Speed Heise-2

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Speed Heise-2 (SH-2) method
Sh2.jpg
Information about the method
Proposer(s): CriticalCubing, John Li (teoidus)
Proposed: 2017
Alt Names: SH-2
Variants: none
No. Steps: 4
No. Algs: 24 (simplified) / 72 (full)
Avg Moves:
Purpose(s): Speedsolving

Speed Heise-2 is a intuitive 3x3 speedsolving method proposed by CriticalCubing and Teoidus in 2017. SH-2 offers an alternate speed optimized approach to normal Heise. It uses Speed-Heise algorithm set developed by Matt DiPalma for making the 5e2c step of Heise, speed optimized.

Pure Heise vs Speed Heise vs Speed Heise-2

R2 D2 R2 D2 B2 D2 B' R2 B' F2 D2 L B R D B' F2 D' L D' F'

Pure Heise:

R' U2 F // 2 squares (3)

y2 F R2 U2 R2 U R // 3rd square (6)

y' U R' U R y U' L F' L' U // prepare last square (9)

R' F R2 // fix f2l, orient edges (3)

y U' R U' R' U' R U' // 5 edges + 2 corners (7)

y2 F' L' U R2 U' L U R2 U' F // commutator (10)

// = 38 moves pure Heise


Speed-Heise:

x2 D2 F2 U B' D // 2x2x2 (5)

y' R2 U' D' F D // 3x2x2 (5)

L' U L2' F' L' R U' R' // eo (8)

y' R2 U R' U' R // f2l-1 (5)

U2 R U' R' // set up (4)

R2 U' L' U R2 U' L U2 R U2 R' // speed-heise (11)

d' y R2 D R' U2 R D' R' U2 R' // l3c (10)

// = 48 moves Speed-Heise


Speed Heise-2:

x2 y R2 F U R u' R2 u' //FB (7)

U' M' r U' r U2 R2 U' M // 2x2x2 DBR (9)

U r U2 r' F' U F U' R U R' // Setup (11)

F2 U2 F2 U R' F2 U L' U' L F2 R // Finish (12)

// = 39 moves SH-2

(Heise and Speed-Heise by Matt DiPalma. SH-2 by CriticalCubing )

The Steps

1. First Block(FB): Build a 1x2x3 block anywhere on the cube.

2. Square: Build a 2x2x2 Square Block on the D layer. You can either build it on DFR position (Down-Front-Right) or on the DBR position (Down-Back-Right). Both options are viable ones, and choose the one that you can do in the shortest amount of moves.

3. Solve Edge Orientation and insert the remaining DB/DF edge. Make the final pair in the U layer.

4. Use "speed-heise" algset to solve your edges+corner. Now remains Last Three Corners (L3C or LTC): Use a commutator which solves the 3 remaining corners.

Alternate approach for Step 3 and Step 4:

3. Orient and permute edges + orient 2 corners.

4. Use 1 algorithm to orient the remaining corners and permute all of the corners.

This approach has high alg count for the last step, however the overall solution is efficient and comes around 40-42 moves.

Pros

  • Initial steps are more ergonomic and rotationless than a Petrus-style block (which is what most people do)
  • More efficient than CFOP and efficiency is comparable to Roux.
  • Easy lookahead due to the intuitive nature of blockbuilding.

Cons

  • Since its highly intuitive, it may be difficult to understand and apply for beginners.
  • Uses algs for last step which will take time to learn.

Forum links

External links