Difference between revisions of "R3-T"
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+ | After that, solve the 2 remaining E-edges to complete the E-slice. | ||
− | 3)'''CO'''-Corner orientation( | + | |
+ | |||
+ | 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) | (orient the corners stuck in the D layer by doing an R2 first) | ||
+ | |||
This can also be done by inserting the last one with TSLE. | This can also be done by inserting the last one with TSLE. | ||
− | (or | + | (or use another subset that does CO) |
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+ | 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. | ||
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+ | 5)'''PLL'''- Permute the pieces of the last layer - 21 algs. | ||
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+ | ==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. | ||
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+ | |||
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+ | ==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. | ||
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{{Method Infobox | {{Method Infobox | ||
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* [[one-handed solving]] | * [[one-handed solving]] | ||
}} | }} | ||
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+ | R3-Ta is a different way of getting to the [[Spam F2L]] step. | ||
+ | |||
{{Method Header | {{Method Header | ||
|listofsteps=[[1x2x3 block]] -> [[E-slice]] -> [[EO+CO]] -> [[Spam F2L]](remainder) -> [[PLL]] | |listofsteps=[[1x2x3 block]] -> [[E-slice]] -> [[EO+CO]] -> [[Spam F2L]](remainder) -> [[PLL]] | ||
|description= R3-T is a hybrid method that does corner orientation before finishing F2L. | |description= R3-T is a hybrid method that does corner orientation before finishing F2L. | ||
− | + | }} | |
+ | ==Steps== | ||
1)'''1x2x3 block'''(FB) - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it's in the D layer. | 1)'''1x2x3 block'''(FB) - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it's in the D layer. | ||
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5)'''PLL''' - Permute the pieces of the last layer - 21 algs. | 5)'''PLL''' - Permute the pieces of the last layer - 21 algs. | ||
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==Pros== | ==Pros== | ||
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*EO can be recognized quickly (maximum bad edges - 4) | *EO can be recognized quickly (maximum bad edges - 4) | ||
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==Cons== | ==Cons== | ||
*The 1x2x3 is hard to optimize. | *The 1x2x3 is hard to optimize. | ||
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− | *R2's can be bad for OH | + | *R2's can be bad for OH. |
+ | |||
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+ | *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). | ||
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+ | |||
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==Tips== | ==Tips== |
Revision as of 15:07, 14 March 2018
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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.
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Steps
1)EO edge -Do EO and solve 2 E-slice edges, it can be the FL and BL or FR and BR edges.
2)Pseudo 1x2x3+E-slice-Using the empty face, solve a 1x2x3 block in the D layer.
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 one 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 is a different way of getting to the Spam F2L step.
|
Steps
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
- 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
On the side - (left or right)
- 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
F2L is solved in steps, while solving edge-orientation and corner-orientation.PLL is applied right after finishing F2L for a quick finish.