Difference between revisions of "Quadrangular Francisco"
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* '''1.''' Build a ''rectangle'', which is a a 1x2x3 block, anywhere on the cube. | * '''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. | * '''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 6. |
− | * ''' | + | * '''4''' or '''5.''' 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. |
− | * ''' | + | * '''6.''' [[PLL|Permute the Last Layer.]] |
==Pros== | ==Pros== |
Revision as of 19:45, 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.
- 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 6.
- 4 or 5. 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.
- 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.