RRBSP
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RRBSP (short for Reirto-RRNF's Belt, Separation and P3L) is a 3x3 method invented by Reirto-RRNF. This method was inspired by Belt, Square-1 Vandenbergh and ECP method
Contents
Steps
1. Pseudo EOBelt: Orient all edges while putting E layer edges to E layer
2. O8C: Orient all corners while preserving the Orientation and Belt. This step contains 191 algorithms. Another way to do this to orient 2 corners and put it to D layer and then do 6CO which has 71 algorithms or Orient 4 corners and put it to D layer then do OCLL which has 7 algorithms
3. Corners Separation: Put corners on it layer, it can be done intuitively or with 7 algorithms
4. Edges Separation: Put edges on it layer, it can be done intuitively using M' U2 M, S R2 S' R2 and it mirrors or with 7 algorithms
5. P3L: Permute all 3 layer, it have too much algorithms so it splitted to 3-2 look, most recommended way to do it is CPEA>EP>PES
RRBSP-CPEA
5a. CPEA: Solve the corners permutation while solving Parity. This step contains 35 algorithms
5b. EP: Solve U and D layer edges permutation. This step contains 24 algorithms
5c. PES: Solve E slice/Belt edges. This step can be done the same like Roux L4EP
RRBSP-LBL
5a. PLLP/PLLCS: Permute 1 layer while solving parity. This step contains 43 algorithms (22 excluding PLL)
PLLP: Swap DF and DB to solve parity
PLLCS: Swap DFR and DBR to for solve parity
For adjecent and diagonal corners swap cases it more recommended to using PLLCS and for corners solved it more recommended to using PLLP
5b. PES: Solve E slice/Belt edges. This step can be done the same like Roux L4EP
5c: PLL: do z2 rotation and do PLL
Another P3L Variant
All ECP P3L variation can be used for this method since it the same
Example Solve
CPEA variant
Scramble: D' R L2 D F B U2 L U' F B2 U2 F' D2 R2 D2 B' U2 B' D2 L2
U F' R L' D2 F' R L' U L // Pseudo EOBelt
R' F2 U' D2 F2 U D2 R // O8C
D2 R2 U' F2 // Corners Separation
U' M' U2 M // Edges Separation
(R L) U2 (R' L') // CPEA O/O+D
U2 M2' U2 M2' U S' M' U M U2 S // EP Ua/Ua
R2' E R2 // PES
E2' // AEL
Kinda easy scramble
See at alg.cubing.net
Scramble: F2 L2 F2 L' F2 R D2 R' U2 B2 F2 D R B' F2 R' U2 B U' L'
L' R' D F D' R U L // Pseudo EOBelt
L2 D U2 R U' R' U' D' R U' R' D R U' R' // O8C
B2 U' F2 U' F2 // Corners Separation
M2' B2 M2' B2 // Edges Separation
M' U r2 F2 R U R' F2 r F' R // CPEA A/S+B
(U2 D2) M2' U2 M' S' U S U2 M' // EP Ub/Ua
E R2 E R2' // PES
u U2 // AuUF
See at alg.cubing.net
Scramble: B' D' L2 U2 B2 F2 R2 U2 B2 R2 U R2 B D F2 L2 D2 L U'
x2 L' F' U' F L D L' // Pseudo EOBelt
L2 R U' R' U R' U R' U' R // O8C
L2 U R2 U R2 // Corners Separation
S' L2 S L2' // Edges Separation
D2 r2 U' r2 (D' U') R2 U' R2 // CPEA A/A+N
U' D U2 S' M' U M U2 S (D2 U2) S' M' U M U2 S // EP Z/Ub
L2 E' L2' // PES
u U2 // AuUF
LBL variant
Scramble: B' D' L2 U2 B2 F2 R2 U2 B2 R2 U R2 B D F2 L2 D2 L U'
x2 L' F' U' F L D L' // Pseudo EOBelt
L2 R U' R' U R' U R' U' R // O8C
L2 U R2 U R2 // Corners Separation
S' L2 S L2' // Edges Separation
U' R2 U R' U R' U' R U' R2 U' D R' U R D' // PLL-Ga
L2 E' L2' // PES
z2 U R2' F R U R U' R' F' R U2 R' U2 R // PLL-Rb
u2 // AuF
Scramble: R' U2 B2 D2 F2 L F2 L2 U2 L2 R2 B D2 U' B' U2 L' B D'
x2 y' R' U2 F U D' R // Pseudo EOBelt
R2 D2 U R' U' R U2 R' U' D' R U R' D R // O8C
L2 D' L2' D' L2 // Corners Separation
M2 B2 M2 B2 S R2' S' R2 // Edges Separation
U' R U' R' U R' U2 R2 U R U R' U' R2 // PLLCS-Kore
E R2 E R2' // PES
U2 // PLL skip and AUF
Scramble: L' B U' B R F D L2 F R2 D2 F2 U2 D2 R' B2 D2 F2
y2 D R' F2 D2 F D L' D' L' // Pseudo EOBelt
R2 D U R U2 R U R' U R' // O8C
D' L2 // Corners Separation
U M U2 M' S' U2 S // Edges Separation
U' R U R' F' R U R' U' R' F R2 U' R' // PLL-Jb
R2 E R2' // PES
z2 M2 U M' U2 M U M2 // PLL-Ua
U // AUF
Pros
- Rotationless
- Good Ergonomics because EO
- Can be high TPS because mostly algorithms if Corners Seperation and Edges Seperation algorithms learned
Cons
- P3L recognition requires looking at at least 3 sides, which is slower than 2-sided PLL recognition or CLL recognition
- Permuting the E slice either requires either E moves, or a rotation