Difference between revisions of "8355 Method"

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|listofsteps=[[Cross]] -> [[3C]] -> [[+3E edg keyhole]] -> [[F2L-1:+5E]] -> [[5CM:Sexy*+S]]
 
|listofsteps=[[Cross]] -> [[3C]] -> [[+3E edg keyhole]] -> [[F2L-1:+5E]] -> [[5CM:Sexy*+S]]
|description=The [['''8355 Method''']] is a [[:Category:3x3x3 beginner methods|3x3x3 beginner method]].
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|description=The [[8355 Method]] is a [[:Category:3x3x3 beginner methods|3x3x3 beginner method]].
 
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Revision as of 11:50, 25 July 2017

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


Scramble 04.jpg

Scrambled cube -> Cross -> 3C -> +3E edg keyhole -> F2L-1:+5E -> 5CM:Sexy*+S -> Solved cube


The 8355 Method is a 3x3x3 beginner method.

Mini maru.jpg

The 8355 Method is a 3x3x3 beginner method invented by Reheart Sheu. It is similar to Layer by layer but uses much fewer algorithms.

Procedure

Solve the cross

(intuitive) Use the Cross step to have the Cross cube state.

Solve 3 corners

Use the Cross:3C step to have the 1st Layer-1C cube state :

  • (Beginner) Holding the cross on D, place D-layer corners above their position in the U-layer and repeat the sexy move (R U R' U') until placed.
  • (Advanced) Intuitive

Solve 3 E-slice edges

Use the +3E edg keyhole step to have the F2L-1 cube state (see 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 remaining edges

Use the F2L-1:+5E step to have the 5 Corners Missing cube state:

  • (Beginner) This can be done in 2 substeps (8355 keyhole method) :
    • 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' or its mirror F' U' F U' F' U' F, depending on the orientation of the edge in the slot.

Solve the final 5 corners

Use the 5CM:Sexy*+S step to have the Solved cube state: 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' (the sexy move) 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.

Advancements

There are a number of advancements which can be made to lower the move-count and improve speed of execution. Here are a few of them:

  • Solving the Cross: Minimise move count and plan the entire cross during inspection
  • First 3 Corners: Use the inverse of the sexy move to reduce the number of repetitions required. For maximal efficiency, depending on the corner orientation use one of:
  • R U R'
  • F' U' F
  • R B U2 B' R'
  • Solve 3 E-slice edges: Combine first 3 corners and edges into one step by joining corner + edge pairs in the U-layer and inserting as a pair, see F2L
  • Solve U-Layer edges: Try also building corner/edge pairs while solving the edges to reduce the number of corners left at the end, see Heise Method.
  • Last 5 corners: Use the inverse of the sexy move (U R U' R') for corners requiring 5-repetitions of the sexy move. More advanced: Use more efficient commutators to solve several corners simultaneously. See last step of Heise Method.


Example Solves

A Complete 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)
  • 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


Final 5 Corners: dealing with 2 unoriented corners

Scramble: R U R' D R U' R' D' R U R' D' R U' R' D

  • D' (R U R' U') - first corner
  • D (R U R' U') - bring second corner into buffer
  • D (R U R' U')*5 - solve second corner
  • D' (R U R' U') - third corner. Notice, the corner is solved but the rest of the cube is scrambled.
  • (R U R' U')*4 - repeat alg until the cube is solved except for two unoriented corners.
  • x' - re-assign d-layer to contain the 2 unsolved corners.
  • (R U R' U')*4 - solve the first one
  • D' (R U R' U')*2 - finally, solve the second one.

Click for animation


Final 5 Corners: another example

Scramble: D2 R U R' D R U' R' D' R U R' D' R U' R' D'

  • D (R U R' U') - first corner.
  • D (R U R' U') - bring second corner into buffer.
  • D (R U R' U')*5 - solve second corner.
  • D' (R U R' U')*5 - attempt to solve third corner. Not possible, so repeat until only 2 unsolved corners remain.
  • x' - rotate cube so that 2 corners are in the D-layer.
  • (R U R' U')*4 - solve first unoriented corner.
  • D' (R U R' U')*4 D - solve second unoriented corner.
  • x D2 - fix bottom layer.

Click for animation

See also

External links