Difference between revisions of "Quadrangular Francisco"
From Speedsolving.com Wiki
Generalpask (talk | contribs) m |
Twisted101 (talk | contribs) |
||
(11 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
− | + | {{Method Infobox | |
|name=Quadrangular Francisco | |name=Quadrangular Francisco | ||
− | |image= | + | |image=Qf.png |
− | |proposers= | + | |proposers=Alex Yang |
|year=2016 | |year=2016 | ||
|anames= QF | |anames= QF | ||
− | |variants= | + | |variants=[[Hexagonal Francisco]], [[Triangular Francisco]] |
− | |steps= | + | |steps=6 |
|moves=70? | |moves=70? | ||
|purpose=<sup></sup> | |purpose=<sup></sup> | ||
* [[Speedsolving]] | * [[Speedsolving]] | ||
}} | }} | ||
− | The '''Quadrangular Francisco method''' is a speedsolving method | + | 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. |
− | * | + | * 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. [[PLL|Permute the Last Layer.]] |
==Pros== | ==Pros== | ||
Line 30: | Line 30: | ||
* 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. | ||
+ | |||
+ | == See also == | ||
+ | * [[Hexagonal Francisco]] | ||
+ | * [[Triangular Francisco]] | ||
== External links == | == External links == | ||
− | * [https://www.youtube.com/watch?v=7uszf3uwnM4 | + | * [https://www.youtube.com/watch?v=7uszf3uwnM4 Alex Yang's walkthroughs] |
[[Category: 3x3x3 methods]] | [[Category: 3x3x3 methods]] | ||
[[Category: Experimental methods]] | [[Category: Experimental methods]] |
Latest revision as of 02:53, 1 August 2023
|
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.
Contents
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.