Difference between revisions of "8355 Method"

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# (RUR'U')
 
# (RUR'U')
 
# y' (RUR'U')
 
# y' (RUR'U')
# y' d (RUR'U')x3
+
# y' d (RUR'U')*3
  
 
* Insert 3x E-slice edges:
 
* Insert 3x E-slice edges:
Line 60: Line 60:
  
 
* Flip cube over to solve final corners:
 
* Flip cube over to solve final corners:
# x2 y2 D (RUR'U')x3
+
# x2 y2 D (RUR'U')*3
 
# D (RUR'U')
 
# D (RUR'U')
# D2 (RUR'U')x5
+
# D2 (RUR'U')*5
# D2 (RUR'U')x3 D2
+
# D2 (RUR'U')*3 D2
  
 
[http://alg.garron.us/?alg=R-_L-_F_U_L_R2_B2_._(RUR-U-)_._y-_(RUR-U-)_._y-_d_(RUR-U-_RUR-U-_RUR-U-)_._y2_(R-U-R-U-R-URUR)_._d2_(R-U-R-U-R-URUR)_._y-_U-_(R-U-R-U-R-URUR)_._y2_U2_R_U-_R-_._y_L-_U_L_._y-_(RUR-URUR-)_._y_U_(L-U-LU-L-U-L)_._x2_y2_D_(RUR-U-_RUR-U-_RUR-U-)_._D_(RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-_RUR-U-_RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-)_D2&ini=F2_D-_B2_R2_B2_D_U2_L2_U-_B2_F_D2_B_D2_R2_U-_F_R_F-_L-_D-&scheme=brogwy Click for animation]
 
[http://alg.garron.us/?alg=R-_L-_F_U_L_R2_B2_._(RUR-U-)_._y-_(RUR-U-)_._y-_d_(RUR-U-_RUR-U-_RUR-U-)_._y2_(R-U-R-U-R-URUR)_._d2_(R-U-R-U-R-URUR)_._y-_U-_(R-U-R-U-R-URUR)_._y2_U2_R_U-_R-_._y_L-_U_L_._y-_(RUR-URUR-)_._y_U_(L-U-LU-L-U-L)_._x2_y2_D_(RUR-U-_RUR-U-_RUR-U-)_._D_(RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-_RUR-U-_RUR-U-)_._D2_(RUR-U-_RUR-U-_RUR-U-)_D2&ini=F2_D-_B2_R2_B2_D_U2_L2_U-_B2_F_D2_B_D2_R2_U-_F_R_F-_L-_D-&scheme=brogwy Click for animation]

Revision as of 15:21, 12 March 2010

8355 method
8355 method.gif
Information about the method
Proposer(s): Reheart Sheu
Proposed: unknown
Alt Names: none
Variants: none
No. Steps: 6
No. Algs: 1 to 3
Avg Moves: 100+
Purpose(s):


A Taiwanese beginner method invented by Reheart Sheu, similar to Layer By Layer, but using much fewer algorithms.

Procedure

  • Solve the cross: (intuitive).
  • Solve 3 corners: Holding the cross on D, place D-layer corners above their position in the U-layer and repeat the alg R U R' U' until placed.
  • Solve 3 E-slice edges: Either using the Keyhole method or by application of the alg R' U' R' U' R' U R U R and/or its mirror L U L U L U' L' U' L' .
  • Solve 3 U-layer edges: (intuitive) Hold the remaining unsolved corner+edge positions in the front-right. Using R or F', place a U-layer edge into the correct position. Now twist the U layer to replace it with an unsolved U-layer edge and undo the original R' or F move. Repeat until 3 U-layer edges are solved.
  • Solve the final 2 edges: Swap the FR E-slice edge with the edge in UF without disturbing the other edges using the alg R U R' U R U R' .
  • Solve the final 5 corners: Flip the cube over so that 4 of the remaining corners are in the D-layer and the other remaining corner is in the FR position of the U-layer. The corner in the U layer will be used as a 'buffer'.
  1. If the corner in the buffer does not belong in the D-layer apply the alg R U R' U' once to place a D-layer corner into the buffer.
  2. Twist the D-layer until the corner in the buffer position is directly above its correct position in the D-layer.
  3. Repeat the alg R U R' U' until the corner in the buffer position is placed correctly in the D-layer.
  4. Repeat steps 1 to 3 until only 1 unsolved corner remains in the D-layer.
  5. Position the final unsolved D-layer corner under the buffer piece.
  6. Repeat the alg R U R' U' until either the whole cube is solved or only 2 unsolved corners remain.
  7. Rotate the whole cube so that the D-layer now contains the 2 unsolved corners, re-assigning a solved corner in the U-layer as the new buffer piece.
  8. Repeat steps 2 and 3 until the cube is solved.

Example Solve

Scramble: F2 D' B2 R2 B2 D U2 L2 U' B2 F D2 B D2 R2 U' F R F' L' D'

  • Cross (intuitive): R' L' F U L R2 B2
  • Insert 3x D-layer corners:
  1. (RUR'U')
  2. y' (RUR'U')
  3. y' d (RUR'U')*3
  • Insert 3x E-slice edges:
  1. y2 (R'U'R'U'R'URUR)
  2. d2 (R'U'R'U'R'URUR)
  3. y' U' (R'U'R'U'R'URUR)
  • Use keyhole to place 3x U-layer edges (intuitive):
y2 U2 R U' R' . y L' U L
  • Bring final U-layer edge into slot:
y' (RUR'URUR')
  • Now insert it into position:
y U (L'U'LU'L'U'L)
  • Flip cube over to solve final corners:
  1. x2 y2 D (RUR'U')*3
  2. D (RUR'U')
  3. D2 (RUR'U')*5
  4. D2 (RUR'U')*3 D2

Click for animation

See Also

External Links