Difference between revisions of "R3-T"

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|name=R3-T
 
|name=R3-T
 
|image=
 
|image=
|anames=R3T/Reduction3-T/Redux3-T
+
|anames=R3T
 
|proposers= [[Terence Tan]]
 
|proposers= [[Terence Tan]]
 
|year= 2018
 
|year= 2018
|variants= [[R3-Ta]]/[[R3T-Roux]]/[[R3T-Roux]]/[[R3T-4c]]
+
|variants= [[R3T-EO edge]]/[[R3T-Roux]]/[[R3T-4c]]
|steps= 5+
+
|steps= 4+
 
|moves= ~57
 
|moves= ~57
 
|algs= 28+
 
|algs= 28+
 
|purpose=<sup></sup>
 
|purpose=<sup></sup>
 
* [[speedsolving]]
 
* [[speedsolving]]
* [[one-handed solving]]
 
 
}}
 
}}
  
R3-T(bad name,I know) is 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]]).
+
R3-T(bad name) is the closest I could get to solving similarly to a square-1
  
  
The E-Slice is solved efficiently and F2L is finished off in an unusual way.
+
Or you could just finish F2L in a normal way.
Although you could just finish F2L in other ways.
+
 
  
  
 
{{Method Header
 
{{Method Header
|listofsteps=[[EO edge]] -> [[pseudo 1x2x3+E-slice]] -> [[CO]] -> [[Spam F2L]](remainder) -> [[PLL]]
+
|listofsteps=[[First block+E-slice]] -> [[EO+CO]] -> [[Spam F2L]](remainder) -> [[PLL]]
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the R and U faces into a domino state.
+
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.
 
}}
 
}}
  
==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.
+
==Steps(R3T-FB)==
 +
1)'''First block+E-slice''' - Solve a 1x2x3 block anywhere on the cube.
  
  
 +
Solve the E-slice by positioning the last 2 E-slice edges.
  
  
 +
You can also solve EO first then the E-slice.
  
2)'''Pseudo 1x2x3+E-slice'''-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 2x2x3 block.
 
  
(It doesn't have to match the two E-edges.)
 
  
  
After that, solve the 2 remaining E-edges to complete the E-slice.
 
  
 +
2)'''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 0,2,4 or 6 misoriented edges.
  
  
3)'''CO'''-Corner orientation(CO) can be solved using 1-2 [[OCLL]] algs - 7 algs.
+
4 misoriented edges can be solved as an arrow (like in LSE)  
(orient the corners stuck in the D layer by doing an R2 first)
+
e.g. M'U'M
  
  
This can also be done by inserting the last edge with TSLE.
+
2 misoriented edges can be solved using an OLL alg.(you can influence
(or use another subset that does CO)
+
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 inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l)
 +
(or another subset)
  
4)'''Spam F2L'''- F2L is finished with mainly R2,U,M moves.(or L2,U,M 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,
 
and solve the DF edges DB before, while or after completing second block.
 
  
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)
 
  
 +
3)'''Spam F2L''' - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M 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.
  
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix "parity"), then insert the DR edge.
 
  
  
  
  
 +
4)'''PLL''' - Permute the pieces of the last layer - 21 algs.
  
5)'''PLL'''- Permute the pieces of the last layer - 21 algs.
 
  
 
==Pros==
 
==Pros==
*EO edge can be planned in inspection and the transition between steps is fairly quick.
+
*FB 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,U,r and M moves,spam TPS.
  
  
*The remainder of F2L can be solved only using R2, U and M 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.
  
  
*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 - 6)
  
  
 
==Cons==
 
==Cons==
*EO edge will take time to get used to.
+
*FB is hard to optimize.
  
  
Line 97: Line 96:
  
  
*Finishing F2L with R2, U and M might not be efficient at times.
+
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.
  
  
*R2's can be bad for OH.
 
  
  
==Variants==
 
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL
 
 
 
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE
 
 
 
R3-Ta:You reduce the cube into a domino state with FB solved in a different way.
 
 
 
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.
 
  
  
R3T-LSE:You don't finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.
 
(another way is to solve CP sometime before and solve CO without doing F moves)
 
  
  
  
 +
R3T-EO edge is a variant which reduces the cube into the [[Spam F2L]] step by solving [[EO edge]] first.
  
{{Method Infobox
+
Basically doing FB plus EO differently.
|name=R3-Ta
 
|image=
 
|anames=R3Ta/Reduction3-Ta/Redux3-Ta
 
|proposers= [[Terence Tan]]
 
|year= 2018
 
|variants= [[R3Ta-Roux]]/[[R3Ta-4c]]/[[R3Ta-invisible]]
 
|steps= 5+
 
|moves= ~57
 
|algs= 28+
 
|purpose=<sup></sup>
 
* [[speedsolving]]
 
* [[one-handed solving]]
 
}}
 
 
 
 
 
R3-Ta is a different way of getting to the [[Spam F2L]] step.You plan the FB in inspection then solve the E-slice with the empty face.
 
  
  
 
{{Method Header
 
{{Method Header
|listofsteps=[[1x2x3 block]] -> [[E-slice]] -> [[EO+CO]] -> [[Spam F2L]](remainder) -> [[PLL]]
+
|listofsteps=[[EO edge]] -> [[Pseudo 1x2x3+E-slice]] -> [[CO]] -> [[Spam F2L]](remainder) -> [[PLL]]
 
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.
 
|description= R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.
 
}}
 
}}
  
  
==Steps(R3-Ta)==
+
==Steps(R3T-Eo edge)==
1)'''1x2x3 block'''(FB)  - Solve a 1x2x3 block anywhere on the cube, it will be treated as if it's in the D layer.
+
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.
  
*For beginners, treat it as 3 cross pieces and 2 corners.
 
  
  
  
  
 +
2)'''Pseudo 1x2x3+E-slice'''-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.
  
2)'''E-slice''' - solve the E-slice with the empty face.This can be done very efficiently.
+
(It doesn't have to match the two E-slice edges)
The E-slice does not have to line up
 
  
  
Position the FB In the BD position or in the LD or RD position.
+
After that, position the 2 remaining E-edges to complete the E-slice.
  
  
*you can position the 1x2x3 on the left(like Roux's FB)in this step if you want.
 
  
  
  
 +
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)
  
  
3)'''EO+CO''' - you solve edge-orientation and corner-orientation.(not necessarily in that order)
+
This can also be done by inserting the last edge with TSLE.(assuming the other D layer corner is oriented)
 +
(or another subset)
  
  
*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
 
  
 +
4)'''Spam F2L'''- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it's on the left)
  
2 misoriented edges can be solved using an OLL alg.(you can influence
 
corner orientation in this step.)
 
  
 +
Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer,
 +
and solve the DF edges DB before, while or after completing second block.
  
*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.
 
  
 +
(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)
  
  
 +
Another way is to insert the 2 corners into the first layer without the DR edge, [[PBL]] with Square-1 algs(a few a modified to fix "parity"), then insert the DR edge.
  
  
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.
  
 
5)'''PLL''' - Permute the pieces of the last layer - 21 algs.
 
  
 
==Pros==
 
==Pros==
*FB can be planned in inspection and the transition between steps is quick.
+
*EO edge 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, U and M moves, just spam TPS.
  
  
*The remainder of F2L can be solved only using R2, U and M 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.
 
 
 
 
*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==
 
==Cons==
*The 1x2x3 is hard to optimize.
+
*EO edge is hard to optimize.
  
  
Line 226: Line 185:
  
  
*Finishing F2L with R2, U and M might not be efficient at times.
+
*Easy to get lost between steps as the steps aren't straight forward.
  
  
*R2's can be bad for OH.
+
==Tips==
 +
*In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U
  
 +
R2 U R2
  
*Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 4) will take some time.
+
r2 U r2 U'r2
  
 +
M2 U M2
  
*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).
+
This will increase the efficiency of this step.
  
  
 +
==Variants==
 +
R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL
  
  
==Tips==
+
R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE
*'''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
 
  
 +
R3T-EO edge:You reduce the cube into a domino state by starting with EO edge.
  
In the LD or RD position- In the D layer.
 
  
 
+
R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.
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
 
  
  
 +
R3T-LSE:You don't finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE.
 +
(another way is to solve CP sometime before and solve CO without doing F moves)
  
 
==Overview==
 
==Overview==
 
I don't think it's comparable with bigger methods like CFOP, ROUX, ZZ and Petrus, but it's definitely fun to use
 
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, inefficient fashion - solving the E-slice(which many people don't like) and doing CO before finishing F2L.
+
You solve F2L in a ridiculous fashion - solving the E-slice(which many people don't like) and doing CO before finishing F2L.

Revision as of 14:13, 8 June 2018

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


R3-T(bad name) is the closest I could get to solving similarly to a square-1


Or you could just finish F2L in a normal way.


Scramble 04.jpg

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


R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.

Mini maru.jpg


Steps(R3T-FB)

1)First block+E-slice - Solve a 1x2x3 block anywhere on the cube.


Solve the E-slice by positioning the last 2 E-slice edges.


You can also solve EO first then the E-slice.



2)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 0,2,4 or 6 misoriented edges.


4 misoriented edges can be solved as an arrow (like in LSE) e.g. 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 inserting the last E-slice edge with TSLE.(Assuming the other D layer corner is oriented l) (or another subset)



3)Spam F2L - F2L is finished with mainly R2,U,r,M moves.(or L2,U,L,M 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.



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


Pros

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


  • The remainder of F2L can be solved only using R2,U,r and M moves,spam TPS.


  • 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 - 6)


Cons

  • FB is hard to optimize.


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

e.g. Sune,R2,Sune


  • Recognizing EO in the middle of the solve(even though the maximum amount of misoriented edges is 6) will take some time.





R3T-EO edge is a variant which reduces the cube into the Spam F2L step by solving EO edge first.

Basically doing FB plus EO differently.


Scramble 04.jpg

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


R3-T is a hybrid method that solves corner orientation before finishing F2L, reducing the cube into a domino state.

Mini maru.jpg


Steps(R3T-Eo edge)

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 1x2x3+E-slice-Using the empty faces, solve a 1x1x3 block in the D layer- Making a pseudo 1x2x3 block.

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


After that, position 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.(assuming the other D layer corner is oriented) (or another subset)



4)Spam F2L- F2L is finished with mainly R2,U,r,M moves.(or L2,U,r,M if it's on the left)


Basically pair the last 2 corners with the last cross edge to make the 1x1x3 that goes in the first layer, and solve the DF edges DB before, while or after completing second block.


(You can solve the DF and DB at any time, even before solving the pseudo 1x2x3)


Another way is to insert the 2 corners into the first layer without the DR edge, PBL with Square-1 algs(a few a modified to fix "parity"), then insert the DR edge.



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 fairly quick.


  • The remainder of F2L can be solved only using R2, U and M moves, just spam TPS.


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


Cons

  • EO edge is hard to optimize.


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

e.g. Sune,R2,Sune


  • Easy to get lost between steps as the steps aren't straight forward.


Tips

  • In the spam F2L step, instead of only using R2,U to comple F2L,use also r2,U and M,U

R2 U R2

r2 U r2 U'r2

M2 U M2

This will increase the efficiency of this step.


Variants

R3T-ZZ:EO-Edge,pseudo 1x2x3,EO-Line,F2L,LL


R3T-Roux:EO-Edge,pseudo 1x2x3,SB,CMLL,LSE


R3T-EO edge:You reduce the cube into a domino state by starting with EO edge.


R3T-4c:Solve the UL and UR edges in the DF and DB positions before or while finishing F2L, and end with 4c after permuting the corners.


R3T-LSE:You don't finish the entire F2L, instead, you solve the second block with R2,U and M, then permute the corners while influencing the UL and Ur edges and end with the rest of LSE. (another way is to solve CP sometime before and solve CO without doing F moves)

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(which many people don't like) and doing CO before finishing F2L.