Difference between revisions of "Quadrangular Francisco"
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* '''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. | * '''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. | ||
* '''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. | * '''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. | ||
− | * '''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. | + | * '''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. |
* '''7.''' [[PLL|Permute the Last Layer.]] | * '''7.''' [[PLL|Permute the Last Layer.]] | ||
Revision as of 19:42, 9 March 2017
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The Quadrangular Francisco method is a speedsolving method invented by YouTube user Metallic Silver, 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.
- 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.
- 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.
- 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.
- 7. 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.