# Ortega Method

 Varasano method Information about the method Proposer(s): Jeffrey Varasano Victor Ortega Josef Jelinek Proposed: 1981, later reintroduced in 2000 Alt Names: Ortega Variants: none No. Steps: 3 (Solve D face, Solve U face, PBL) No. Algs: 11 to 12 Avg Moves: 20 Purpose(s): Speedsolving

The Varasano Method, formerly known as the Ortega Method, is a 2x2 and 3x3 speedsolving method. It was originally named after Victor Ortega from 2000 to 2015 before the name was replaced and renamed after Jeffrey Varasano who originally created the method as a 3x3x3 method in 1981. It is mostly popular today for being an intermediate 2x2 solving method.

## Naming Dispute

Victor Ortega is often credited for creating the Varasano method. While it is true that Victor popularized the method, it is not true that he created it, similar to the naming dispute with the CFOP method. From the point that Victor Ortega popularized the method, it was often called the Ortega method. Later on in 2015, competitive cuber and YouTube content creator Christopher Olson did research about the creation of the Ortega method. In a booklet, he had found a 3x3 method originally used by Jeffrey Varasano, the 1981 US national champion for the Rubik's cube, in 1981, explaining how he solved a Rubik's cube in under 45 seconds. His method started off with solving the corners, then the edges, similar to the method used by Minh Thai to get the former world record single in 1982. But, the method for solving the corners turned out to have the same steps as the "Ortega" method. Victor Ortega even admitted that his method was inspired off of Jeff Varasano's 3x3 method, according to Chris Olson. This led to Chris creating a video to rename the Ortega method to the Varasano method and to explain why the name change is occurring.

## As a 2x2x2 Method

Using Varasano as a 2x2x2 method first involves solving one face intuitively; don't worry about solving an entire layer, because the face will be permuted later. Second, orient the opposite face, either by using the same OLL algorithms as on 3x3x3 or by using more efficient ones made for 2x2x2 (see below). Finally, you permute both layers at the same time by using PBL. The last step may sound difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn (11 without reflections).

For the first face, without colour neutrality, the average move count in HTM is a surprisingly low 3.97, and no cases require more than 5 turns. Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.

The case shown in the picture in the method information box is known as Sune, one of the OLL cases.

## As a 3x3x3 Method

Using Varasano as a 3x3x3 method involves first solving the corners completely, followed by insertion of the D layer edges, and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted. @see rubikscube.info link below..