R3-T

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R3-T method
Information about the method
Proposer(s): Terence Tan
Proposed: 2018
Alt Names: R3T
Variants: R3T-EO edge/R3T-Roux/R3T-4c
No. Steps: 4+
No. Algs: 28+
Avg Moves: ~57
Purpose(s):


R3-T(bad name) is the closest I could get to solving similarly to a square-1


Or you could just finish F2L in a normal way.


Scramble 04.jpg

Scrambled cube -> First block+E-slice -> EO+CO -> Spam F2L(remainder) -> PLL -> Solved cube


R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.

Mini maru.jpg


Steps(R3T-FB)

1)First block+E-slice - Solve a 1x2x3 block anywhere on the cube.


Solve the E-slice by positioning the last 2 E-slice edges.


You can also solve EO first then the E-slice.



2)EO+CO - you solve edge-orientation and corner-orientation.(not necessarily in that order)


  • Because the E-slice is already solved, there can only be 0,2,4 or 6 misoriented edges.


4 misoriented edges can be solved as an arrow (like in LSE) e.g. M'U'M


2 misoriented edges can be solved using an OLL alg.(you can influence corner orientation in this step.)


  • CO can be solved using 1-2 OCLL algs - 7 algs.

(orient the corners stuck in the D layer by doing an R2 first)


This can also be done by inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l) (or another subset)



3)Spam F2L - F2L is finished with mainly R2,U,r,M moves.(or L2,U,l,M if it's on the left etc.) Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.



4)PLL - Permute the pieces of the last layer - 21 algs.


Pros

  • FB can be planned in inspection and the transition between steps is quick.


  • The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.


  • Alg count is significantly lesser than Full CFOP as you use only OCLL's to orient corners.


  • EO can be recognized quickly(maximum bad edges - 6)


Cons

  • FB is hard to optimize.


  • You have to do 2 OCLL's half of the time to orient the corners

e.g. Sune,R2,Sune


  • Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.





R3T-EO edge is a variant which reduces the cube into the Spam F2L step by solving EO edge first.

Basically doing FB plus EO differently.


Scramble 04.jpg

Scrambled cube -> EO edge -> Pseudo 1x2x3+E-slice -> CO -> Spam F2L(remainder) -> PLL -> Solved cube


R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.

Mini maru.jpg


Steps(R3T-Eo edge)

1)EO edge -Solve EO and 2 E-slice edges, they should be adjacent to each other.

e.g.FL and BL(or FR and BR) edges.



2)Pseudo 1x2x3+E-slice-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.

(It doesn't have to match the two E-slice edges)


After that, position the 2 remaining E-edges to complete the E-slice.



3)CO-Corner orientation(CO) can be solved using 1-2 OCLL algs - 7 algs. (orient the corners stuck in the D layer by doing an R2 first)


This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented) (or another subset)



4)Spam F2L- F2L is finished with mainly R2,U,r,M moves.(or L2,U,l,M if it's on the left)


Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer, and solve the DF edges DB before, while or after completing second block.


(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)


Another way is to insert the 2 corners into the first layer without the DR edge, PBL with Square-1 algs(a few a modified to fix "parity"), then insert the DR edge.



5)PLL- Permute the pieces of the last layer - 21 algs.

Pros

  • EO edge can be planned in inspection and the transition between steps is fairly quick.


  • The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.


  • Alg count is significantly lesser than Full CFOP as you use only OCLL's to orient corners.


Cons

  • EO edge is hard to optimize.


  • You have to do 2 OCLL's half of the time to orient the corners

e.g. Sune,R2,Sune


  • Easy to get lost between steps as the steps aren't straight forward.


Tips

  • In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U

R2 U R2

r2 U r2 U'r2

M2 U M2

This will increase the efficiency of this step.


Variants

R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL


R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE


R3T-EO edge:You reduce the cube into a domino state by starting with EO edge.


R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.


R3T-LSE:You don't finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE. (another way is to solve CP sometime before and solve CO without doing F moves)

Overview

I don't think it's comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it's definitely fun to use

You solve F2L in a ridiculous fashion - solving the E-slice(which many people don't like) and doing CO before finishing F2L.