Difference between revisions of "R3-T"

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This can also be done by inserting the last one with TSLE.
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This can also be done by inserting the last edge with TSLE.
 
(or use another subset that does CO)
 
(or use another subset that does CO)
  

Revision as of 16:41, 14 March 2018

R3-T method
Information about the method
Proposer(s): Terence Tan
Proposed: 2018
Alt Names: R3T/Reduction3-T/Redux3-T
Variants: R3-Ta/R3T-4c/invisible
No. Steps: 5+
No. Algs: 28+
Avg Moves: ~57
Purpose(s):


R3-T(bad name,I know) is basically a weird Petrus and Hexagonal Francisco variant. It solves the E-slice in a similar way to Quadrangular Francisco, (a method created by Alex Yang) which is a variant of Hexagonal Francisco, (a method by Andrew Nathenson) which is a variant of Triangular Francisco.

The E-Slice is solved efficiently and F2L is finished off in an unusual way.


Scramble 04.jpg

Scrambled cube -> EO edge -> pseudo 2x2x3+E-slice -> CO -> Spam F2L(remainder) -> PLL -> Solved cube


R3-T is a hybrid method that solves corner orientation before finishing F2L.

Mini maru.jpg

Steps(R3-T)

1)EO edge -Solve EO and 2 E-slice edges, they should be adjacent to each other. e.g.FL and BL or FR and BR edges.



2)Pseudo 2x2x3+E-slice-Using the empty faces, solve a 1x2x3 block in the D layer- Making a pseudo 2x2x3 block.

(It doesn't have to match the two E-edges.)


You can start off by solving 2 opposite D layer edges, then the 1x1x3 block that goes with it.


After that, solve the 2 remaining E-edges to complete the E-slice.



3)CO-Corner orientation(CO) can be solved using 1-2 OCLL algs - 7 algs. (orient the corners stuck in the D layer by doing an R2 first)


This can also be done by inserting the last edge with TSLE. (or use another subset that does CO)



4)Spam F2L- F2L is finished with mainly R2,U moves.(or L2,U if it's on the left etc.) Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.



5)PLL- Permute the pieces of the last layer - 21 algs.

Pros

  • EO edge can be planned in inspection and the transition between steps is quick.


  • The E-slice is solved efficiently and lookahead for E-slice edges is easy.


  • The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.


  • Alg count is significantly lesser than Full CFOP as you use only OCLL's to orient corners.


Cons

  • EO edge will take time to get used to.


  • You have to do 2 OCLL's half of the time to orient the corners

e.g. Sune,R2,Sune


  • Finishing F2L with R2 and U might not be efficient at times.


  • R2's can be bad for OH.


R3-Ta method
Information about the method
Proposer(s): Terence Tan
Proposed: 2018
Alt Names: R3Ta/Reduction3-Ta/Redux3-Ta
Variants: R3Ta-4c/invisible
No. Steps: 5+
No. Algs: 28+
Avg Moves: ~57
Purpose(s):


R3-Ta is a different way of getting to the Spam F2L step.Instead of doing EO, then the 1x2x3 block, you plan the FB In inspection then solve the E-slice with the empty face.


Scramble 04.jpg

Scrambled cube -> 1x2x3 block -> E-slice -> EO+CO -> Spam F2L(remainder) -> PLL -> Solved cube


R3-T is a hybrid method that solves corner orientation before finishing F2L.

Mini maru.jpg


Steps(R3-Ta)

1)1x2x3 block(FB) - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it's in the D layer.


  • For beginners, you can treat it as 3 cross pieces and 2 corners.



2)E-slice - solve the E-slice with the empty face.This can be done very efficiently. The E-slice does not have to line up


Position the FB In the BD position or in the LD or RD position.


  • you can position the 1x2x3 on the left(like Roux's FB)in this step if you want.



3)EO+CO - you solve edge-orientation and corner-orientation.(not necessarily in that order)


  • Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.


4 misoriented edges can be solved as an arrow (like in LSE) e.g. (D') M'U M


2 misoriented edges can be solved using an OLL alg.(you can influence corner orientation in this step.)


  • CO can be solved using 1-2 OCLL algs - 7 algs.

(orient the corners stuck in the D layer by doing an R2 first)

This can also be done by solving only 3 E-edges and insert the last one with TSLE.



4)Spam F2L - F2L is finished with mainly R2,U moves.(or L2,U if it's on the left etc.) Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer.



5)PLL - Permute the pieces of the last layer - 21 algs.

Pros

  • FB can be planned in inspection and the transition between steps is fairly quick.


  • The E-slice is solved efficiently and lookahead for E-slice edges is easy.


  • The remainder of F2L can be solved only using R2 and U moves allowing the user to spam TPS easily.


  • Alg count is significantly lesser than Full CFOP as you use only OCLL's to orient corners.


  • EO can be recognized quickly (maximum bad edges - 4)


Cons

  • The 1x2x3 is hard to optimize.


  • You have to do 2 OCLL's half of the time to orient the corners

e.g. Sune,R2,Sune


  • Finishing F2L with R2 and U might not be efficient at times.


  • R2's can be bad for OH.


  • Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.


  • You have to do a z rotation after finishing the E-slice if you do it the Quadrangular Francisco way(position the 1x2x3 on the left).



Tips

  • FB positioning

(Assuming you keep the FB on the D layer)You can either position the FB

In the back - Insert E-edges like how you would in Hexagonal Francisco, R (U) R', L' (U) L, r (U) r' and l' (U) l


In the LD or RD position- In the D layer.


On the left(or right) face- Like Roux's FB.



  • Misaligned E-slice

You don't have to align the E-slice with the block after solving the E-slice


Overview

I don't think it's comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it's definitely fun to use

You solve F2L in a ridiculous fashion- solving the E-slice and doing CO before finishing F2L.Then finish with PLL immediately after F2L.