Mehta

Contents
Introduction
Mehta is a 3x3 speedsolving method proposed by Yash Mehta in 2020. It relies heavily on algorithms, resulting in a method which promises a high TPS for most of the solve. It also boasts a low movecount, comparable to Roux, but significantly less than CFOP.
Acronyms
 FB  First Block
 3QB  3 Quarters Belt
 EOLE  Edge Orientation + Last Edge
 6CO  6 Corners' Orientation
 6CP  6 Corners' Permutation
 L5EP  Last 5 Edges Permutation
 TDR  Trang's DR block (DFR + DR + DBR pieces)
 APDR  Andreas' Permutation of DR block
 CDRLL  CxLL with DR edge unsolved
 DCAL  D layer Corners After Ledge
 JTLE  John Tamanas Last Edge (orients U corners + solves DR edge)
First Steps
1. FB: Solve a 1x2x3 block on the D layer, with 1x1x3 of the block in the DL position.
2a. 3QB: Solve 3 Eslice edges relative to the centers.
2b. EOLE: Insert the remaining Eslice edge while orienting all the edges. There are 55 cases that can be done intuitively or with algorithms.
Next Steps
Mehta6CP
3. 6CO: Orient the 6 remaining corners using 71 algorithms
4. 6CP: Permute the 6 remaining corners using 47 algorithms
5. L5EP: Solve the cube by permuting the last 5 edges using 16 L5EP algorithms
(134 algorithms)
MehtaAPDR
3. 6CO: Orient the 6 remaining corners using 71 algorithms
4. APDR: Solve the DR block using 38 algorithms
5. PLL: Solve the top layer using 21 algorithms
(130 algorithms)
MehtaCDRLL
3. DCAL: Solve the 2 corners of the D layer using 80 algorithms
4. CDRLL: Orient and permute the U layer corners (like COLL) using 42 algorithms
5. L5EP: Solve the cube by permuting the last 5 edges using 16 L5EP algorithms
(138 algorithms)
MehtaJTLE
3. DCAL: Solve the 2 corners of the D layer using 80 algorithms
4. JTLE: Orient the U layer corners while inserting the DR edge using 34 algorithms
5. PLL: Solve the top layer using 21 algorithms
(135 algorithms)
MehtaTDR
3. TDR: Solve the DR block using 350 algorithms.
4. ZBLL: Solve last layer using 493 algorithms.
(843 algorithms)
MehtaOS
To be considered as knowing MehtaOS, enough of the algorithms from the 4 major paths must be learned so that you can choose the best path for each solve. However, the CDRLL path is usually considered to be the main/best option, followed closely by the APDR/Seperation path. Most of the 6CP and JTLE algorithms are not the best, so these paths should only be used when a good case presents itself.
Pros + Cons
Pros
 No rotations
 Lower move count compared to other speed methods like CFOP or ZZ, comparable to Roux
 3 algorithmic steps instead of 2, allowing for higher TPS overall.
 Ergonomics: roughly 40% of the solve is entirely <RUD> gen. Another 17% is a guaranteed <MU> gen or <RU> gen
Cons
 Some 6CP and APDR algorithms have many R2 moves in a row. However, an advanced solver would be able to optionselect to avoid bad cases.
 Adjusting both faces at the end has a higher chance to get a +2 or DNF.
 Transition between algorithmic steps is difficult to master.
Example Solves
Scramble: F D R2 D2 F B L F' R2 B2 D R2 D' L2 B2 D' L2 D' L2 B2 F
Mehta6CP:
y2 x // Inspection
D U2 L2 B' // FB (4/4)
E R u' R u' R' // 3QB (6/10)
S' U S U' F R' F' R // EOLE (8/18)
U2 R U2 R' U R U' R' U' R U' R' // 6CO (12/30)
U' R2 D' R2 U R2 U' R2 U' D R2 U R2 // 6CP (13/43)
M' U' M2 U' M2 U' M' U2 M2 // L5EP (9/52)
MehtaAPDR:
y2 x // Inspection
D U2 L2 B' // FB (4/4)
E R u' R u' R' // 3QB (6/10)
S' U S U' F R' F' R // EOLE (8/18)
U2 R U2 R' U R U' R' U' R U' R' // 6CO (12/30)
U2 R2 U2 R2 // APDR (4/34)
U2 R U' R' U' R U R D R' U' R D' R' U2 R' // PLL (16/50)
MehtaCDRLL:
y2 x // Inspection
D U2 L2 B' // FB (4/4)
E R u' R u' R' // 3QB (6/10)
S' U S U' F R' F' R // EOLE (8/18)
U' R' U R' U2 R U R // DCAL (8/26)
U R2 D R' U2 R D' R2 U' R U' R' // CDRLL (12/38)
R' U' R U R U R U' R' U' // L5EP (10/48)
MehtaJTLE:
y2 x // Inspection
D U2 L2 B' // FB (4/4)
E R u' R u' R' // 3QB (6/10)
S' U S U' F R' F' R // EOLE (8/18)
U' R' U R' U2 R U R // DCAL (8/26)
R' U2 R2 U2 R U' R U' R' // JTLE (9/35)
U R U R' U' D R2 U' R U' R' U R' U R2 E // PLL (16/51)
MehtaTDR:
y2 x // Inspection
D U2 L2 B' // FB (4/4)
E R u' R u' R' // 3QB (6/10)
S' U S U' F R' F' R // EOLE (8/18)
R U' R' U2 R U' R U R2 // TDR (9/27)
U2 R U R' B' U R U R' U' B U' R U' R' U' // ZBLL (16/43)
Mehta on other puzzles
 An adaptation called MehtaMH was designed by Matthew Hinton for big cubes. MehtaMH is very similar to the OBLBL method, even though the creator was completely unaware of OBLBL until after MehtaMH was developed. Variations of MehtaMH exist for all sizes of cubes 4x4 and up, with the naming convention 'MehtaMH{N}'.
 Mehta is also applicable to the 2x2 and square1, although it is uncertain whether it can compete with commonly used methods such as Ortega or Vandenbergh.