Difference between revisions of "Quadrangular Francisco"
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RedstoneTim (talk  contribs) m (Linked to Hexagonal and Triangular Francisco) 

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name=Quadrangular Francisco  name=Quadrangular Francisco  
image=Qf.png  image=Qf.png  
−  proposers=  +  proposers=Alex Yang 
year=2016  year=2016  
anames= QF  anames= QF  
−  variants=  +  variants=[[Hexagonal Francisco]], [[Triangular Francisco]] 
steps=6  steps=6  
moves=70?  moves=70?  
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* [[Speedsolving]]  * [[Speedsolving]]  
}}  }}  
−  The '''Quadrangular Francisco method''' is a speedsolving method  +  The '''Quadrangular Francisco method''' is a speedsolving method created by Alex Yang, as a spinoff 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 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 5. 
−  *  +  * 4 or 5. 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. 
−  *  +  * 6. [[PLLPermute 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.  
+  
+  == 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 06:54, 7 June 2020

The Quadrangular Francisco method is a speedsolving method created by Alex Yang, as a spinoff 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 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 5.
 4 or 5. 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.
 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.