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2019-06-19T14:41:38Z
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https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=36838
HD Method
2018-06-24T18:50:52Z
<p>Thermex: Undo revision 36837 by Thermex (talk)</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]], HD-G<br />
|steps=3, 2 (HD-G)<br />
|algs=52, 41 (HD-G)<br />
|moves= 15-16, ~13.53 (HD-G)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== HD-G ==<br />
The HD-G, or HD-Guimond method is a variant of the HD method where the V and CO steps are done simultaneously and (semi) intuitively. This is done similarly to the first step of the [[Guimond Method]], hence the name. The biggest difference is that the last move of the CO case may be changed, or more may be added, to ensure that a V is formed on both opposite faces. This is an advanced variant, and less suitable for beginners.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
*The HD method is still in development, and many algorithms require improvement.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
<br />
*[https://www.speedsolving.com/forum/threads/hd-vs-eg-2x2-method-showdown.67124/ Movecount statistics and comparison to EG]<br />
<br />
[[Category:2x2x2]]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=36837
HD Method
2018-06-24T18:50:15Z
<p>Thermex: Undo revision 36836 by Thermex (talk)</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]], HD-G<br />
|steps=3, 2 (HD-G)<br />
|algs=52, 41 (HD-G)<br />
|moves= 15-16, ~13.53 (HD-G)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== HD-G ==<br />
The HD-G, or HD-Guimond method is a variant of the HD method where the V and CO steps are done simultaneously and (semi) intuitively. This is done similarly to the first step of the [[Guimond Method]], hence the name. The biggest difference is that the last move of the CO case may be changed, or more may be added, to ensure that a V is formed on both opposite faces. This is an advanced variant, and less suitable for beginners.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
*The HD method is still in development, and many algorithms require improvement.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
<br />
*[https://www.speedsolving.com/forum/threads/hd-vs-eg-2x2-method-showdown.67124/ Movecount statistics and comparison to EG]<br />
<br />
[[Category:2x2x2]]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=36836
HD Method
2018-06-24T18:48:02Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]], HD-G<br />
|steps=3, 2 (HD-G)<br />
|algs=52, 41 (HD-G)<br />
|moves= 15-16, ~13.53 (HD-G)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== HD-G ==<br />
The HD-G, or HD-Guimond method is a variant of the HD method where the V and CO steps are done simultaneously and (semi) intuitively. This is done similarly to the first step of the [[Guimond Method]], hence the name. The biggest difference is that the last move of the CO case may be changed, or more may be added, to ensure that a V is formed on both opposite faces. This is an advanced variant, and less suitable for beginners.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
*The HD method is still in development, and many algorithms require improvement.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
<br />
*[https://www.speedsolving.com/forum/threads/hd-vs-eg-2x2-method-showdown.67124/ Movecount statistics and comparison to EG]<br />
<br />
[[Category:2x2x2]]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=36835
HD Method
2018-06-24T18:47:11Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]], HD-G<br />
|steps=3, 2 (HD-G)<br />
|algs=52, 41 (HD-G)<br />
|moves= 15-16, ~13.53 (HD-G)<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== HD-G ==<br />
The HD-G, or HD-Guimond method is a variant of the HD method where the V and CO steps are done simultaneously and (semi) intuitively. This is done similarly to the first step of the [[Guimond Method]], hence the name. The biggest difference is that the last move of the CO case may be changed, or more may be added, to ensure that a V is formed on both opposite faces. This is an advanced variant, and less suitable for beginners.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
*The HD method is still in development, and many algorithms require improvement.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
<br />
*[https://www.speedsolving.com/forum/threads/hd-vs-eg-2x2-method-showdown.67124/ Movecount statistics and comparison to EG]<br />
<br />
[[Category:2x2x2]]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=33541
HD Method
2017-11-30T01:47:26Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32914
HD Method
2017-08-29T17:53:03Z
<p>Thermex: /* One-looking */</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32913
HD Method
2017-08-29T17:50:15Z
<p>Thermex: /* LOLS */</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=LPELL&diff=32912
LPELL
2017-08-29T16:42:33Z
<p>Thermex: /* R LB */</p>
<hr />
<div>{{Substep Infobox<br />
|name=LPELL<br />
|image=LPELLinfo.png<br />
|proposers=[[Kenneth Gustavsson]]<br />
|year=2011<br />
|anames=<br />
|variants=[[ZBLS]], [[VHF2L]]<br />
|steps=2 or 1.5<br />
|algs=96<br />
|moves=7.4 [[HTM]]<br />
|purpose=[[FMC]], [[Speedsolving]]<br />
|previous=[[F2L-1+pair+EO cube state]]<br />
|next=[[LL:EO+EP cube state]]<br />
}}<br />
'''Last pair and edges of the last layer''' is a [[method]] that solves the last [[F2L|F2L pair]] and all edges of the last layer.<br />
<br />
===Intermediate===<br />
This is divided into two [[substep]]s:<br />
* '''LPEOLL''', orient all edges and pair up (any order). This is a intuitive step. Using algorithms is possible but you would need the same number as for [[ZBLS]].<br />
* '''LPEPLL''', place the last pair and permute all edges. There are six cases and their mirrors.<br />
<br />
LPELL is maybe not so useful for [[speedsolving]], but for [[FMC]]. After this step is done you will have [[L4C]] left, 1:3 times it will be only [[L3C]] and 1:324 you will have a complete LL-skip. All L4C cases are easy to solve using one or two [[commutator]]s. In FMC, to save moves the commutators are preferably [[insert]]ed in the [[skeleton]] if such a point is found.<br />
<br />
''Optimal algs for the second step are found lower at this page.''<br />
<br />
===Advanced===<br />
A second way to solve this step is to first pair up and then do the rest in one look. There are 48 + 48 mirror cases for the second half. An advanced method that, if you include L4C places the last pair and solve all of the last layer in two looks and 'only' 180 algs. Recognition for the edges is awful if you just look at it, but is not harder than COLL or something, if you use sticker colour recognition.<br />
<br />
''The cases are not listed on the internet, some day you may find them here...''<br />
===Mad===<br />
*All in one?<br />
*Forget it! There are thousands of cases. (six times ZBLS)<br />
<br />
=LPEPLL Cases=<br />
{{Algnote}}<br />
The names for the cases are where two of the edges will go, if it is a R side case, then these are first the edge sitting in UL and then the one in UB. For the L side cases these are UR and UB. The images assumes the UF edge is solved if the pair is above the slot, if it is some diffrent edge than UF, then just [[AUF]] it to solved position for recognition. Some algs may need a leading AUF if you are in the same position as the image, these are not explicity written here (the animations shows the correct position).<br />
<br />
The average number of moves is 6 [[HTM]] not including any leading or ending AUF. All cases are having the same probability (1:2 R or L and 1:6 within these groups). The algs here are all optimal, if there are more than one for a case, then the other(s) does some diffrent LL-corner case than the first one.<br />
==R side pair==<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
|-valign="top"<br />
| width="50%" |<br />
=== R LB ===<br />
{{case<br />
|image=LPELL_RLB.jpg<br />
|name=R LB<br />
|methods=LPEPLL<br />
|optimal=9 [[HTM]]<br />
|text=All solved here, but just placing the pair will swap two edges, that are optimally solved by sneaking in a backside Antisune.}}<br />
{{Alg|R U' R2 U2 R U R' U R}}<br />
{{Alg|D R' U R' U' R' U R2 D'}}<br />
{{Alg|F2 L' U' L U F2 R U' R'}}<br />
<br />
| width="50%" |<br />
<br />
=== R RB ===<br />
{{case<br />
|image=LPELL_RRB.jpg<br />
|name=R RB<br />
|methods=LPEPLL<br />
|optimal=3 [[HTM]]<br />
|text=Z edges, just place from U2 position.}}<br />
{{Alg|R U2 R'}}<br />
|-valign="top"<br />
| width="50%" |<br />
<br />
=== R LR ===<br />
{{case<br />
|image=LPELL_RLR.jpg<br />
|name=R LR<br />
|methods=LPEPLL<br />
|optimal=3 [[HTM]]<br />
|text=The usual R U' R' pair.}}<br />
{{Alg|R U' R'}}<br />
| width="50%" |<br />
<br />
=== R RL ===<br />
{{case<br />
|image=LPELL_RRL.jpg<br />
|name=R RL<br />
|methods=LPEPLL<br />
|optimal=7 [[HTM]]<br />
|text=Unexpected conjugate to solve.}}<br />
{{Alg|R2 D L' B2 L D' R2 }}<br />
{{Alg|R' U2 R U R' U R2 U2 R' U }}<br />
|-valign="top"<br />
| width="50%" |<br />
<br />
=== R BL ===<br />
{{case<br />
|image=LPELL_RBL.jpg<br />
|name=R BL<br />
|methods=LPEPLL<br />
|optimal=7 [[HTM]]<br />
|text=Sune style solution.}}<br />
{{Alg|R U R' U' R U' R'}}<br />
{{Alg|R U' R' U R U2 R' }} <br />
| width="50%" |<br />
<br />
=== R BR ===<br />
{{case<br />
|image=LPELL_RBR.jpg<br />
|name=R BR<br />
|methods=LPEPLL<br />
|optimal=7 [[HTM]]<br />
|text=A 3-cycle commutator.}}<br />
{{Alg|L' U2 R U R' U2 L}}<br />
{{Alg|R' U2 R U R U' R2 U2 R U}}<br />
|}<br />
<br />
==L side pair==<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
|-valign="top"<br />
| width="50%" |<br />
=== L RB ===<br />
{{case<br />
|image=LPELL_LRB.jpg<br />
|name=L RB<br />
|methods=LPEPLL<br />
|optimal=9 [[HTM]]<br />
|text=Mirror of R LB.}}<br />
{{Alg|L' U L2 U2 L' U' L U' L'}}<br />
{{Alg|D' L U' L U L U' L2 D}}<br />
{{Alg|F2 R U R' U' F2 L' U L}}<br />
<br />
| width="50%" |<br />
<br />
=== L LB ===<br />
{{case<br />
|image=LPELL_LLB.jpg<br />
|name=L LB<br />
|methods=LPEPLL<br />
|optimal=3 [[HTM]]<br />
|text=Mirror of R RB.}}<br />
{{Alg|L' U2 L}}<br />
|-valign="top"<br />
| width="50%" |<br />
<br />
=== L RL ===<br />
{{case<br />
|image=LPELL_LRL.jpg<br />
|name=L RL<br />
|methods=LPEPLL<br />
|optimal=3 [[HTM]]<br />
|text=Mirror of R LR.}}<br />
{{Alg|L' U L}}<br />
| width="50%" |<br />
<br />
=== L LR ===<br />
{{case<br />
|image=LPELL_LLR.jpg<br />
|name=L LR<br />
|methods=LPEPLL<br />
|optimal=7 [[HTM]]<br />
|text=Mirror of R RL.}}<br />
{{Alg|L2 D' R B2 R' D L2 }}<br />
|-valign="top"<br />
| width="50%" |<br />
<br />
=== L BR ===<br />
{{case<br />
|image=LPELL_LBR.jpg<br />
|name=L BR<br />
|methods=LPEPLL<br />
|optimal=7 [[HTM]]<br />
|text=Mirror of R BL.}}<br />
{{Alg|L' U' L U L' U L}}<br />
| width="50%" |<br />
<br />
=== L BL ===<br />
{{case<br />
|image=LPELL_LBL.jpg<br />
|name=L BL<br />
|methods=LPEPLL<br />
|optimal=7 [[HTM]]<br />
|text=Mirror of R BR.}}<br />
{{Alg|R U2 L' U' L U2 R'}}<br />
|}<br />
<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Fewest Moves Methods]]<br />
[[Category:3x3x3 last layer methods]]<br />
<br />
[[Category:Acronyms]]<br />
[[Category:Algorithms]]<br />
[[Category:3x3x3 last layer substeps]]<br />
<br />
__NOTOC__</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32899
HD Method
2017-08-26T20:50:19Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex)and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32898
HD Method
2017-08-26T20:48:29Z
<p>Thermex: /* NLL */</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex)and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32897
HD Method
2017-08-26T20:46:56Z
<p>Thermex: /* The V */</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V's] provided by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex)and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32896
HD Method
2017-08-26T20:46:03Z
<p>Thermex: /* LOLS */</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ Here] are 50 example V's sampled by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex)and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32895
HD Method
2017-08-26T20:37:58Z
<p>Thermex: /* The V */</p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ Here] are 50 example V's sampled by Jonathan Lewis.<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32894
HD Method
2017-08-26T20:35:24Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ Here] are 50 example V's sampled by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32893
HD Method
2017-08-26T20:34:21Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ Here] are 50 example V's sampled by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
== External links ==<br />
[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]<br />
<br />
[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32892
HD Method
2017-08-26T20:27:34Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ Here] are 50 example V's sampled by Jonathan Lewis.<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here]. <br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32891
List of methods
2017-08-26T20:19:41Z
<p>Thermex: </p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[GaÃ©tan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, J. Demars, Max Garza, John Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[RenÃ© Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32890
HD Method
2017-08-26T20:18:54Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
== The V ==<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397)<br />
<br />
<br />
== LOLS ==<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
== NLL ==<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278)<br />
<br />
<br />
== Pros ==<br />
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].<br />
<br />
<br />
== Cons ==<br />
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].<br />
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.<br />
<br />
<br />
<br />
== One-looking ==<br />
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278). <br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32837
List of methods
2017-08-24T05:03:30Z
<p>Thermex: /* Table of methods by purpose */</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[GaÃ©tan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, S. Demars, Max Garza, John Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[RenÃ© Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=ZZ-Snake_Pattern&diff=32759
ZZ-Snake Pattern
2017-08-18T20:31:50Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ-Snake Pattern<br />
|image=Zz-sp.png<br />
|proposers=[[Alex Maass]], [[Mike McNeill]], [[Zachary Olmoz]]<br />
|year=2016<br />
|anames=ZZ-SP, Snake Pattern<br />
|variants=[[Petrus-Snake Pattern]]<br />
|steps=3 or 4 (depending on LL)<br />
|moves=44 with [[ZBLL]], 55 with [[OCLL]]/[[PLL]]<br />
|algs=20 to 537<br/>F2L: 0 to 40 <br/>LL: 20 to 497<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[One-Handed Solving]]<br />
* [[Memery]]<br />
}}<br />
<br />
The '''ZZ-Snake Pattern method''' is a 3x3 speedsolving method created by [[Alex Maass]] and [[Mike McNeill]], also known as CubingWithMeki, in 2016. The method is focused both on low move count and high turning speed; during the majority of [[F2L]], the solver only needs to make L, U, and R moves, which means that the solver's hands never leave the left and right sides of the cube, resulting in faster solving. In addition, edges are already oriented when the solver reaches the last layer, meaning the solver has fewer cases to deal with. Unlike the standard [[ZZ Method]], you only perform half of F2L.<br />
<br />
==The Steps==<br />
* '''[[EOLine]]:''' This is the most distinctive part of the ZZ method. In this step, the solver orients all the edges while placing the DF and DB edges. The two edges and the bottom centre are the "line" in [[EOLine]]. This step puts the cube into an <L, U, R> group, meaning F, B, or D moves are not required for the remainder of the solve. Although this step may seem like a hinderance, it speeds up the F2L and LL.<br />
* '''[[ZZ-SP First Block]]:''' The solver creates a 1Ã—2Ã—3 block on the left side of the line via blockbuilding. Because one only needs to do L, U, and R moves, solving is very quick.<br />
* '''[[ZZ-SP Second Block]]:''' The solver creates a second 1Ã—2Ã—3 block on the top of the cube via blockbuilding, over the already-created block. This leaves last layer on the right hand side of the cube.<br />
* '''LL:''' The solver uses algorithms to solve the remaining pieces. Since the edges in the LL were oriented during EOLine, it can be completed in fewer moves and/or with fewer algorithms to learn.<br />
<br />
==Variants==<br />
There are several variations of the ZZ method, each of which treats the [[F2L]] and [[LL]] differently:<br />
<br />
* '''[[Petrus-Snake Pattern]]:''' This is essentially a reordered variant of ZZ-SP. You solve the 2x2x3 block in Petrus style, perform EO, then place the block on the top of the cube.<br />
<br />
== Pros ==<br />
* '''Reduced Move Set''': Both blocks are completed using only R, U and L turns and no cube rotations are required.<br />
* '''Efficiency''': With a blockbuilding-based F2L and pre-orientation of LL edges around 55 moves can be achieved without difficulty. Optimising F2L blokbuilding and adoption of more advanced LL systems such as [[ZBLL]] will reduce this move count significantly.<br />
* '''Ease of Learning''': This method is very similar to [[ZZ]] and other similar methods. It even makes sense to someone coming from Petrus.<br />
* '''Flexibility''': With edges pre-oriented many systems exist for completing the last layer in a ZZ-SP solve, ranging from [[OCLL]]/[[PLL]] to [[ZBLL]]. A blockbuilding F2L also allows for the development of many short cuts and tricks as skill improves.<br />
<br />
== Cons ==<br />
* '''Rotation Required before LL''' - The last layer will always be on the right-hand side, requiring a rotation before solving LL.<br />
* '''Second Block is Unusual''' - Solving the second block will take practice and can be disorienting and unusual.<br />
* '''Reliance on Inspection''' - ZZ makes heavy use of inspection time, which is fine when 15 seconds is given, but in situations where no inspection is used it can be a drawback. For example, when using reduction on big cubes or within multi-solve scenarios starting a ZZ solve can be difficult. This isn't much more than other methods though.<br />
* '''Difficulty of EOLine''' - EOLine is weird to get used to at first. In order to plan and execute in one step and takes a ''long time'' to master. New users should expect it to take in the order of months to achieve full EOLine inspection in 15 seconds. In the interim, breaking it down into two steps (EO + Line) can be used as a fall-back.<br />
* '''Switching between L and R moves''' - On the other hand, this can feel weird. It takes some time getting used to and mastering. After one does master this though, f2l is really smooth.<br />
<br />
== Notable users ==<br />
* [[Alex Maass]]<br />
* [[CubingWithMeki]]<br />
* [[Ryan Mayers]]<br />
<br />
== See also ==<br />
* [[ZZ]]<br />
* [[Petrus-Snake Pattern]]<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ-blah]]<br />
* [[ZBLL]]<br />
* [[ZBLS]]<br />
* [[VH]]<br />
* [[Winter Variation]]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=ZZ-Snake_Pattern&diff=32758
ZZ-Snake Pattern
2017-08-18T20:30:13Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=ZZ-Snake Pattern<br />
|image=Zz-sp.png<br />
|proposers=[[Alex Maass]], [[Mike McNeill]], [[Zachary Olmoz]]<br />
|year=2016<br />
|anames=ZZ-SP, Snake Pattern<br />
|variants=[[Petrus-Snake Pattern]]<br />
|steps=3 or 4 (depending on LL)<br />
|moves=44 with [[ZBLL]], 55 with [[OCLL]]/[[PLL]]<br />
|algs=20 to 537<br/>F2L: 0 to 40 <br/>LL: 20 to 497<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[One-Handed Solving]]<br />
* [[Memery]]<br />
}}<br />
<br />
The '''ZZ-Snake Pattern method''' is a 3x3 speedsolving method created by [[Alex Maass]] and [[Mike McNeill]], also known as CubingWithMeki, in 2016. The method is focused both on low move count and high turning speed; during the majority of [[F2L]], the solver only needs to make L, U, and R moves, which means that the solver's hands never leave the left and right sides of the cube, resulting in faster solving. In addition, edges are already oriented when the solver reaches the last layer, meaning the solver has fewer cases to deal with. Unlike the standard [[ZZ Method]], you only perform half of F2L.<br />
<br />
==The Steps==<br />
* '''[[EOLine]]:''' This is the most distinctive part of the ZZ method. In this step, the solver orients all the edges while placing the DF and DB edges. The two edges and the bottom centre are the "line" in [[EOLine]]. This step puts the cube into an <L, U, R> group, meaning F, B, or D moves are not required for the remainder of the solve. Although this step may seem like a hinderance, it speeds up the F2L and LL.<br />
* '''[[ZZ-SP First Block]]:''' The solver creates a 2x3x1 block on the left side of the line via blockbuilding. Because one only needs to do L, U, and R moves, solving is very quick.<br />
* '''[[ZZ-SP Second Block]]:''' The solver creates a second 2x3x1 block on the top of the cube via blockbuilding, over the already-created block. This leaves last layer on the right hand side of the cube.<br />
* '''LL:''' The solver uses algorithms to solve the remaining pieces. Since the edges in the LL were oriented during EOLine, it can be completed in fewer moves and/or with fewer algorithms to learn.<br />
<br />
==Variants==<br />
There are several variations of the ZZ method, each of which treats the [[F2L]] and [[LL]] differently:<br />
<br />
* '''[[Petrus-Snake Pattern]]:''' This is essentially a reordered variant of ZZ-SP. You solve the 2x2x3 block in Petrus style, perform EO, then place the block on the top of the cube.<br />
<br />
== Pros ==<br />
* '''Reduced Move Set''': Both blocks are completed using only R, U and L turns and no cube rotations are required.<br />
* '''Efficiency''': With a blockbuilding-based F2L and pre-orientation of LL edges around 55 moves can be achieved without difficulty. Optimising F2L blokbuilding and adoption of more advanced LL systems such as [[ZBLL]] will reduce this move count significantly.<br />
* '''Ease of Learning''': This method is very similar to [[ZZ]] and other similar methods. It even makes sense to someone coming from Petrus.<br />
* '''Flexibility''': With edges pre-oriented many systems exist for completing the last layer in a ZZ-SP solve, ranging from [[OCLL]]/[[PLL]] to [[ZBLL]]. A blockbuilding F2L also allows for the development of many short cuts and tricks as skill improves.<br />
<br />
== Cons ==<br />
* '''Rotation Required before LL''' - The last layer will always be on the right-hand side, requiring a rotation before solving LL.<br />
* '''Second Block is Unusual''' - Solving the second block will take practice and can be disorienting and unusual.<br />
* '''Reliance on Inspection''' - ZZ makes heavy use of inspection time, which is fine when 15 seconds is given, but in situations where no inspection is used it can be a drawback. For example, when using reduction on big cubes or within multi-solve scenarios starting a ZZ solve can be difficult. This isn't much more than other methods though.<br />
* '''Difficulty of EOLine''' - EOLine is weird to get used to at first. In order to plan and execute in one step and takes a ''long time'' to master. New users should expect it to take in the order of months to achieve full EOLine inspection in 15 seconds. In the interim, breaking it down into two steps (EO + Line) can be used as a fall-back.<br />
* '''Switching between L and R moves''' - On the other hand, this can feel weird. It takes some time getting used to and mastering. After one does master this though, f2l is really smooth.<br />
<br />
== Notable users ==<br />
* [[Alex Maass]]<br />
* [[CubingWithMeki]]<br />
* [[Ryan Mayers]]<br />
<br />
== See also ==<br />
* [[ZZ]]<br />
* [[Petrus-Snake Pattern]]<br />
* [[EOLine]]<br />
* [[Edge Orientation]]<br />
* [[ZZ-blah]]<br />
* [[ZBLL]]<br />
* [[ZBLS]]<br />
* [[VH]]<br />
* [[Winter Variation]]<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:3x3x3 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32555
HD Method
2017-08-09T00:05:12Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. Nothing about the HD method really stands out and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278). <br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32554
HD Method
2017-08-09T00:03:34Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. Nothing about the HD method really stands out and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278).<br />
Speedsolving <br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32371
List of methods
2017-08-03T18:02:26Z
<p>Thermex: /* Table of methods by purpose */</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[GaÃ©tan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, Joel Demars, Max Garza, Jon Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[RenÃ© Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD&diff=32370
HD
2017-08-03T18:00:41Z
<p>Thermex: Redirected page to HD Method</p>
<hr />
<div> #REDIRECT [[HD Method]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32369
HD Method
2017-08-03T15:47:27Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).<br />
Speedsolving <br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32368
HD Method
2017-08-03T15:45:59Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).<br />
<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 Speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32367
HD Method
2017-08-03T15:44:53Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).<br />
<br />
[[Category:2x2x2 methods]]<br />
[[Category:Speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=VOP_method&diff=32366
VOP method
2017-08-03T15:43:37Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=VOP<br />
|image=Ss_method.gif<br />
|proposers=[[Kenneth Gustavsson]]<br />
|year=2010<br />
|anames=LFC<br />
|variants=[[Guimond Method]]<br />
|steps=3<br />
|algs=24<br />
|moves= ~18<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
'''VOP''' is an experimental three-step method for the [[2x2x2 cube]]:<br />
<br />
:'''V''': Make a fully solved V in the first layer of three pieces (intuitive)<br />
:'''O''': OLFC, orient last five corners (Guimond orientation, 16 cases)<br />
:'''P''': PLFC, permute last five corners (separation and permutation, 6+2 cases)<br />
<br />
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.<br />
<br />
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.<br />
<br />
==The six cases of PLFC==<br />
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.<br />
<br />
[[File:PLFC cases.jpg]]<br />
<br />
==PLFC Algorithms==<br />
<br />
===OA:===<br />
{{Alg| U F2 U R2 F2 U2 |cube=2x2x2}}<br />
{{Alg| U F2 U' F2 U2 R2 F2 |cube=2x2x2}}<br />
{{Alg| U F2 U' R2 F2 U2 R2 |cube=2x2x2}}<br />
{{Alg| U R2 F2 U R2 U2 R2 |cube=2x2x2}}<br />
{{Alg| U R2 F2 U' R2 U2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U R2 U' R2 |cube=2x2x2}}<br />
{{Alg| R2 U2 R2 U' R2 U' R2 |cube=2x2x2}}<br />
===AO:===<br />
{{Alg| U' F2 R2 U F2 U2 |cube=2x2x2}}<br />
{{Alg| U' F2 R2 U' F2 U2 F2 |cube=2x2x2}}<br />
{{Alg| U' R2 U F2 R2 U2 F2 |cube=2x2x2}}<br />
{{Alg| U' R2 U R2 U2 F2 R2 |cube=2x2x2}}<br />
{{Alg| U' R2 U' F2 R2 U2 |cube=2x2x2}}<br />
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}<br />
{{Alg| y' R2 U2 R2 U R2 U R2 |cube=2x2x2}}<br />
{{Alg| U2 F2 U' F2 U F2 |cube=2x2x2}}<br />
{{Alg| y' U2 R2 U' R2 U R2 |cube=2x2x2}}<br />
===AS:===<br />
{{Alg| U R2 U' F2 U R2 U' F2 |cube=2x2x2}}<br />
{{Alg| F2 U F2 U' F2 U' R2 F2 |cube=2x2x2}}<br />
{{Alg| F2 U F2 U' R2 F2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 U R2 F2 U R2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 R' U' R F2 R' U R |cube=2x2x2}}<br />
{{Alg| U2 F2 U' F2 U R2 F2 U' |cube=2x2x2}}<br />
{{Alg| U2 F2 U' R2 F2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| U2 R2 F2 U R2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| R2 F2 U' R2 U R2 U R2 |cube=2x2x2}}<br />
===SA:===<br />
{{Alg| U' F2 U R2 U' F2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 R2 U F2 U' F2 U' F2 |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U' F2 U F2 U |cube=2x2x2}}<br />
{{Alg| U2 R2 U F2 R2 U F2 U |cube=2x2x2}}<br />
{{Alg| U2 R2 U R2 U' F2 R2 U |cube=2x2x2}}<br />
{{Alg| R2 F U F' R2 F U' F' |cube=2x2x2}}<br />
{{Alg| R2 U' F2 R2 U' F2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' R2 U F2 R2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' R2 U R2 U F2 R2 |cube=2x2x2}}<br />
===OO:===<br />
{{Alg| R2 D L2 U L2 U' L2 D' R2 |cube=2x2x2}}<br />
{{Alg| R2 U' F2 U2 R2 U' R2 U' F2 |cube=2x2x2}}<br />
{{Alg| F R F' U R2 U' F R' F' |cube=2x2x2}}<br />
{{Alg| F R2 U F' R2 F U' R2 F' |cube=2x2x2}}<br />
{{Alg| R' F' R U' F2 U R' F R |cube=2x2x2}}<br />
{{Alg| R' F2 U' R F2 R' U F2 R |cube=2x2x2}}<br />
{{Alg| F2 U R2 U R2 U' R2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' F2 U' F2 U F2 U R2 |cube=2x2x2}}<br />
===SS:===<br />
{{Alg| R2 U R2 U' R2 D R2 U' R2 U R2 |cube=2x2x2}}<br />
{{Alg| R U R' F2 R F' R U R2 F2 |cube=2x2x2}}<br />
{{Alg| F2 R2 U' R' F R' F2 R U' R' |cube=2x2x2}}<br />
{{Alg| F2 U' F2 U R2 U F2 U2 |cube=2x2x2}}<br />
{{Alg| F2 U2 F2 U' R2 U' R2 U |cube=2x2x2}}<br />
{{Alg| U2 R' U F U2 F' R' F |cube=2x2x2}}<br />
{{Alg| U2 F2 U R2 U' R2 U |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U F2 R2 U F2 |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U R2 U' F2 R2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U F2 U2 F2 U' F2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U' F2 U F2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U' R2 F2 U' F2 R2 |cube=2x2x2}}<br />
{{Alg| R2 U R2 U' F2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| R2 U2 R2 U F2 U F2 |cube=2x2x2}}<br />
Many of the algorithms were generated [http://speedcubing.com/CubeSolver/MiniCubeSolver.html here].<br />
<br />
==OVP==<br />
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.<br />
<br />
[[Category:2x2x2 methods]]<br />
[[Category:experimental methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=VOP_method&diff=32365
VOP method
2017-08-03T15:42:52Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=VOP<br />
|image=Ss_method.gif<br />
|proposers=[[Kenneth Gustavsson]]<br />
|year=2010<br />
|anames=LFC<br />
|variants=[[Guimond Method]]<br />
|steps=3<br />
|algs=24<br />
|moves= ~18<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
'''VOP''' is an experimental three-step method for the [[2x2x2 cube]]:<br />
<br />
:'''V''': Make a fully solved V in the first layer of three pieces (intuitive)<br />
:'''O''': OLFC, orient last five corners (Guimond orientation, 16 cases)<br />
:'''P''': PLFC, permute last five corners (separation and permutation, 6+2 cases)<br />
<br />
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.<br />
<br />
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.<br />
<br />
==The six cases of PLFC==<br />
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.<br />
<br />
[[File:PLFC cases.jpg]]<br />
<br />
==PLFC Algorithms==<br />
<br />
===OA:===<br />
{{Alg| U F2 U R2 F2 U2 |cube=2x2x2}}<br />
{{Alg| U F2 U' F2 U2 R2 F2 |cube=2x2x2}}<br />
{{Alg| U F2 U' R2 F2 U2 R2 |cube=2x2x2}}<br />
{{Alg| U R2 F2 U R2 U2 R2 |cube=2x2x2}}<br />
{{Alg| U R2 F2 U' R2 U2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U R2 U' R2 |cube=2x2x2}}<br />
{{Alg| R2 U2 R2 U' R2 U' R2 |cube=2x2x2}}<br />
===AO:===<br />
{{Alg| U' F2 R2 U F2 U2 |cube=2x2x2}}<br />
{{Alg| U' F2 R2 U' F2 U2 F2 |cube=2x2x2}}<br />
{{Alg| U' R2 U F2 R2 U2 F2 |cube=2x2x2}}<br />
{{Alg| U' R2 U R2 U2 F2 R2 |cube=2x2x2}}<br />
{{Alg| U' R2 U' F2 R2 U2 |cube=2x2x2}}<br />
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}<br />
{{Alg| y' R2 U2 R2 U R2 U R2 |cube=2x2x2}}<br />
{{Alg| U2 F2 U' F2 U F2 |cube=2x2x2}}<br />
{{Alg| y' U2 R2 U' R2 U R2 |cube=2x2x2}}<br />
===AS:===<br />
{{Alg| U R2 U' F2 U R2 U' F2 |cube=2x2x2}}<br />
{{Alg| F2 U F2 U' F2 U' R2 F2 |cube=2x2x2}}<br />
{{Alg| F2 U F2 U' R2 F2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 U R2 F2 U R2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 R' U' R F2 R' U R |cube=2x2x2}}<br />
{{Alg| U2 F2 U' F2 U R2 F2 U' |cube=2x2x2}}<br />
{{Alg| U2 F2 U' R2 F2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| U2 R2 F2 U R2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| R2 F2 U' R2 U R2 U R2 |cube=2x2x2}}<br />
===SA:===<br />
{{Alg| U' F2 U R2 U' F2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 R2 U F2 U' F2 U' F2 |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U' F2 U F2 U |cube=2x2x2}}<br />
{{Alg| U2 R2 U F2 R2 U F2 U |cube=2x2x2}}<br />
{{Alg| U2 R2 U R2 U' F2 R2 U |cube=2x2x2}}<br />
{{Alg| R2 F U F' R2 F U' F' |cube=2x2x2}}<br />
{{Alg| R2 U' F2 R2 U' F2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' R2 U F2 R2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' R2 U R2 U F2 R2 |cube=2x2x2}}<br />
===OO:===<br />
{{Alg| R2 D L2 U L2 U' L2 D' R2 |cube=2x2x2}}<br />
{{Alg| R2 U' F2 U2 R2 U' R2 U' F2 |cube=2x2x2}}<br />
{{Alg| F R F' U R2 U' F R' F' |cube=2x2x2}}<br />
{{Alg| F R2 U F' R2 F U' R2 F' |cube=2x2x2}}<br />
{{Alg| R' F' R U' F2 U R' F R |cube=2x2x2}}<br />
{{Alg| R' F2 U' R F2 R' U F2 R |cube=2x2x2}}<br />
{{Alg| F2 U R2 U R2 U' R2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' F2 U' F2 U F2 U R2 |cube=2x2x2}}<br />
===SS:===<br />
{{Alg| R2 U R2 U' R2 D R2 U' R2 U R2 |cube=2x2x2}}<br />
{{Alg| R U R' F2 R F' R U R2 F2 |cube=2x2x2}}<br />
{{Alg| F2 R2 U' R' F R' F2 R U' R' |cube=2x2x2}}<br />
{{Alg| F2 U' F2 U R2 U F2 U2 |cube=2x2x2}}<br />
{{Alg| F2 U2 F2 U' R2 U' R2 U |cube=2x2x2}}<br />
{{Alg| U2 R' U F U2 F' R' F |cube=2x2x2}}<br />
{{Alg| U2 F2 U R2 U' R2 U |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U F2 R2 U F2 |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U R2 U' F2 R2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U F2 U2 F2 U' F2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U' F2 U F2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U' R2 F2 U' F2 R2 |cube=2x2x2}}<br />
{{Alg| R2 U R2 U' F2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| R2 U2 R2 U F2 U F2 |cube=2x2x2}}<br />
Many of the algorithms were generated [http://speedcubing.com/CubeSolver/MiniCubeSolver.html here].<br />
<br />
==OVP==<br />
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.<br />
<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=32364
HD Method
2017-08-03T15:41:59Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).<br />
<br />
[[Category:2x2x2 methods]]<br />
[[Category:Speedsolving methods]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=VOP_method&diff=32363
VOP method
2017-08-03T15:41:51Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=VOP<br />
|image=Ss_method.gif<br />
|proposers=[[Kenneth Gustavsson]]<br />
|year=2010<br />
|anames=LFC<br />
|variants=[[Guimond Method]]<br />
|steps=3<br />
|algs=24<br />
|moves= ~18<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
'''VOP''' is an experimental three-step method for the [[2x2x2 cube]]:<br />
<br />
:'''V''': Make a fully solved V in the first layer of three pieces (intuitive)<br />
:'''O''': OLFC, orient last five corners (Guimond orientation, 16 cases)<br />
:'''P''': PLFC, permute last five corners (separation and permutation, 6+2 cases)<br />
<br />
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.<br />
<br />
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.<br />
<br />
==The six cases of PLFC==<br />
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.<br />
<br />
[[File:PLFC cases.jpg]]<br />
<br />
==PLFC Algorithms==<br />
<br />
===OA:===<br />
{{Alg| U F2 U R2 F2 U2 |cube=2x2x2}}<br />
{{Alg| U F2 U' F2 U2 R2 F2 |cube=2x2x2}}<br />
{{Alg| U F2 U' R2 F2 U2 R2 |cube=2x2x2}}<br />
{{Alg| U R2 F2 U R2 U2 R2 |cube=2x2x2}}<br />
{{Alg| U R2 F2 U' R2 U2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U R2 U' R2 |cube=2x2x2}}<br />
{{Alg| R2 U2 R2 U' R2 U' R2 |cube=2x2x2}}<br />
===AO:===<br />
{{Alg| U' F2 R2 U F2 U2 |cube=2x2x2}}<br />
{{Alg| U' F2 R2 U' F2 U2 F2 |cube=2x2x2}}<br />
{{Alg| U' R2 U F2 R2 U2 F2 |cube=2x2x2}}<br />
{{Alg| U' R2 U R2 U2 F2 R2 |cube=2x2x2}}<br />
{{Alg| U' R2 U' F2 R2 U2 |cube=2x2x2}}<br />
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}<br />
{{Alg| y' R2 U2 R2 U R2 U R2 |cube=2x2x2}}<br />
{{Alg| U2 F2 U' F2 U F2 |cube=2x2x2}}<br />
{{Alg| y' U2 R2 U' R2 U R2 |cube=2x2x2}}<br />
===AS:===<br />
{{Alg| U R2 U' F2 U R2 U' F2 |cube=2x2x2}}<br />
{{Alg| F2 U F2 U' F2 U' R2 F2 |cube=2x2x2}}<br />
{{Alg| F2 U F2 U' R2 F2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 U R2 F2 U R2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 R' U' R F2 R' U R |cube=2x2x2}}<br />
{{Alg| U2 F2 U' F2 U R2 F2 U' |cube=2x2x2}}<br />
{{Alg| U2 F2 U' R2 F2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| U2 R2 F2 U R2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| R2 F2 U' R2 U R2 U R2 |cube=2x2x2}}<br />
===SA:===<br />
{{Alg| U' F2 U R2 U' F2 U R2 |cube=2x2x2}}<br />
{{Alg| F2 R2 U F2 U' F2 U' F2 |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U' F2 U F2 U |cube=2x2x2}}<br />
{{Alg| U2 R2 U F2 R2 U F2 U |cube=2x2x2}}<br />
{{Alg| U2 R2 U R2 U' F2 R2 U |cube=2x2x2}}<br />
{{Alg| R2 F U F' R2 F U' F' |cube=2x2x2}}<br />
{{Alg| R2 U' F2 R2 U' F2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' R2 U F2 R2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' R2 U R2 U F2 R2 |cube=2x2x2}}<br />
===OO:===<br />
{{Alg| R2 D L2 U L2 U' L2 D' R2 |cube=2x2x2}}<br />
{{Alg| R2 U' F2 U2 R2 U' R2 U' F2 |cube=2x2x2}}<br />
{{Alg| F R F' U R2 U' F R' F' |cube=2x2x2}}<br />
{{Alg| F R2 U F' R2 F U' R2 F' |cube=2x2x2}}<br />
{{Alg| R' F' R U' F2 U R' F R |cube=2x2x2}}<br />
{{Alg| R' F2 U' R F2 R' U F2 R |cube=2x2x2}}<br />
{{Alg| F2 U R2 U R2 U' R2 U' F2 |cube=2x2x2}}<br />
{{Alg| R2 U' F2 U' F2 U F2 U R2 |cube=2x2x2}}<br />
===SS:===<br />
{{Alg| R2 U R2 U' R2 D R2 U' R2 U R2 |cube=2x2x2}}<br />
{{Alg| R U R' F2 R F' R U R2 F2 |cube=2x2x2}}<br />
{{Alg| F2 R2 U' R' F R' F2 R U' R' |cube=2x2x2}}<br />
{{Alg| F2 U' F2 U R2 U F2 U2 |cube=2x2x2}}<br />
{{Alg| F2 U2 F2 U' R2 U' R2 U |cube=2x2x2}}<br />
{{Alg| U2 R' U F U2 F' R' F |cube=2x2x2}}<br />
{{Alg| U2 F2 U R2 U' R2 U |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U F2 R2 U F2 |cube=2x2x2}}<br />
{{Alg| U2 F2 R2 U R2 U' F2 R2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U F2 U2 F2 U' F2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U' F2 U F2 |cube=2x2x2}}<br />
{{Alg| U2 R2 U' R2 F2 U' F2 R2 |cube=2x2x2}}<br />
{{Alg| R2 U R2 U' F2 U' R2 U' |cube=2x2x2}}<br />
{{Alg| R2 U2 R2 U F2 U F2 |cube=2x2x2}}<br />
Many of the algorithms were generated [http://speedcubing.com/CubeSolver/MiniCubeSolver.html here].<br />
<br />
==OVP==<br />
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.<br />
<br />
[[Category:2x2x2 methods]]<br />
[[Category:2x2x2 speedsolving methods methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=XG_method&diff=32353
XG method
2017-08-02T18:59:00Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=XG<br />
|image=Layer_by_layer.gif<br />
|proposers=[[Lucas Garron]]<br />
|year=2009<br />
|anames=Xtreme-Garron<br />
|variants=<br />
|steps=<br />
|algs=<br />
|moves<br />
|purpose<br />
}}<br />
<br />
{{Method Header<br />
|listofsteps=[[Cross]] -> [[Corners XG]] -> [[Edges XG]] -> [[OLL]] -> [[PLL]]<br />
|description=[[XG|'''XG''']] is a [[method]] based on [[CFOP]] for the [[3x3x3 cube]].<br />
}}<br />
<br />
'''XG''' (short for '''Xtreme-Garron''') is a 3x3 method proposed by Lucas Garron in 2009.<br />
<br />
== The steps ==<br />
<br />
=== 1. Cross ===<br />
{{Main Article|Article=Cross}}<br />
Make a cross on one side by solving all edges of a given color. Align the edges with the second-layer centers. <br />
<br />
<br />
=== 2. Finish the 1st layer ===<br />
{{Main Article|Article=Corners XG}}<br />
You have to finish the [[1st layer]]. For each of the 4 [[corner]]s, you have to look after it on the [[3rd layer]] and then insert it on the right place with the right orientation. if the corner is already on the 1st Layer but in a bad way, just insert an an other corner at this place so that it comes to the 3rd layer.<br />
<br />
=== 3. Build the 2nd layer ===<br />
{{Main Article|Article=Edges XG}}<br />
<br />
=== 4. OLL ===<br />
{{Main Article|Article=OLL}}<br />
<br />
=== 5. PLL ===<br />
{{Main Article|Article=PLL}}<br />
<br />
== External links ==<br />
<br />
* Speedsolving.com: [https://www.speedsolving.com/forum/showthread.php?14877-XG-%28New-Method-Based-on-Fridrich!%29 XG (New Method Based on Fridrich!) ] - info on the method by [[Lucas Garron]].<br />
<br />
[[Category:3x3x3 methods]]<br />
[[Category:Acronyms]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32350
List of methods
2017-08-02T18:48:35Z
<p>Thermex: </p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[GaÃ©tan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| [[HD]]<br />
| V. Higgs, Joel Demars, Max Garza, Jonathan Lewis<br />
| VOP<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor, V. Higgs<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[RenÃ© Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=32349
List of methods
2017-08-02T18:41:19Z
<p>Thermex: </p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:2x2x2 methods|2x2]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| EG-1, EG-2<br />
|-<br />
| [[Guimond]]<br />
| [[GaÃ©tan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]], Jeff Varasano<br />
| PBL<br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| [[TCLL]]<br />
| [[Robert Yau]], Christopher Olson, and others<br />
| CLL<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:3x3x3 methods|3x3]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| <br />
|-<br />
| Ortega/Mcetsu<br />
| Jeff Varasano<br />
|<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Less is More]]<br />
| [[Camilo Amaral]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]], [[MirIS Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving beginner methods|3x3 speed Beginner]]'''<br />
|-<br />
| [[Beginner Petrus]]<br />
|<br />
|<br />
|-<br />
| Beginner Roux<br />
|<br />
|<br />
|-<br />
| Beginner CFOP<br />
| Badmephisto<br />
|<br />
|-<br />
| Pogobat Beginner Method<br />
| Dan Brown<br />
|<br />
|-<br />
| [[Keyhole]]<br />
|<br />
|<br />
|-<br />
| [[XG]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Samsara Method]]<br />
|<br />
| [[OLL]], [[PLL]]<br />
|-<br />
| [[Lazy CFOP]]<br />
| [[Alex Yang]]<br />
| CFOP, Roux, Petrus, CFCE, ZZ, Columns, LBL, FreeFOP, WV, Salvia, Snyder<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[Ribbon Method]]<br />
| Justin Taylor, V. Higgs<br />
| F2L-1 Corner, TOLS, TTLL<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]], ZBLL<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
| F2L, 2x2 Block, 2x2x3 Block<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[David Singmaster]]<br/>[[RenÃ© Schoof]]<br/>[[Jessica Fridrich]]<br/>[[Hans Dockhorn]]<br/>[[Anneke Treep]]<br />
| [[VH]], [[ZB]], [[MGLS| MGLS-F]], OLL, PLL, F2L<br />
|-<br />
| [[CFCE]]<br />
|<br />
| [[CLL/ELL]]<br />
|-<br />
| FreeFOP<br />
|<br />
| Petrus, CFOP<br />
|-<br />
| [[Columns First Methods]]<br />
| <br />
| Roux, CFOP, Shadowslice<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| [[SSC (Shadowslice Snow Columns)]]<br />
| [[Joseph Briggs]]<br />
|<br />
|-<br />
| [[B2 (Briggs2) Method]] (Briggs/B2)<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Yau method]]<br />
| [[Robert Yau]]<br />
|<br />
|-<br />
| [[Hoya method]]<br />
| [[Jong-Ho Jeong]]<br />
|<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[OBLBL]]<br />
|<br />
|<br />
|-<br />
| [[NS4]]<br />
|<br />
|<br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
|<br />
|-<br />
| [[Meyer method]]<br />
| [[Richard Meyer]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| [[Lewis Method]]<br />
| John Lewis<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#d5d5d5; text-align:center;" | '''[[:Category:Other puzzles methods|Other puzzles]]'''<br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| Various<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[Hexagonal Francisco]]<br />
| [[Andrew Nathenson]], Henry Helmuth<br />
| <br />
|-<br />
| [[Quadrangular Francisco]]<br />
| [[Alex Yang]]<br />
|<br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|<br />
|-<br />
| [[VDW Method]]<br />
| [[Alex VanDerWyst]]<br />
|<br />
|<br />
|-<br />
| [[Hawaiian Kociemba]]<br />
| [[Michael Humuhumunukunukuapua'a]]<br />
| HKOLL, HKPLL, EO, <br />
|<br />
|-<br />
| [[Pikas**t]]<br />
| Justin Harder<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| [[Balint method]]<br />
| Balint Bodor<br />
| <br />
|-<br />
| keyhole method<br />
|<br />
|<br />
|-<br />
|[[S2L Westlund Style]]<br />
|Simon Westlund<br />
|<br />
|-<br />
|S2L+T2L--->Multiple F2L (Virus S2L)<br />
|Yu Da Hyun<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| [[Roux n Skrew]]<br />
|<br />
|<br />
|-<br />
| [[Skwuction]]<br />
| Jaap Scherphuis, Cary Huang<br />
|<br />
|-<br />
| [[Yoyleberry]]<br />
| Cary Huang<br />
|<br />
|-<br />
| [[Lin]]<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| Sarah method<br />
| Sarah Strong<br />
| <br />
|-<br />
| Ranzha method<br />
| ??<br />
| Petrus Block, Welder mask, PUC (Permuting U corners), LFC(Last Four Centers), CLL<br />
|<br />
|-<br />
| Skrouxb<br />
| Ben Pang<br />
|<br />
|-<br />
| 1 Algorithm method<br />
| ??<br />
| FBF (Face by Face), CLL<br />
|<br />
|-<br />
| Kirjava-Meep Method<br />
| Kirjava-Meep<br />
| CLL, EG, L5C, TCLL<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[List of Subsets]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32348
Ribbon Method
2017-08-02T18:39:47Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor, V. Higgs<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method proposed by V. Higgs and created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=Ribbon_Method&diff=32346
Ribbon Method
2017-08-02T18:26:20Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=Ribbon<br />
|image= Ribbon Image 2.PNG<br />
|proposers=Justin Taylor, V. Higgs<br />
|year=2017<br />
|anames=Alpha, RFTT<br />
|steps=4<br />
|moves=Low 40s With Blockbuilding, 48 With CFOP Background<br />
|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]<br />
|purpose=|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
* [[Fewest Moves]]<br />
* [[One-Handed Solving]]<br />
}}<br />
<br />
The '''Ribbon Method''' is a speedsolving method proposed by V. Higgs and created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.<br />
<br />
==The Steps==<br />
* '''''Ribbon:''''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.<br />
* '''''F2L:''''' There are three remaining F2L slots to be solved. Typically, this is done using pairs as in CFOP. However, any approach can be taken to solve the cube up to F2L-1 Corner. First Block, carried over from [[Roux]], may be used in conjunction with <RrUM> for the rest of F2L to provide an efficient and rotationless option to finish F2L.<br />
* '''''TOLS:''''' This is the first algorithm set of the Ribbon Method. There are 173 algorithms to orient the last layer of the cube and the DFR corner with no regard for permutation in an average of 10 moves with as little as 6. This is divided into three subsets: '''TOLS+''', '''TOLS-''', and '''TOLSo'''. '''TOLS+''' has the U or D colored sticker of the DFR corner twisted to face towards the solver, and has 58 algorithms. '''TOLS-''' has the U or D colored sticker of the DFR corner twisted to face to the right of the solver, and also has 58 algorithms. '''TOLSo''' has the U or D colored sticker of the DFR corner twisted to face downwards. All OLL algorithms can be used in this step. The entire step can purely be recognized from the top layer, and is sorted by shape, just as OLL is. There is a 1/648 for getting a TOLS skip with zero influence, but using [[Partial Corner Control]] through methods such as [[VLS]] can allow you to skip this step consistently.<br />
* '''''TTLL/PLL:''''' This step solves either the last 9 or 8 oriented pieces of the cube. During TOLS, there is a 1/5 chance of the last corner solving itself, resulting in a PLL algorithm. However, if the corner is not solved, one of 72 algorithms averaging 14 moves and taking as little as 7 can be used to finish the solve. There is a 1/405 chance of skipping this step, which can be reduced further by learning additional TOLS algorithms to force PLL, reducing this to a 1/72 chance of getting a One-Look Last Slot and Last Layer.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31579
HD Method
2017-07-09T04:08:17Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, J. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).<br />
<br />
[[Category:2x2x2 methods]]</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31213
HD Method
2017-05-29T23:21:17Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
----<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31212
HD Method
2017-05-29T23:20:28Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= 15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
---<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31211
HD Method
2017-05-29T23:19:42Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are other methods with less algorithms that can achieve lower movecounts.<br />
<br />
<br />
<br />
<font size="4.5">One-looking</font><br />
---<br />
One of the main pros of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspectoin they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation. The document showing the permutation is effected during LOLS can be found here: (link).</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31205
HD Method
2017-05-28T01:14:26Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a beginner's method.<br />
:2. There's nothing extremely special about this method and there are methods with less algs that can achieve lower movecounts.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31204
HD Method
2017-05-28T01:13:48Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over a from beginner's method.<br />
:2. There's nothing extremely special about this method and there are methods with less algs that can achieve lower movecounts.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31203
HD Method
2017-05-28T01:11:36Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
:1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
:2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
:3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
:1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from beginner's method.<br />
:2. There's nothing extremely special about this method and there are methods with less algs that can achieve lower movecounts.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31202
HD Method
2017-05-28T01:10:36Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2. LOLS (orienting the remaining 5 corners of the cube)<br />
:3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from beginner's method.<br />
2. There's nothing extremely special about this method and there are methods with less algs that can achieve lower movecounts.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31201
HD Method
2017-05-28T01:10:10Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
:1.: Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
:2.: LOLS (orienting the remaining 5 corners of the cube)<br />
:3.: NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from beginner's method.<br />
2. There's nothing extremely special about this method and there are methods with less algs that can achieve lower movecounts.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31200
HD Method
2017-05-28T01:06:21Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
2. LOLS (orienting the remaining 5 corners of the cube)<br />
3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
1. The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from beginner's method.<br />
2. There's nothing extremely special about this method and there are methods with less algs that can achieve lower movecounts.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31199
HD Method
2017-05-28T01:04:09Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
2. LOLS (orienting the remaining 5 corners of the cube)<br />
3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.<br />
2. The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.<br />
3. The HD method has a pretty low movecount, comparable to CLL and EG.<br />
<br />
<br />
<font size="4.5">'''Cons'''</font><br />
----<br />
The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from beginner's method.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31198
HD Method
2017-05-28T00:57:02Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
2. LOLS (orienting the remaining 5 corners of the cube)<br />
3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link) The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.</div>
Thermex
https://www.speedsolving.com/wiki/index.php?title=HD_Method&diff=31197
HD Method
2017-05-28T00:56:03Z
<p>Thermex: </p>
<hr />
<div>{{Method Infobox<br />
|name=HD<br />
|image=Ss_method.gif<br />
|proposers=V. Higgs, S. Demars<br />
|year=2017<br />
|anames=EG-VOP<br />
|variants=[[VOP]]<br />
|steps=3<br />
|algs=52<br />
|moves= ~15-16<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
The HD method (short for the Higgs-Demars method, the names of the creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:<br />
<br />
1. Solving the V (solving 3/4 of an Ortega face on the d-layer).<br />
2. LOLS (orienting the remaining 5 corners of the cube)<br />
3. NLL (solving the rest of the cube in one algorithm)<br />
<br />
<br />
<font size="4.5">The V</font><br />
----<br />
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the d-layer. The V requires no algorithms and averages about 1.5 moves. The maximum number of moves for a V is 3. Here's 50 example V's sampled by Jonathan Lewis: (link)<br />
<br />
<br />
<font size="4.5">LOLS</font><br />
----<br />
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on each piece. Some examples of this: (examples)<br />
The algs for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex). The algsheet can be found here: (link)<br />
The average movecount for an LOLS algorithm is 5.5 moves and of the algs are under 5 moves.<br />
<br />
<br />
<font size="4.5">NLL</font><br />
----<br />
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and permute the u-layer corner. Just like the LOLS step the unsolved d-layer corner should be held in the FR position. Most of the NLL algorithms were created by Neuro and can be learned here: (link)<br />
<br />
<br />
<font size="4.5">'''Pros'''</font><br />
----<br />
1. The HD method contains a pretty reasonable number of algorithms, it only has a few more algorithms than CLL and way less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.</div>
Thermex