Difference between revisions of "Quadrangular Francisco"

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{{Method Infobox
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{{Method Infobox
 
|name=Quadrangular Francisco
 
|name=Quadrangular Francisco
|image=
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|image=Qf.png
|proposers=[https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver]
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|proposers=Alex Yang
 
|year=2016
 
|year=2016
 
|anames= QF
 
|anames= QF
|variants=
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|variants=[[Hexagonal Francisco]], [[Triangular Francisco]]
|steps=7
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|steps=6
 
|moves=70?
 
|moves=70?
 
|purpose=<sup></sup>
 
|purpose=<sup></sup>
 
* [[Speedsolving]]
 
* [[Speedsolving]]
 
}}
 
}}
The '''Quadrangular Francisco method''' is a speedsolving method invented by YouTube user [https://www.youtube.com/channel/UCZ_xz_pIn7yLZIC3HpDDgmA Metallic Silver], as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].
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The '''Quadrangular Francisco method''' is a speedsolving method created by Alex Yang, as a spin-off of the [[Hexagonal Francisco]] method invented by [[Andrew Nathenson]].
  
 
==The Steps==
 
==The Steps==
* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.
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* 1. Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube.
* '''2.''' Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.
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* 2. Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the [[Yau method]], where the middles are solved using the same cube orientation and moveset.
* '''4.''' Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.
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* 3. Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.
* '''5''' or '''6.''' Simultaneously [[orient]] the U-layer 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 6.
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* 4 or 5. Simultaneously [[orient]] the U-layer 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 5.
* '''5''' or '''6.''' Use [[L6E]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[EOLL]]preserving corners), requires only 3 algorithms.
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* 4 or 5. Use [[L5EOP]] to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with [[OELL]], requires only 3 algorithms.
* '''7.''' [[PLL|Permute the Last Layer.]]
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* 6. [[PLL|Permute the Last Layer.]]
  
 
==Pros==
 
==Pros==
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* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.
 
* Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.
 
* Lots of steps, compared to other methods.
 
* Lots of steps, compared to other methods.
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== See also ==
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* [[Hexagonal Francisco]]
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* [[Triangular Francisco]]
  
 
== External links ==
 
== External links ==
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* [https://www.youtube.com/watch?v=7uszf3uwnM4 Alex Yang's walkthroughs]
  
 
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[[Category: 3x3x3 methods]]
[[Category:]]
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[[Category: Experimental methods]]
[[Category:]]
 

Latest revision as of 02:53, 1 August 2023

Quadrangular Francisco method
Qf.png
Information about the method
Proposer(s): Alex Yang
Proposed: 2016
Alt Names: QF
Variants: Hexagonal Francisco, Triangular Francisco
No. Steps: 6
No. Algs: unknown
Avg Moves: 70?
Purpose(s):

The Quadrangular Francisco method is a speedsolving method created by Alex Yang, as a spin-off of the Hexagonal Francisco method invented by Andrew Nathenson.

The Steps

  • 1. Build a rectangle, which is a a 1x2x3 block, anywhere on the cube.
  • 2. Rotate the cube so that you have the rectangle on either LD or RD (up to preference). The U layer should be completely free to move. Now, depending on what side the rectangle is on, use U and either R, Rw and M moves or L, Lw and M moves to solve the M slice. This step can be compared to the third step in the Yau method, where the middles are solved using the same cube orientation and moveset.
  • 3. Rotate the cube so that you have the rectangle on DB, and the previously solved pieces as the E slice. From here, insert the DFL corner.
  • 4 or 5. Simultaneously orient the U-layer 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 5.
  • 4 or 5. Use L5EOP to orient the U-layer edges while inserting the last D-layer edge. A two-step approach, first intuitively inserting the edge and then orienting with OELL, requires only 3 algorithms.
  • 6. Permute the Last Layer.

Pros

  • Simple to understand, and is majorly intuitive.
  • Has a comparable mindset.
  • Highly ergonomic.

Cons

  • Building the rectangle, as well as solving the M slice in step 2, can be quite hard to get used to.
  • Inexperienced solvers can find that they use way too many moves in step 2, and solve it ineffectively.
  • Lots of steps, compared to other methods.

See also

External links