Difference between revisions of "3x3x3 Speedcubing Methods"

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Because of the popularity and relative simplicity of the [[3x3x3 cube]], there are a large number of [[method]]s out there. The most common and fast will be explored in this article.
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#REDIRECT [[:Category:3x3x3 speedsolving methods]]
 
 
== Basic Methods ==
 
 
 
Basic methods require very few [[algorithm]]s and little practice, but they also have a high move count and are very difficult to get fast times with. The fastest times that have been recorded with these methods are around 30 seconds. These methods are good [[Beginner's_Methods|beginner's methods]], meaning they are good for teaching people who have never solved a Rubik's Cube before.
 
*In the ''[[Layer-By-Layer]]'' method, the solver finishes the layers one at a time. This is one of the most common method for new cubers to discover on their own.
 
*In the ''[[Corners First]]'' style, the corners are all solved, and then the edges and centers are filled in. This is a very easy method to learn, and it has many variations.
 
*In the block building methods the first parts of the solve is done by setting up blocks of some form, a [[2x2x3]] as in the [[Petrus method]] or [[F2B]] (''first two blocks'') as in the [[Roux method]].
 
 
 
== Intermediate Methods ==
 
 
 
Intermediate methods are very popular because they are quite fast without requiring extensive knowledge or memorization. They have a moderate move count (although they can be heavily optimized) and are good for cubers who have mastered a basic method.
 
*The ''[[Fridrich Method]]'' is the most popular speedcubing method. First the bottom layer edges are solved, then the first two layers are filled in either using intuition or [[algorithm]]s, and finally the top layer is solved in two steps: [[OLL]] then [[PLL]].
 
*The ''[[ZZ Method]]'' is a variation of Fridrich where the edges are all oriented in the first step, allowing for more fingertricks and fewer cube rotations. It also has a modified approach to last layer.
 
*The ''[[Petrus Method]]'' is the second-most popular speedcubing method. The cuber creates a 2x2x2 block, expands it to a 2x2x3 block, orients all of the remaining edges, then finishes the first two layers. The last layer is finished in three steps, although many Petrus users elect to finish the last layer with OLL and PLL instead.
 
*The ''[[Roux Method]]'' is a hybrid of block-building and corners first methods. Two opposite 1x2x3 blocks are made, then the last four corners are solved ([[CxLL|CMLL]]).  The remaining six edges are solved intuitively.
 
*The ''[[Waterman Method]]'' is a method based on corners first methods. First cuber solves the first layer, then does the opposite layer's corners ([[CxLL|CLL]]}, and finally solves the remaining edges in three steps.
 
 
 
== Advanced Methods ==
 
 
 
An advanced method requires extensive memorization, understanding of intuitive blockbuilding, or both. Few people have ever mastered these methods, but they are theoretically capable of extremely low move counts and times.
 
*The ''[[Heise Method]]'' is a very tricky block-building method that requires no algorithms at all. Four 1x2x2 blocks are created, and then paired up to finish all of the F2L minus two pieces, while also orienting the last layer edges. Then two corner-edge pairs are made and all of the edges are solved along with two corners. Finally the three remaining corners are finished with a commutator.
 
 
 
== Partial Methods ==
 
 
 
There are a couple of methods which only provide a way to solve a part of the cube; a cuber using one of these methods would be able to choose another method to do the other parts of the cube with. Sometimes these partial methods improve the move count of a normal method, and sometimes they just provide a different style that some people may prefer.
 
 
 
*The ''[[MGLS Method]]'' is one way to solve the last layer plus a corner/edge slot. There are three steps: insert the F2L edge and orient the LL edges, insert the F2L corner and orient the LL corners, and then [[PLL]].
 
*The ''[[ZB Method]]'' solves the last layer plus a corner/edge slot in just two steps, but requires hundreds of lengthy algorithms. First the cuber finishes the F2L while orienting the LL edges, and then the cuber solves the entire LL in one step.
 
*''[[CxLL|CLL]]/[[ELL]]'' is an alternate way to finish the last layer with about the same speed and number of algorithms as OLL/PLL. There are two steps: solve the corners in one step (CLL), and solve the edges in one step (ELL). If you already have the edges oriented, you can modify the method to use CLL algorithms which keep the edges oriented, and then finish the cube with an edges-only PLL.
 

Latest revision as of 19:40, 15 June 2017