Difference between revisions of "Quadrangular Francisco"

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==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.
* '''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.
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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.
* '''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.
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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 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.
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* 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.]]
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* 6. [[PLL|Permute the Last Layer.]]
  
 
==Pros==
 
==Pros==

Revision as of 20:35, 10 March 2017

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

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.

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.

External links