Difference between revisions of "Quadrangular Francisco"
From Speedsolving.com Wiki
Generalpask (talk | contribs) (Metallic Silver's real name added) Tag: mobile edit |
Generalpask (talk | contribs) m |
||
Line 32: | Line 32: | ||
== 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]] |
Revision as of 21:59, 20 March 2017
|
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 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.