).<br />
:* AUF the 2x1x1 pair so it points over the FR edge<br />
:* if the pair is a clockwise pair (UR edge and URF corner)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFL corner (12 possibilities)<br />
::* apply alg from speadsheet<br />
:* if the pair is an anticlockwise pair (UF edge and URF corner)<br />
::* rotate y (so FR edge is in LF)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFR corner (12 possibilities)<br />
::* apply alg that is mirrored from spreadsheet<br />
* CR3:: Solve the remaining 3 corners using a commutator/conjugate.<br />
<br />
<br />
== External links ==<br />
* [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042/ Forum Post]<br />
* [https://docs.google.com/spreadsheets/d/1S2HBejqM94xVjPdF9p4pklRc1qOidJ1IbMF-uYv9E3c CR2 Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Cardan_Reduction&diff=30297Cardan Reduction2017-03-14T16:49:10Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Cardan Reduction<br />
|image=Crsvg.png<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=9.07<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''Cardan Reduction''' is a novel "LS/LL" approach developed by [[Matt DiPalma]] for methods that pre-orient edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]], [[CFOP]] with edge control). It features a particularly low case count and movecount, in comparison with conventional LS/LL approaches. "LS/LL" is in quotes because the solution is not discretized in that way. This variant leverages cancellations, statistically common cases, rotational symmetry, inverses, and reflections to efficiently reduce the cube to a commutator/conjugate.<br />
<br />
Cardan Reduction has 3 steps after EOF2L-1 is completed.<br />
<br />
== Steps ==<br />
* CR1:: Insert FR edge and create a U-layer 2x1x1 block.<br />
:* the U-layer pair has a fairly high likelihood (32/75) of solving itself while the FR edge is inserted<br />
:* if not, this can take an average of 8 moves to do manually<br />
:* pairs can be preserved during F2L to drastically reduce this movecount (see examples)<br />
* CR2:: Solve the 2x1x1 pair, all edges, and a corner (72 cases, and their mirrors).<br />
:* AUF the 2x1x1 pair so it points over the FR edge<br />
:* if the pair is a clockwise pair (UR edge and URF corner)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFL corner (12 possibilities)<br />
::* apply alg from speadsheet<br />
:* if the pair is an anticlockwise pair (UF edge and URF corner)<br />
::* rotate y (so FR edge is in LF)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFR corner (12 possibilities)<br />
::* apply alg that is mirrored from spreadsheet<br />
* CR3:: Solve the remaining 3 corners using a commutator/conjugate.<br />
<br />
<br />
== External links ==<br />
* [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042/ Forum Post]<br />
* [https://docs.google.com/spreadsheets/d/1S2HBejqM94xVjPdF9p4pklRc1qOidJ1IbMF-uYv9E3c CR2 Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=File:Crsvg.png&diff=30296File:Crsvg.png2017-03-14T16:48:26Z<p>Mdipalma: Cubestate required for Cardan Reduction Step 2</p>
<hr />
<div>Cubestate required for Cardan Reduction Step 2</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Cardan_Reduction&diff=30295Cardan Reduction2017-03-14T16:38:09Z<p>Mdipalma: Created page with "{{Substep Infobox |name=Cardan Reduction |image= |proposers=Matt DiPalma |variants=none |anames=Step 3-4 of Heise Method |year=2017 |subgroup= |algs=144 (72 with mirro..."</p>
<hr />
<div>{{Substep Infobox<br />
|name=Cardan Reduction<br />
|image=<br />
|proposers=[[Matt DiPalma]]<br />
|variants=none<br />
|anames=Step 3-4 of [[Heise Method]]<br />
|year=2017<br />
|subgroup=<br />
|algs=144 (72 with mirrors)<br />
|moves=9.07<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[Solved_cube_state]]<br />
}}<br />
<br />
'''Cardan Reduction''' is a novel "LS/LL" approach developed by [[Matt DiPalma]] for methods that pre-orient edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]], [[CFOP]] with edge control). It features a particularly low case count and movecount, in comparison with conventional LS/LL approaches. "LS/LL" is in quotes because the solution is not discretized in that way. This variant leverages cancellations, statistically common cases, rotational symmetry, inverses, and reflections to efficiently reduce the cube to a commutator/conjugate.<br />
<br />
Cardan Reduction has 3 steps after EOF2L-1 is completed.<br />
<br />
== Steps ==<br />
* CR1:: Insert FR edge and create a U-layer 2x1x1 block.<br />
:* the U-layer pair has a fairly high likelihood (32/75) of solving itself while the FR edge is inserted<br />
:* if not, this can take an average of 8 moves to do manually<br />
:* pairs can be preserved during F2L to drastically reduce this movecount (see examples)<br />
* CR2:: Solve the 2x1x1 pair, all edges, and a corner (72 cases, and their mirrors).<br />
:* AUF the 2x1x1 pair so it points over the FR edge<br />
:* if the pair is a clockwise pair (UR edge and URF corner)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFL corner (12 possibilities)<br />
::* apply alg from speadsheet<br />
:* if the pair is an anticlockwise pair (UF edge and URF corner)<br />
::* rotate y (so FR edge is in LF)<br />
::* determine edge permutation (6 possibilities)<br />
::* determine destination of UFR corner (12 possibilities)<br />
::* apply alg that is mirrored from spreadsheet<br />
* CR3:: Solve the remaining 3 corners using a commutator/conjugate.<br />
<br />
<br />
== External links ==<br />
* [https://www.speedsolving.com/forum/threads/cardan-reduction-novel-ls-ll-approach.64042/ Forum Post]<br />
* [https://docs.google.com/spreadsheets/d/1S2HBejqM94xVjPdF9p4pklRc1qOidJ1IbMF-uYv9E3c CR2 Alg Spreadsheet]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=2GLL&diff=298582GLL2017-01-13T21:14:20Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=2GLL<br />
|image=ZBLL.png<br />
|proposers=[[Zbigniew Zborowski]], [[Ron van Bruchem]], [[Timothy Sun]], [[Lars Petrus]]<br />
|year=2005?<br />
|anames=Step 6+7 ([[Petrus method]])<br />
|subgroup=<br />
|algs=84<br />
|moves=13.15<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
|previous=[[LL:EO cube state]]<br />
|next=[[Solved cube state]]<br />
}}<br />
<br />
'''2GLL''' (short for ''2-Generator Last Layer'') is a subset of [[ZBLL]], which orients and permutes [[LL]] corners while permuting the edges and has 493 cases. 2GLL consists of the 85 cases (including solved) that orient the corners and permute the edges, i.e. exactly the ZBLL cases that can be solved by a [[2-gen]]erator algorithm (using say only U and R).<br />
<br />
2GLL is very useful when used with a system that permutes LL corners and orients LL edges before reaching the last layer. One [[CFOP]]-derived system that achieves this is to do the [[cross]], three [[F2L]] pairs, [[ELS]], and lastly [[CPLS]]. One can also use specialized algorithms to control edge orientation during F2L. While these are good ways to branch off from [[CFOP]], most cubers agree that 2GLL works better with methods that, like [[ZZ]] or [[Petrus]], naturally orient the edges before the final F2L slot. 2GLL may also be used after F2L and [[CPEOLL]] which orients edges and permutes corners.<br />
<br />
==Learning Approach==<br />
Like ZBLL and [[COLL]], 2GLL cases can be divided into eight subsets, typically called Sune, Anti-Sune, H (or Double-Sune), Pi, U, T, L, and [[EPLL]]. Each 2GLL case is typically recognized by its [[COLL]] followed by the edge cycle (see [[EPLL]]). There are up to 12 cases per COLL, or less due to symmetry.<br />
<br />
==Recognition==<br />
1. Recognize the corner orientation case (one of 7).<br />
<br />
1.5? - Some people prefer to AUF right now in order to have their corners not only in their relatively correct spot, but also in their *actual* correct spot. As in, rather than having the corners a U2 away from being correctly permuted, they would do a d2, then recognize from there, or something along those lines.<br />
Since a good percentage of the 'good' algs have AUFs and/or initial rotations anyway, it doesn't make all that much of a difference. If it helps you to recognize better this way, do so.<br />
<br />
2. Recognize the edge cycle by looking only at the FU and RU stickers in relation to the UFR piece.<br />
<br />
Step 1 should be fairly easy to recognize, as there are only seven possible cases. If you have used another [[LL]] technique, then you have most likely had to recognize corner orientation before. When you see the case, simply adjust the upper-most face in order to get the case into the angle you typically recognize from, and continue to the next step.<br />
<br />
Step 2 is a tiny bit more complicated to recognize, but once it is gotten used to, it can really be quite easy.<br />
Since there are a possible of 12 edge permutations (assuming that the puzzle is solvable and the corners are permuted) one has to be prepared for all 12.<br />
<br />
Here is one system to recognize these in:<br />
- If you see that both the FU and RU edges are correctly positioned between corners that have been pre-permuted, then this is a "good" case, meaning that all of the edges are correctly positioned.<br />
<br />
- If you see that both the FU and RU edges are opposite colors of what they should be (red/orange or blue/green on the standard color scheme) then this is an "H perm" case.<br />
<br />
- If you see that the FU piece and RU piece should be switched with each other (a visible 2-cycle) then you have "Z1," one of two possible Z perms.<br />
- If you see that FU needs to go to LU while RU needs to go to BU, then you have the other Z perm, "Z2."<br />
<br />
If the case does not follow into any of the above, then<br />
- For the remaining 8 cases, the U perms, without rotating the cube, the solver should ask themselves the following:<br />
--"Is this cycle going clockwise or anti-clockwise?"<br />
--"Where is the edge that is correct?"<br />
<br />
Both of these questions can be answered by figuring out the following:<br />
--"Where does the FU sticker need to be in respect to the corner permutation?"<br />
--"Where does the RU sticker need to be in respect to the corner permutation?"<br />
<br />
Simply put, try to trace a 3-cycle of edges in the last layer. The piece that does not belong combined with the direction of the cycle is a great way to recognize and notate the cycle.<br />
<br />
<br />
As a quick example, scramble a standard 3x3x3 Rubik's Cube with the following:<br />
R' U2 R U R' U R U' R' U' R U' R' U2 R<br />
<br />
Firstly, look at the corner orientation. You should be able to find this as a [[Headlights]] case. Put these headlights in the back - if you ever decide to learn COLL or ZBLL, this is how you will probably recognize headlights cases, so it's a good idea to start that way now!<br />
Next, note that this is not a "good", H, or Z case, and therefore must be a Uperm of sorts.<br />
Next, note that this is a clockwise U perm - one that does not cycle RU.<br />
That's it.<br />
Right then, you should be able to apply your alg, AUF, slam your cube down, and stop the timer.<br />
<br />
For this case, y R' U2 R U R' U R U R' U' R U' R' U2 R is a nice alg. Success.<br />
<br />
Before looking too far into 2GLL, it would probably be best to check out [[CPLS]] first.<br />
<br />
== See also ==<br />
<br />
* [[ZB Method]]<br />
* [[ZBLS]]<br />
* [[ZZ-a]]<br />
* [[VH Method]]<br />
* [http://www.speedsolving.com/wiki/index.php/Special:MediaWikiAlgDB?mode=view&view=default&puzzle=3&group=ZBLL-T ZBLL Algorithms] (complete set)<br />
* [[ZBLL]]<br />
<br />
== External links ==<br />
* [http://www.speedsolving.com/forum/showpost.php?p=445774&postcount=207 Stachu's 2GLL list] - complete<br />
* [http://www.speedsolving.com/forum/showthread.php?p=454801#post454801 SpeedSolving.com thread]<br />
* [http://lar5.com/cube/xMain.html Lars Petrus' 2GLL algorithms]<br />
* [http://boca.bee.pl/cat.php?l=pl&cat=th&m=zz&ch=d BOCA 2GLL algs]<br />
<br />
<br />
<br />
[[Category:3x3x3 last layer substeps]]<br />
[[Category:Acronyms]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=2GLL&diff=298522GLL2017-01-12T15:27:55Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=2GLL<br />
|image=ZBLL.png<br />
|proposers=[[Zbigniew Zborowski]], [[Ron van Bruchem]], [[Timothy Sun]], [[Lars Petrus]]<br />
|year=2005?<br />
|anames=Step 6+7 ([[Petrus method]])<br />
|subgroup=<br />
|algs=84<br />
|moves=13.18<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
|previous=[[LL:EO cube state]]<br />
|next=[[Solved cube state]]<br />
}}<br />
<br />
'''2GLL''' (short for ''2-Generator Last Layer'') is a subset of [[ZBLL]], which orients and permutes [[LL]] corners while permuting the edges and has 493 cases. 2GLL consists of the 85 cases (including solved) that orient the corners and permute the edges, i.e. exactly the ZBLL cases that can be solved by a [[2-gen]]erator algorithm (using say only U and R).<br />
<br />
2GLL is very useful when used with a system that permutes LL corners and orients LL edges before reaching the last layer. One [[CFOP]]-derived system that achieves this is to do the [[cross]], three [[F2L]] pairs, [[ELS]], and lastly [[CPLS]]. One can also use specialized algorithms to control edge orientation during F2L. While these are good ways to branch off from [[CFOP]], most cubers agree that 2GLL works better with methods that, like [[ZZ]] or [[Petrus]], naturally orient the edges before the final F2L slot. 2GLL may also be used after F2L and [[CPEOLL]] which orients edges and permutes corners.<br />
<br />
==Learning Approach==<br />
Like ZBLL and [[COLL]], 2GLL cases can be divided into eight subsets, typically called Sune, Anti-Sune, H (or Double-Sune), Pi, U, T, L, and [[EPLL]]. Each 2GLL case is typically recognized by its [[COLL]] followed by the edge cycle (see [[EPLL]]). There are up to 12 cases per COLL, or less due to symmetry.<br />
<br />
==Recognition==<br />
1. Recognize the corner orientation case (one of 7).<br />
<br />
1.5? - Some people prefer to AUF right now in order to have their corners not only in their relatively correct spot, but also in their *actual* correct spot. As in, rather than having the corners a U2 away from being correctly permuted, they would do a d2, then recognize from there, or something along those lines.<br />
Since a good percentage of the 'good' algs have AUFs and/or initial rotations anyway, it doesn't make all that much of a difference. If it helps you to recognize better this way, do so.<br />
<br />
2. Recognize the edge cycle by looking only at the FU and RU stickers in relation to the UFR piece.<br />
<br />
Step 1 should be fairly easy to recognize, as there are only seven possible cases. If you have used another [[LL]] technique, then you have most likely had to recognize corner orientation before. When you see the case, simply adjust the upper-most face in order to get the case into the angle you typically recognize from, and continue to the next step.<br />
<br />
Step 2 is a tiny bit more complicated to recognize, but once it is gotten used to, it can really be quite easy.<br />
Since there are a possible of 12 edge permutations (assuming that the puzzle is solvable and the corners are permuted) one has to be prepared for all 12.<br />
<br />
Here is one system to recognize these in:<br />
- If you see that both the FU and RU edges are correctly positioned between corners that have been pre-permuted, then this is a "good" case, meaning that all of the edges are correctly positioned.<br />
<br />
- If you see that both the FU and RU edges are opposite colors of what they should be (red/orange or blue/green on the standard color scheme) then this is an "H perm" case.<br />
<br />
- If you see that the FU piece and RU piece should be switched with each other (a visible 2-cycle) then you have "Z1," one of two possible Z perms.<br />
- If you see that FU needs to go to LU while RU needs to go to BU, then you have the other Z perm, "Z2."<br />
<br />
If the case does not follow into any of the above, then<br />
- For the remaining 8 cases, the U perms, without rotating the cube, the solver should ask themselves the following:<br />
--"Is this cycle going clockwise or anti-clockwise?"<br />
--"Where is the edge that is correct?"<br />
<br />
Both of these questions can be answered by figuring out the following:<br />
--"Where does the FU sticker need to be in respect to the corner permutation?"<br />
--"Where does the RU sticker need to be in respect to the corner permutation?"<br />
<br />
Simply put, try to trace a 3-cycle of edges in the last layer. The piece that does not belong combined with the direction of the cycle is a great way to recognize and notate the cycle.<br />
<br />
<br />
As a quick example, scramble a standard 3x3x3 Rubik's Cube with the following:<br />
R' U2 R U R' U R U' R' U' R U' R' U2 R<br />
<br />
Firstly, look at the corner orientation. You should be able to find this as a [[Headlights]] case. Put these headlights in the back - if you ever decide to learn COLL or ZBLL, this is how you will probably recognize headlights cases, so it's a good idea to start that way now!<br />
Next, note that this is not a "good", H, or Z case, and therefore must be a Uperm of sorts.<br />
Next, note that this is a clockwise U perm - one that does not cycle RU.<br />
That's it.<br />
Right then, you should be able to apply your alg, AUF, slam your cube down, and stop the timer.<br />
<br />
For this case, y R' U2 R U R' U R U R' U' R U' R' U2 R is a nice alg. Success.<br />
<br />
Before looking too far into 2GLL, it would probably be best to check out [[CPLS]] first.<br />
<br />
== See also ==<br />
<br />
* [[ZB Method]]<br />
* [[ZBLS]]<br />
* [[ZZ-a]]<br />
* [[VH Method]]<br />
* [http://www.speedsolving.com/wiki/index.php/Special:MediaWikiAlgDB?mode=view&view=default&puzzle=3&group=ZBLL-T ZBLL Algorithms] (complete set)<br />
* [[ZBLL]]<br />
<br />
== External links ==<br />
* [http://www.speedsolving.com/forum/showpost.php?p=445774&postcount=207 Stachu's 2GLL list] - complete<br />
* [http://www.speedsolving.com/forum/showthread.php?p=454801#post454801 SpeedSolving.com thread]<br />
* [http://lar5.com/cube/xMain.html Lars Petrus' 2GLL algorithms]<br />
* [http://boca.bee.pl/cat.php?l=pl&cat=th&m=zz&ch=d BOCA 2GLL algs]<br />
<br />
<br />
<br />
[[Category:3x3x3 last layer substeps]]<br />
[[Category:Acronyms]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=ZZ-CT&diff=29814ZZ-CT2016-12-31T23:56:50Z<p>Mdipalma: </p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ-CT<br />
|image=Eoline.gif<br />
|proposers=[[Chris Tran]]<br />
|year=2015<br />
|anames=<br />
|variants=<br />
|steps=4 (EOLine, F2L-1, TSLE, TTLL)<br />
|algs=197<br />
|moves= 52 htm<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
'''ZZ-CT''' is a [[3x3]] method proposed by [[Chris Tran]]. It is a variant of the [[ZZ Method]] with a unique 2 look LSLL, divided into TSLE and TTLL.<br />
<br />
'''TSLE''' inserts the last edge whilst orienting all corners. The D corner is completely ignored, and is recognized purely from corner orientation and shape, just like an OLL.(104 cases, all trivial) This step is 100% 2-gen and all but 4 cases can be solved by a linear combination of '''at most three''' R U R', R U' R', or R U2 R' triggers, which permits simple memorization and executions. Many of the TSLE insertions are the same as the traditional F2L algorithm, and has a much lower move count than other last slot methods since it ignores permutation of the corners and edges except UF. Using RUD, LUR, and non-2gen algorithms improves upon ergonomics and move count and allows for even shorter inserts. <br />
<br />
'''TTLL''' forces an LL Skip with only 72 cases (42 w/mirrors, 30 non-trivial). It is named after Chris Tran (creator) and Blake Thompson ( who generated a significant fraction of the algorithms). It is still necessary to know the 21 PLL algorithms in case the last slot corner is solved during TSLE (1 in 5 chance).<br />
<br />
==Steps==<br />
# [[EOLine]]<br />
# F2L-1<br />
# TSLE: Insert last edge and orient corners. ''(Tran Style Last Edge - 104 cases)'' 100% 2-gen<br />
# TTLL: Force an LL skip. ''(Tran-Thompson Last Layer - 72 cases + 21 PLLs)'' 33% 2-gen<br />
<br />
==History:==<br />
<br />
ZZ-CT was created with the intention of fixing everything wrong with ZBLL, and to create the first feasible LL-Skip method under 200 algorithms. Several months of brainstorming and evolution led to ZZ-CT, as reported herein:<br />
<br />
The core fundamental concept is the orientation of corners before reaching last layer.<br />
<br />
By abusing rotational symmetry probabilities of oriented pieces, it was observed that LL Skip algorithm count could be reduced by at least an order of magnitude or more. This pre-orientation also allowed for simple and obvious recognition of permutation.<br />
<br />
The first incarnation of this method was one which oriented all corners during the completion of the third slot, and then forced LL skip (~800-1000 algorithms). <br />
<br />
ZZ-HW was the next big improvement, which oriented all corners and inserted the corner in the fourth slot, followed by forced LL skip(~200 algorithms). However, this method was limited by algorithm ergonomics, since diagonal corner swap and edge insertion algorithms are too long and are not sufficiently ergonomic for competitive speedsolving purposes. <br />
<br />
By maintaining the same concept and algorithms, but instead inserting ''an edge instead of a corner''. This ergonomic barrier was not only overcome, but completely annihilated in comparison. The overall quality and movecount was dramatically enhanced due to the properties of corner permutation. <br />
<br />
This property serendipitously yielded very surprisingly short, ergonomic algorithms such as x' (R' U R U')*3 and R2 U2 R2 U' R2 U' R2. Additionally, an entire 12 case RUD subset was observed to be completely regripless.<br />
<br />
==Advantages:==<br />
<br />
When compared with ZBLL, ZZ-CT solves the issues of large algorithm count, recognition, statistical hindrances, practise requirement, and steep learning curve by having a significantly '''lower algorithm count''', obvious colour blocks '''(PLL-style recognition)''', and '''better statistics''' for the same amount of looks.<br />
<br />
TSLE is easily recognised, only involving the orientation of corners and finding the last edge.<br />
This requires a similar mental load as OLL, and does not require knowing where the last LS corner is.<br />
<br />
The concept intuitive edge control in CFOP, can also be tweaked to simplify TSLE. <br />
<br />
For example, in CFOP, intuitive edge control is seeing that there are no oriented edges and doing R' F R F'(sledgehammer) instead of U R U' R'. This ensures no dot cases, reducing OLL by 7 cases.<br />
<br />
In ZZ-CT, intuitive corner control is as simple as observing when there are no oriented corners, and doing R' U2 R instead of U R' U R during third slot to avoid all misoriented corners, which reduces TSLE by 16 cases. Intuitive corner control can even force superior TSLE cases with better execution, recognition, and move count, in the same way that intuitive edge control forces a better OLL.<br />
<br />
Lookahead into TTLL is also similar to lookahead into PLL during OLL.<br />
Since ''oriented colour blocks'' are being put together, it is easier to predict the last algorithm. This is opposed to ZBLL, in which formation of LS brings together ''misoriented colour blocks'', which are harder to discern for lookahead purposes.<br />
<br />
Statistically, ZZ-CT leads to good single times due to the following attributes:<br />
# PLL occurs 20% of the time (1 out of 5 solves). Leading to a well known algorithm that most cubers already know.<br />
# True LL skip (fully solved cube after TSLE) occurs 1 out of 360 solves (0.27%), as compared with 0.0064% in CFOP(1 out of 15552 solves), and 0.051% in ZZ(1 out of 1944 solves). Which means that the probability is increased by multiple orders of magnitude.<br />
# 2-Gen EVERYTHING after first block occurs 33% of the time, which is twice as much as ZBLL (15% chance), and sixteen times greater than CFOP (1.8% chance), by making use of a single y' rotation before TTLL.<br />
# Individual TTLL probabilities are similar to OLL. In comparison, the statistics for ZBLL cases are profoundly lower. This means that some cases will only pop up every few days during solves, meaning that it requires much less practice to execute TTLL than ZBLL.<br />
# TSLE is skipped approximately one out of every 405 solves (0.24%), which adds another level of reduced single times.<br />
<br />
<br />
Additionally, several algorithms are simply cancelled or conjugated PLL algorithms. <br />
<br />
For example, executing the first move in the G-Perm (R U R' y' R2 u' R U' R' U R' u R2) with an R' instead of an R, (which also cancels the last R2) or replacing the first move in the J-Perm (R' U L' U2 R U' R' U2 L R U') with an R instead of an R'. This means that most people who know PLL will already know several cases. Recognition of these cases is also obvious, since very case which has a 1x1x3 block is a cancelled or conjugated PLL.<br />
<br />
Every case which has a 1x1x2 block is a conjugated ZBLL, which permits advanced ZBLL users to quickly use provisional algorithms as they transition to full ZZ-CT.<br />
<br />
<br />
Another useful advantage in ZZ-CT is that it theoretically requires no rotations.<br />
By adjusting the D layer after TSLE, it is possible to ADF for TTLL to avoid all rotations during the solve.<br />
<br />
==Disadvantages:==<br />
<br />
Relatively high algorithm count and move count, in comparison with most other ZZ variants.<br />
<br />
Low skip chances, in comparison with most other ZZ variants.<br />
<br />
''"(ZZ-CT) sounds like a good method-- the only disadvantage is that you have to use ZZ."''<br />
<br />
-Andrew Ricci (2012 US National Champion)<br />
<br />
==Example Solves:==<br />
<br />
Scramble: R2 F2 R' U2 R2 B2 U2 R' B2 D2 U' L2 F L' R2 F' U2 R2 U F' <br />
[https://alg.cubing.net/?setup=R2_F2_R-_U2_R2_B2_U2_R-_B2_D2_U-_L2_F_L-_R2_F-_U2_R2_U_F-&alg=x-_D-_L-_F_L_U_R2_D-_%2F%2F_EOLine%0AR_U-_R-_U_R-_U2_L_U2_L_U_L_%0AR-_U_R_%0AD_R_U-_R-_D-%0AU_R_U2_R-_U-_R_U2_R-_%2F%2F_TSLE%0Ay-_U_R-_U_R_U-_R-_U2_R_U_R-_U-_R_%2F%2F_TTLL alg.cubing.net]<br />
<br />
EOLine: X' D' L' F L U R2 D' (7/46)<br />
<br />
F2L-1: R U' R' U R' U2 L U2 L U L R' U R D R U' R' D' U (20/46)<br />
<br />
TSLE: R U2 R' U' R U2 R' (7/46)<br />
<br />
TTLL: y' U R' U R U' R' U2 R U R' U' R (12/46)<br />
<br />
'''MORE ON THE WAY'''<br />
<br />
==Algorithms:==<br />
<br />
TSLE Algorithms:<br />
http://gyroninja.net/zzct/zzct-tsle.html<br />
<br />
TTLL Algorithms:<br />
http://gyroninja.net/zzct/zzct-ttll.html<br />
<br />
.<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]<br />
<br />
==Links==<br />
Daily ZZ-CT [https://www.youtube.com/channel/UCQFMT8ScLMhIr8ldqHWIfwA/videos]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=ZZ-CT&diff=29813ZZ-CT2016-12-31T22:26:31Z<p>Mdipalma: </p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ-CT<br />
|image=Eoline.gif<br />
|proposers=[[Chris Tran]]<br />
|year=2015<br />
|anames=<br />
|variants=<br />
|steps=4 (EOLine, F2L-1, TSLE, TTLL)<br />
|algs=197<br />
|moves= 52 htm<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
'''ZZ-CT''' is a [[3x3]] method proposed by [[Chris Tran]]. It is a variant of the [[ZZ Method]] with a unique 2 look LSLL, divided into TSLE and TTLL.<br />
<br />
'''TSLE''' inserts the last edge whilst orienting all corners. The D corner is completely ignored, and is recognized purely from corner orientation and shape, just like an OLL.(104 cases, all trivial) This step is 100% 2-gen and all but 4 cases can be solved by a linear combination of '''at most three''' R U R', R U' R', or R U2 R' triggers, which permits simple memorization and executions. Many of the TSLE insertions are the same as the traditional F2L algorithm, and has a much lower move count than other last slot methods since it ignores permutation of the corners and edges except UF. Using RUD, LUR, and non-2gen algorithms improves upon ergonomics and move count and allows for even shorter inserts. <br />
<br />
'''TTLL''' forces an LL Skip with only 72 cases (42 w/mirrors, 30 non-trivial). It is named after Chris Tran (creator) and Blake Thompson ( who generated a significant fraction of the algorithms). It is still necessary to know the 21 PLL algorithms in case the last slot corner is solved during TSLE (1 in 5 chance).<br />
<br />
==Steps==<br />
# [[EOLine]]<br />
# F2L-1<br />
# TSLE: Insert last edge and orient corners. ''(Tran Style Last Edge - 104 cases)'' 100% 2-gen<br />
# TTLL: Force an LL skip. ''(Tran-Thompson Last Layer - 72 cases + 21 PLLs)'' 33% 2-gen<br />
<br />
==History:==<br />
<br />
ZZ-CT was created with the intention of fixing everything wrong with ZBLL, and to create the first feasible LL-Skip method under 200 algorithms. Several months of brainstorming and evolution led to ZZ-CT, as reported herein:<br />
<br />
The core fundamental concept is the orientation of corners before reaching last layer.<br />
<br />
By abusing rotational symmetry probabilities of oriented pieces, it was observed that LL Skip algorithm count could be reduced by at least an order of magnitude or more. This pre-orientation also allowed for simple and obvious recognition of permutation.<br />
<br />
The first incarnation of this method was one which oriented all corners during the completion of the third slot, and then forced LL skip (~800-1000 algorithms). <br />
<br />
ZZ-HW was the next big improvement, which oriented all corners and inserted the corner in the fourth slot, followed by forced LL skip(~200 algorithms). However, this method was limited by algorithm ergonomics, since diagonal corner swap and edge insertion algorithms are too long and are not sufficiently ergonomic for competitive speedsolving purposes. <br />
<br />
By maintaining the same concept and algorithms, but instead inserting ''an edge instead of a corner''. This ergonomic barrier was not only overcome, but completely annihilated in comparison. The overall quality and movecount was dramatically enhanced due to the properties of corner permutation. <br />
<br />
This property serendipitously yielded very surprisingly short, ergonomic algorithms such as x' (R' U R U')*3 and R2 U2 R2 U' R2 U' R2. Additionally, an entire 12 case RUD subset was observed to be completely regripless.<br />
<br />
==Advantages:==<br />
<br />
When compared with ZBLL, ZZ-CT solves the issues of large algorithm count, recognition, statistical hindrances, practise requirement, and steep learning curve by having a significantly '''lower algorithm count''', obvious colour blocks '''(PLL-style recognition)''', and '''better statistics''' for the same amount of looks.<br />
<br />
TSLE is easily recognised, only involving the orientation of corners and finding the last edge.<br />
This requires a similar mental load as OLL, and does not require knowing where the last LS corner is.<br />
<br />
The concept intuitive edge control in CFOP, can also be tweaked to simplify TSLE. <br />
<br />
For example, in CFOP, intuitive edge control is seeing that there are no oriented edges and doing R' F R F'(sledgehammer) instead of U R U' R'. This ensures no dot cases, reducing OLL by 7 cases.<br />
<br />
In ZZ-CT, intuitive corner control is as simple as observing when there are no oriented corners, and doing R' U2 R instead of U R' U R during third slot to avoid all misoriented corners, which reduces TSLE by 16 cases. Intuitive corner control can even force superior TSLE cases with better execution, recognition, and move count, in the same way that intuitive edge control forces a better OLL.<br />
<br />
Lookahead into TTLL is also similar to lookahead into PLL during OLL.<br />
Since ''oriented colour blocks'' are being put together, it is easier to predict the last algorithm. This is opposed to ZBLL, in which formation of LS brings together ''misoriented colour blocks'', which are harder to discern for lookahead purposes.<br />
<br />
Statistically, ZZ-CT leads to good single times due to the following attributes:<br />
# PLL occurs 20% of the time (1 out of 5 solves). Leading to a well known algorithm that most cubers already know.<br />
# True LL skip (fully solved cube after TSLE) occurs 1 out of 360 solves (0.27%), as compared with 0.0064% in CFOP(1 out of 15552 solves), and 0.051% in ZZ(1 out of 1944 solves). Which means that the probability is increased by multiple orders of magnitude.<br />
# 2-Gen EVERYTHING after first block occurs 33% of the time, which is twice as much as ZBLL (15% chance), and sixteen times greater than CFOP (1.8% chance), by making use of a single y' rotation before TTLL.<br />
# Individual TTLL probabilities are similar to OLL. In comparison, the statistics for ZBLL cases are profoundly lower. This means that some cases will only pop up every few days during solves, meaning that it requires much less practice to execute TTLL than ZBLL.<br />
# TSLE is skipped approximately one out of every 405 solves (0.24%), which adds another level of reduced single times.<br />
<br />
<br />
Additionally, several algorithms are simply cancelled or conjugated PLL algorithms. <br />
<br />
For example, executing the first move in the G-Perm (R U R' y' R2 u' R U' R' U R' u R2) with an R' instead of an R, (which also cancels the last R2) or replacing the first move in the J-Perm (R' U L' U2 R U' R' U2 L R U') with an R instead of an R'. This means that most people who know PLL will already know several cases. Recognition of these cases is also obvious, since very case which has a 1x1x3 block is a cancelled or conjugated PLL.<br />
<br />
Every case which has a 1x1x2 block is a conjugated ZBLL, which permits advanced ZBLL users to quickly use provisional algorithms as they transition to full ZZ-CT.<br />
<br />
<br />
Another useful advantage in ZZ-CT is that it theoretically requires no rotations.<br />
By adjusting the D layer after TSLE, it is possible to ADF for TTLL to avoid all rotations during the solve.<br />
<br />
==Disadvantages:==<br />
<br />
''"(ZZ-CT) sounds like a good method-- the only disadvantage is that you have to use ZZ."''<br />
<br />
-Andrew Ricci (2012 US National Champion)<br />
<br />
==Example Solves:==<br />
<br />
Scramble: R2 F2 R' U2 R2 B2 U2 R' B2 D2 U' L2 F L' R2 F' U2 R2 U F' <br />
[https://alg.cubing.net/?setup=R2_F2_R-_U2_R2_B2_U2_R-_B2_D2_U-_L2_F_L-_R2_F-_U2_R2_U_F-&alg=x-_D-_L-_F_L_U_R2_D-_%2F%2F_EOLine%0AR_U-_R-_U_R-_U2_L_U2_L_U_L_%0AR-_U_R_%0AD_R_U-_R-_D-%0AU_R_U2_R-_U-_R_U2_R-_%2F%2F_TSLE%0Ay-_U_R-_U_R_U-_R-_U2_R_U_R-_U-_R_%2F%2F_TTLL alg.cubing.net]<br />
<br />
EOLine: X' D' L' F L U R2 D' (7/46)<br />
<br />
F2L-1: R U' R' U R' U2 L U2 L U L R' U R D R U' R' D' U (20/46)<br />
<br />
TSLE: R U2 R' U' R U2 R' (7/46)<br />
<br />
TTLL: y' U R' U R U' R' U2 R U R' U' R (12/46)<br />
<br />
'''MORE ON THE WAY'''<br />
<br />
==Algorithms:==<br />
<br />
TSLE Algorithms:<br />
http://gyroninja.net/zzct/zzct-tsle.html<br />
<br />
TTLL Algorithms:<br />
http://gyroninja.net/zzct/zzct-ttll.html<br />
<br />
.<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]<br />
<br />
==Links==<br />
Daily ZZ-CT [https://www.youtube.com/channel/UCQFMT8ScLMhIr8ldqHWIfwA/videos]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Heise_method&diff=29562Heise method2016-11-17T22:00:24Z<p>Mdipalma: </p>
<hr />
<div>{{Method Infobox<br />
|name=Heise<br />
|image=Heise_method.gif<br />
|proposers=[[Ryan Heise]]<br />
|year=2003<br />
|anames<br />
|variants<br />
|steps=4<br />
|algs=0<br />
|moves=40-<br />
|purpose=<sup></sup><br />
* [[Fewest Moves]]<br />
* [[Speedsolving]]<br />
}}<br />
The '''Heise Method''', invented by [[Ryan Heise]], is a intuitive [[method]] which requires no [[algorithm]]s. It uses extremely few moves, but it may be difficult to get fast times using this method.<br />
<br />
==The Steps==<br />
<br />
# Create four 1x2x2 blocks (also called [[Heise blocks]]), making sure that one color appears on none of the blocks. This color will be the color of the last layer. Note that these blocks do not necessarily have to be paired together when they are built. One of these blocks should be just two centers and an edge.<br />
# Pair up the 1x2x2 blocks, while simultaneously orienting the last-layer edges. Note that you will now have all of F2L minus a corner/edge pair finished.<br />
# Create two corner-edge pairs, and then solve all of the edges and two corners. This is typically a very difficult step for beginners to solve.<br />
# Solve the final three corners with a commutator.<br />
<br />
==Pros==<br />
<br />
This method is more efficient than any of the main three speedcubing methods, and therefore it's also very good for fewest moves solving. Because there are no algorithms at all, users of this method generally become very good at intuitive blockbuilding and develop a high-level understanding of the cube.<br />
<br />
==Cons==<br />
<br />
Every turn has to be planned out because there are no algorithms, so fast turners will be disappointed. Some of the steps, especially the third step, can be very difficult to get used to, and beginning cubers might not understand enough cube theory to be able to use this method at all.<br />
<br />
== See also ==<br />
* [[Commutators]]<br />
* [[L3C]]<br />
* [[Snyder Method]]<br />
* [[Speed-Heise]]<br />
<br />
==External links==<br />
<br />
* [http://www.ryanheise.com/cube/heise_method.html Ryan Heise's tutorial]<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Fewest Moves Methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Speed-Heise&diff=29534Speed-Heise2016-11-02T18:53:39Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Speed-Heise<br />
|image=speedheise.png<br />
|proposers=[[Matt DiPalma]]<br />
|variants=[[LPELL]], intuitive<br />
|anames=Step 3 of [[Heise Method]], Heise 3/4<br />
|year=2014<br />
|subgroup=<br />
|algs=24 (simplified) / 72 (full)<br />
|moves=9.305 (Speed-Optimal [[HTM]])<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[L3C cube state]]<br />
}}<br />
<br />
'''Speed-Heise''' is an algorithm set developed by [[Matt DiPalma]] for use with methods that pre-orient the edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]]). During the last F2L insertion, Speed-Heise solves all 4 LL-edges and 1 LL-corner. This leaves the cube in a state that can be solved with a single, intuitive [[commutator]]/conjugate, known as [[L3C cube state]] which can be finished with [[Last Three Corners|L3C step]]. The algorithm set is essentially an expansion of [[LPELL]] with a large boost in efficiency. There is also a 1/27 chance of skipping the [[Last Layer]].<br />
<br />
After finishing [[F2L-1 + EO cube state|F2L-1+EO]], the final pair is created in the U-layer and AUFed to the Front-Right, as in [[Winter Variation]]. Then, the permutation of LL edges is recognized, exactly as [[LPELL]]. Then, the sticker at DFR is identified and the destination of this sticker (12 possibilities, but 4 for the simplified case) is recognized. These two pieces of information are used to identify the Speed-Heise case, which will insert the pair, solve the LL edges, and correctly place the corner at DFR. Finally, the appropriate algorithm is executed, leaving the cube only a short, ergonomic sequence from solved.<br />
<br />
The full version (72 algs) accommodates any orientation of the DFR corner. A simplified version only considers the 24 cases in which the DFR corner is oriented facing downwards. Both versions are included in the external links, below.<br />
<br />
The movecount may be significantly reduced by intelligent algorithm selection, as discussed on the Complete Speed-Heise page, linked below.<br />
<br />
<br />
== External links ==<br />
* [https://dipalm.wordpress.com/2015/03/04/complete-speed-heise/ Complete Speed-Heise]<br />
* [https://dipalm.wordpress.com/2015/03/03/speed-heise-algorithms-en/ Simplified Speed-Heise]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Speed-Heise&diff=29533Speed-Heise2016-11-02T18:48:34Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Speed-Heise<br />
|image=speedheise.png<br />
|proposers=[[Matt DiPalma]]<br />
|variants=[[LPELL]], intuitive<br />
|anames=Step 3 of [[Heise Method]], Heise 3/4<br />
|year=2014<br />
|subgroup=<br />
|algs=24 (simplified) / 72 (full)<br />
|moves=9.305 (Speed-Optimal [[HTM]])<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[L3C cube state]]<br />
}}<br />
<br />
'''Speed-Heise''' is an algorithm set developed by [[Matt DiPalma]] for use with methods that pre-orient the edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]]). During the last F2L insertion, Speed-Heise solves all 4 LL-edges and 1 LL-corner. This leaves the cube in a state that can be solved with a single, intuitive [[commutator]]/conjugate, known as [[L3C cube state]] which can be finished with [[Last Three Corners|L3C step]]. The algorithm set is essentially an expansion of [[LPELL]] with a large boost in efficiency.<br />
<br />
After finishing [[F2L-1 + EO cube state|F2L-1+EO]], the final pair is created in the U-layer and AUFed to the Front-Right, as [[Winter Variation]]. Then, the permutation of LL edges is recognized, exactly as [[LPELL]]. Then, the sticker at DFR is identified and the destination of this sticker (12 possibilities) is observed. These two pieces of information are used to identify the Speed-Heise case, which will insert the pair, solve the LL edges, and place the corner at DFR. Finally, the appropriate algorithm is executed, leaving the cube only a short, ergonomic sequence from solved.<br />
<br />
The full version (72 algs) accommodates any orientation of the DFR corner. A simplified version only considers the 24 cases in which the DFR corner is oriented downwards. Both versions are included in the external links, below.<br />
<br />
The movecount may be significantly reduced by intelligent algorithm selection, as discussed on the Complete Speed-Heise page, linked below.<br />
<br />
<br />
== External links ==<br />
* [https://dipalm.wordpress.com/2015/03/04/complete-speed-heise/ Complete Speed-Heise]<br />
* [https://dipalm.wordpress.com/2015/03/03/speed-heise-algorithms-en/ Simplified Speed-Heise]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Speed-Heise&diff=29532Speed-Heise2016-11-02T18:47:56Z<p>Mdipalma: </p>
<hr />
<div>{{Substep Infobox<br />
|name=Speed-Heise<br />
|image=[[File:speedheise.png]] <br />
|proposers=[[Matt DiPalma]]<br />
|variants=[[LPELL]], intuitive<br />
|anames=Step 3 of [[Heise Method]], Heise 3/4<br />
|year=2014<br />
|subgroup=<br />
|algs=24 (simplified) / 72 (full)<br />
|moves=9.305 (Speed-Optimal [[HTM]])<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L-1 + EO cube state]]<br />
|next=[[L3C cube state]]<br />
}}<br />
<br />
'''Speed-Heise''' is an algorithm set developed by [[Matt DiPalma]] for use with methods that pre-orient the edges before the [[last slot]] ([[ZZ]], [[Petrus]], [[Heise]]). During the last F2L insertion, Speed-Heise solves all 4 LL-edges and 1 LL-corner. This leaves the cube in a state that can be solved with a single, intuitive [[commutator]]/conjugate, known as [[L3C cube state]] which can be finished with [[Last Three Corners|L3C step]]. The algorithm set is essentially an expansion of [[LPELL]] with a large boost in efficiency.<br />
<br />
After finishing [[F2L-1 + EO cube state|F2L-1+EO]], the final pair is created in the U-layer and AUFed to the Front-Right, as [[Winter Variation]]. Then, the permutation of LL edges is recognized, exactly as [[LPELL]]. Then, the sticker at DFR is identified and the destination of this sticker (12 possibilities) is observed. These two pieces of information are used to identify the Speed-Heise case, which will insert the pair, solve the LL edges, and place the corner at DFR. Finally, the appropriate algorithm is executed, leaving the cube only a short, ergonomic sequence from solved.<br />
<br />
The full version (72 algs) accommodates any orientation of the DFR corner. A simplified version only considers the 24 cases in which the DFR corner is oriented downwards. Both versions are included in the external links, below.<br />
<br />
The movecount may be significantly reduced by intelligent algorithm selection, as discussed on the Complete Speed-Heise page, linked below.<br />
<br />
<br />
== External links ==<br />
* [https://dipalm.wordpress.com/2015/03/04/complete-speed-heise/ Complete Speed-Heise]<br />
* [https://dipalm.wordpress.com/2015/03/03/speed-heise-algorithms-en/ Simplified Speed-Heise]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=File:Speedheise.png&diff=29531File:Speedheise.png2016-11-02T18:46:56Z<p>Mdipalma: The Speed-Heise case which can be solved with [U] R U' R'.</p>
<hr />
<div>The Speed-Heise case which can be solved with [U] R U' R'.</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Cubing_terminology_in_different_languages&diff=27239Cubing terminology in different languages2015-08-27T15:15:18Z<p>Mdipalma: </p>
<hr />
<div>This page gives the [[Rubik's cube|cubing]] [[terminology]] of some usefull terms in different languages.<br />
<br />
Pronunciation is given in square brackets, in pinyin in for Mandarin and in IPA (International Phonetic Alphabet) for other languages (for technical reason, nasal vowels are denoted by a proceeding tilde (~)). Literal translations are given in parentheses. Gender has been indicated when appropriate.<br />
<br />
== List of Main Terminology ==<br />
<br />
=== Indo-European Languages ===<br />
{| class="wikitable" border="1"<br />
|-<br />
! colspan="5" | Germanic<br />
! colspan="5" | Romance<br />
! colspan="3" | Slavic<br />
|-<br />
! English<br />
! Dutch<br />
! German<br />
! Swedish<br />
! Icelandic (1)<br />
! French<br />
! Spanish<br />
! Portuguese<br />
! Italian<br />
! Romanian<br />
! Russian<br />
! Polish<br />
! Croatian<br />
|-<br />
| Rubik's Cube<br />
| Rubiks kubus<br />
| Zauberwürfel<br />
['tsaʊbɐ̯vʏɐ̯fɛl]<br />
| Rubiks kub<br />
| Rubik's teningur/kubbur<br />
| Rubik's Cube<br />
[ʁubiks kyb]<br />
| Cubo Rubik<br />
| Cubo de Rubik<br />
| Cubo di Rubik<br />
| Cubul Rubik<br />
| Кубик Рубика<br />
| Kostka Rubika<br />
| <br />
|-<br />
| Corner<br />
|<br />
| die Ecke<br />
[ɛkə]<br />
| hörn<br />
| horn<br />
| le coin<br />
[kw~ɛ]<br />
| esquina<br />
| <br />
| un angolo<br />
|<br />
|<br />
|<br />
| vrh<br />
|-<br />
| Edge<br />
|<br />
| die Kante<br />
| kant<br />
| hliðarkubbur<br />
| l'arête (f)<br />
[aʁɛt]<br />
| borde<br />
|<br />
| uno spigolo<br />
|<br />
|<br />
|<br />
| rub<br />
|-<br />
| center<br />
|<br />
| das Center/die Mitte<br />
| mitt<br />
| miðja<br />
| le centre<br />
[s~atʁ]<br />
| centro<br />
|<br />
| un centro<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| algorithm<br />
|<br />
| Algorithmus<br />
| dragserie<br />
| algrím<br />
| l'algorithme/algo (m)<br />
[algoʁitm/algo]<br />
| algoritmo<br />
| algoritmo<br />
| un algoritmo/alg<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| F2L<br />
[ɛf tuː ɛL]<br />
|<br />
|<br />
| <br />
| fyrstu tvö lögin <br />
| les 2 premiers étages<br />
| primeros 2 niveles<br />
|<br />
| i primi due strati<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| to scramble<br />
|<br />
| verdrehen, vermischen<br />
| blanda<br />
|<br />
| mélanger<br />
[mel~aʒe]<br />
| desordenar<br />
| <br />
| mischiare<br />
|<br />
|<br />
|<br />
|<br />
|}<br />
<br />
(1) Although these translations are correct, the English words are often used.<br />
<br />
=== Other Languages ===<br />
{| class="wikitable" border="1"<br />
|-<br />
! colspan="1" | English<br />
! colspan="1" | Uralic<br />
! colspan="1" | Semitic<br />
! colspan="3" | Sino-Tibetan<br />
! colspan="3" | Other Asian<br />
|-<br />
! English<br />
! Hungarian<br />
! Hebrew<br />
(Israel)<br />
! Mandarin<br />
(Simplified)<br />
! Chinese<br />
(Taiwan, Traditional)<br />
! Chinese<br />
(Hongkong, Traditional)<br />
! Japanese (2)<br />
! Korean<br />
! Vietnamese<br />
|-<br />
| Rubik's Cube<br />
| Rubik Kocka (Rubik's Cube) / Varázs Kocka (Magic Cube)<br />
| קובייה הונגרית<br />
(kubia hungarit)<br />
| 魔方<br />
[mófāng]<br />
| 魔術方塊<br />
[móshùfāngkuài]<br />
| 扭計骰<br />
[niǔjìtóu]<br />
| ルービックキューブ<br />
ru-bikkukyu-bu (Rubik Cube)<br />
[ɽu͍ːbiQku͍kju͍ːꜜbu͍]<br />
| 루빅스 큐브<br />
ru-bik-sseu kyu-beu (Rubik's Cube)<br />
| Khối lập phương Rubik<br />
|-<br />
| corner<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| コーナー<br />
ko-na- (corner)<br />
[koːꜜnaː]<br />
|<br />
|<br />
|-<br />
| edge<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| エッジ<br />
ejji (edge)<br />
[eQꜜdʑi]<br />
|<br />
|<br />
|-<br />
| center<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| センター<br />
senta- (center)<br />
[seꜜntaː]<br />
|<br />
|<br />
|-<br />
| algorithm<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| アルゴリズム<br />
arugorizumu (algorithm)<br />
[aɽu͍goɽiꜜzu͍mu͍]<br />
|<br />
|<br />
|-<br />
| to scramble<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| <br />
|<br />
|<br />
|-<br />
| F2L<br />
|<br />
|<br />
|<br />
|<br />
|<br />
| F2L<br />
efutsu-eru ("ef two el")<br />
[efu͍tsu͍ːeꜜɽu͍]<br />
|<br />
|<br />
|}<br />
<br />
(2) Many Japanese cubing terms are simplify transliterations of the English words, written in katakana.<br />
<br />
== Cubing Glossaries in Different Languages ==<br />
* Portuguese (Brazil): [http://www.cubomagicobrasil.com/tutoriais/glossario/ Cubo Mágico Brasil]<br />
* Japanese: [http://i4no.main.jp/dic0.html i4no's website]<br />
* French: [http://forum.francocube.com/topic484.html]<br />
<br />
== External Links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?25755-Rubik-s-Cube-in-different-languages Rubik's Cube in different languages]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?33416-Foreign-Cubing-Terms Foreign Cubing Terms?]<br />
<br />
[[Category:Terminology]]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Speed-Heise&diff=27204Speed-Heise2015-08-21T05:43:26Z<p>Mdipalma: Created page with "{{Substep Infobox |name=Speed-Heise |image= |proposers=Matt DiPalma |variants=LPELL, intuitive |anames=Step 3 of Heise |year=2014 |subgroup= |algs=24 (simplified)..."</p>
<hr />
<div>{{Substep Infobox<br />
|name=Speed-Heise<br />
|image=<br />
|proposers=[[Matt DiPalma]]<br />
|variants=[[LPELL]], intuitive<br />
|anames=Step 3 of [[Heise]]<br />
|year=2014<br />
|subgroup=<br />
|algs=24 (simplified) / 72 (full)<br />
|moves=9.305 (Speed-Optimal [[HTM]]), less if ur smart<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
Speed-Heise is an algorithm set developed by [[Matt DiPalma]] for use with methods that pre-orient the edges before the [[Last Slot]] ([[ZZ]], [[Petrus]], [[Heise]]). During the last F2L insertion, Speed-Heise solves all 4 LL-edges and 1 LL-corner. This leaves the cube in a state that can be solved with a single, intuitive [[commutator]]/conjugate, known as [[L3C]]. The algorithm set is essentially an expansion of [[LPELL]] with a large boost in efficiency.<br />
<br />
After finishing EOF2L-1, the final pair is created in the U-layer and AUFed to the Front-Right, as [[Winter Variation]]. Then, the permutation of LL edges is recognized, exactly as [[LPELL]]. Then, the sticker at DFR is identified and the destination of this sticker (12 possibilities) is observed. These two pieces of information are used to identify the Speed-Heise case, which will insert the pair, solve the LL edges, and place the corner at DFR. Finally, the appropriate algorithm is executed, leaving the cube only a short, ergonomic sequence from solved.<br />
<br />
The full version (72 algs) accommodates any orientation of the DFR corner. A simplified version only considers the 24 cases in which the DFR corner is oriented downwards. Both versions are included in the External Links, below.<br />
<br />
The movecount may be significantly reduced by intelligent algorithm selection, as discussed on the Complete Speed-Heise page, linked below.<br />
<br />
<br />
== External links ==<br />
* [https://dipalm.wordpress.com/2015/03/04/complete-speed-heise/ Complete Speed-Heise]<br />
* [https://dipalm.wordpress.com/2015/03/03/speed-heise-algorithms-en/ Simplified Speed-Heise]</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Fastest_Videos_for_each_Method&diff=26274Fastest Videos for each Method2015-05-15T21:26:59Z<p>Mdipalma: </p>
<hr />
<div>This page contains the fastest videos for each of the main [[3x3x3]] [[speedcubing | speedsolving]] methods.<br />
<br />
'''[[Fridrich]]'''<br />
<br />
Single (4.79): http://www.youtube.com/watch?v=SSsKgkz4g_k<br />
<br />
Average of 5 (6.59): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
Average of 12 (7.00): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
'''[[Roux]]'''<br />
<br />
Single (5.11): https://www.youtube.com/watch?v=wiZw8Xp4ric<br />
<br />
Average of 5 (6.88): https://www.youtube.com/watch?v=eLFzwRDOhRg<br />
<br />
Average of 12 (7.26): https://www.youtube.com/watch?v=JihDzkQnzSQ<br />
<br />
'''[[ZZ]]'''<br />
<br />
Single (8.13): http://www.youtube.com/watch?v=3CfCVILlEJU<br />
<br />
Average of 5: <br />
<br />
Average of 12 (11.90): http://www.youtube.com/watch?v=5ittSSoLz7c<br />
<br />
'''[[Petrus]]'''<br />
<br />
Single: (8.14): https://www.youtube.com/watch?v=IkE_6YpvfIE<br />
<br />
Average of 5 (10.57): https://www.youtube.com/watch?v=jQF9lBRQ84k<br />
<br />
Average of 12 (11.37): https://www.youtube.com/watch?v=yZGiOZF7ueo<br />
<br />
'''[[Waterman]]'''<br />
<br />
Single:<br />
<br />
'''[[Tripod]]'''<br />
<br />
Single: <br />
<br />
'''[[Hahn]]'''<br />
<br />
Single:<br />
<br />
'''[[Heise]]'''<br />
<br />
Single: <br />
<br />
'''[[Snyder]]'''<br />
<br />
Single:</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Fastest_Videos_for_each_Method&diff=23816Fastest Videos for each Method2014-04-19T04:02:27Z<p>Mdipalma: </p>
<hr />
<div>This page contains the fastest videos for each of the main [[3x3x3]] [[speedcubing | speedsolving]] methods.<br />
<br />
'''[[Fridrich]]'''<br />
<br />
Single (4.79): http://www.youtube.com/watch?v=SSsKgkz4g_k<br />
<br />
Average of 5 (6.59): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
Average of 12 (7.00): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
'''[[Roux]]'''<br />
<br />
Single (5.11): https://www.youtube.com/watch?v=wiZw8Xp4ric<br />
<br />
Average of 5 (6.88): https://www.youtube.com/watch?v=eLFzwRDOhRg<br />
<br />
Average of 12 (7.26): https://www.youtube.com/watch?v=JihDzkQnzSQ<br />
<br />
'''[[ZZ]]'''<br />
<br />
Single (8.13): http://www.youtube.com/watch?v=3CfCVILlEJU<br />
<br />
Average of 5: <br />
<br />
Average of 12 (11.90): http://www.youtube.com/watch?v=5ittSSoLz7c<br />
<br />
'''[[Petrus]]'''<br />
<br />
Single: (8.55): https://www.youtube.com/watch?v=xnoiVK-Lq9U<br />
<br />
Average of 5 (12.17): https://www.youtube.com/watch?v=03OacKi_8WQ<br />
<br />
Average of 12 (13.18): https://www.youtube.com/watch?v=N19SxOO6iyQ<br />
<br />
'''[[Waterman]]'''<br />
<br />
Single:<br />
<br />
'''[[Tripod]]'''<br />
<br />
Single: <br />
<br />
'''[[Hahn]]'''<br />
<br />
Single:<br />
<br />
'''[[Heise]]'''<br />
<br />
Single: <br />
<br />
'''[[Snyder]]'''<br />
<br />
Single:</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Fastest_Videos_for_each_Method&diff=23792Fastest Videos for each Method2014-03-30T21:39:02Z<p>Mdipalma: </p>
<hr />
<div>This page contains the fastest videos for each of the main [[3x3x3]] [[speedcubing | speedsolving]] methods.<br />
<br />
'''[[Fridrich]]'''<br />
<br />
Single (4.79): http://www.youtube.com/watch?v=SSsKgkz4g_k<br />
<br />
Average of 5 (6.59): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
Average of 12 (7.00): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
'''[[Roux]]'''<br />
<br />
Single (5.11): https://www.youtube.com/watch?v=wiZw8Xp4ric<br />
<br />
Average of 5 (6.88): https://www.youtube.com/watch?v=eLFzwRDOhRg<br />
<br />
Average of 12 (7.26): https://www.youtube.com/watch?v=JihDzkQnzSQ<br />
<br />
'''[[ZZ]]'''<br />
<br />
Single (8.13): http://www.youtube.com/watch?v=3CfCVILlEJU<br />
<br />
Average of 5: <br />
<br />
Average of 12 (11.90): http://www.youtube.com/watch?v=5ittSSoLz7c<br />
<br />
'''[[Petrus]]'''<br />
<br />
Single: (8.55): https://www.youtube.com/watch?v=xnoiVK-Lq9U<br />
<br />
Average of 5 (12.17): https://www.youtube.com/watch?v=03OacKi_8WQ<br />
<br />
Average of 12 (13.45): http://www.youtube.com/watch?v=YahvDdYrUBc<br />
<br />
'''[[Waterman]]'''<br />
<br />
Single:<br />
<br />
'''[[Tripod]]'''<br />
<br />
Single: <br />
<br />
'''[[Hahn]]'''<br />
<br />
Single:<br />
<br />
'''[[Heise]]'''<br />
<br />
Single: <br />
<br />
'''[[Snyder]]'''<br />
<br />
Single:</div>Mdipalmahttps://www.speedsolving.com/wiki/index.php?title=Fastest_Videos_for_each_Method&diff=23791Fastest Videos for each Method2014-03-30T04:09:33Z<p>Mdipalma: </p>
<hr />
<div>This page contains the fastest videos for each of the main [[3x3x3]] [[speedcubing | speedsolving]] methods.<br />
<br />
'''[[Fridrich]]'''<br />
<br />
Single (4.79): http://www.youtube.com/watch?v=SSsKgkz4g_k<br />
<br />
Average of 5 (6.59): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
Average of 12 (7.00): http://www.youtube.com/watch?v=Vr3cJQfYOCQ<br />
<br />
'''[[Roux]]'''<br />
<br />
Single (5.11): https://www.youtube.com/watch?v=wiZw8Xp4ric<br />
<br />
Average of 5 (6.88): https://www.youtube.com/watch?v=eLFzwRDOhRg<br />
<br />
Average of 12 (7.26): https://www.youtube.com/watch?v=JihDzkQnzSQ<br />
<br />
'''[[ZZ]]'''<br />
<br />
Single (8.13): http://www.youtube.com/watch?v=3CfCVILlEJU<br />
<br />
Average of 5: <br />
<br />
Average of 12 (11.90): http://www.youtube.com/watch?v=5ittSSoLz7c<br />
<br />
'''[[Petrus]]'''<br />
<br />
Single: (9.40): https://www.youtube.com/watch?v=Z4q4fw7Lm0A<br />
<br />
Average of 5 (12.17): https://www.youtube.com/watch?v=03OacKi_8WQ<br />
<br />
Average of 12 (13.45): http://www.youtube.com/watch?v=YahvDdYrUBc<br />
<br />
'''[[Waterman]]'''<br />
<br />
Single:<br />
<br />
'''[[Tripod]]'''<br />
<br />
Single: <br />
<br />
'''[[Hahn]]'''<br />
<br />
Single:<br />
<br />
'''[[Heise]]'''<br />
<br />
Single: <br />
<br />
'''[[Snyder]]'''<br />
<br />
Single:</div>Mdipalma