Difference between revisions of "Hexagonal Francisco"
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(addition of alternative means of solving for more advanced users.) 

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* 3 or 4. Use [[L6E]] to orient the Ulayer edges while inserting the last Dlayer edge. A twostep approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.  * 3 or 4. Use [[L6E]] to orient the Ulayer edges while inserting the last Dlayer edge. A twostep approach, first intuitively inserting the edge and then orienting with [[EOLL]](preserving corners), requires only 3 algorithms.  
* 5. [[PLLPermute the Last Layer]].  * 5. [[PLLPermute the Last Layer]].  
+  
+  Alternatively, you could combine steps 1 and 2 to allow for more flexibility and efficiency. You could also solve the edge orientation step (3 or 4) by inserting the last Dlayer edge while simultaneously solving EO using EODF.  
==Pros==  ==Pros== 
Revision as of 03:36, 10 December 2018

The Hexagonal Francisco Method is a variation of the Triangular Francisco 3x3 speedsolving method invented by Michael Gottlieb. It was created by Andrew Nathenson, also known by his YouTube alias ColorfulPockets, with the help of Henry Helmuth.
Contents
The Steps
 1. Build a hexagon and place it on DB. A hexagon is a 1x2x3 block + a corner in the DFL slot.
 2. Solve the E layer. You can use many strategies, including Keyhole.
 3 or 4. Simultaneously orient the Ulayer corners while inserting the last corner. You can use CLS or CSO (which disregards edge orientation) for this. If you use CLS, this step can be number 4.
 3 or 4. Use L6E to orient the Ulayer edges while inserting the last Dlayer edge. A twostep approach, first intuitively inserting the edge and then orienting with EOLL(preserving corners), requires only 3 algorithms.
 5. Permute the Last Layer.
Alternatively, you could combine steps 1 and 2 to allow for more flexibility and efficiency. You could also solve the edge orientation step (3 or 4) by inserting the last Dlayer edge while simultaneously solving EO using EODF.
Pros
 After the hexagon, the method requires very few cube rotations; steps 2 through 4 can be done using only R, U, r, u, and M moves.
 Look ahead is usually easy, and recognition is not too hard.
 There is a lot of freedom in step 2.
Cons
 CLS/CSO has 104 algorithms.
 The move count is slightly higher than many other speedsolving methods.
 Building the hexagon can be hard to get used to.
Trivia
 The method is named after its starting shape; an irregular hexagon.