Difference between revisions of "RRBSP"

From Speedsolving.com Wiki
Line 99: Line 99:
  
 
x2 L' F' U' F L D L' // Pseudo EOBelt
 
x2 L' F' U' F L D L' // Pseudo EOBelt
L2 R U' R' U R' U R' U' R // O8C
+
<br>L2 R U' R' U R' U R' U' R // O8C
L2 U R2 U R2 // Corners Separation
+
<br>L2 U R2 U R2 // Corners Separation
S' L2 S L2' // Edges Separation
+
<br>S' L2 S L2' // Edges Separation
U' R2 U R' U R' U' R U' R2 U' D R' U R D' // PLL
+
<br>U' R2 U R' U R' U' R U' R2 U' D R' U R D' // PLL
L2 E' L2' // PES
+
<br>L2 E' L2' // PES
z2 U R2' F R U R U' R' F' R U2 R' U2 R // PLL
+
<br>z2 U R2' F R U R U' R' F' R U2 R' U2 R // PLL
u2 // AuF
+
<br>u2 // AuF
  
 
63 [[HTM]], 60 [[STM]]
 
63 [[HTM]], 60 [[STM]]

Revision as of 12:39, 20 February 2022

RRBSP method
RRBSP.png
Information about the method
Proposer(s): Reirto-RRNF
Proposed: February 2022
Alt Names: none
Variants:
No. Steps: 7
No. Algs: 16-264
Avg Moves: ~50-65 STM
Purpose(s):

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

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 with also parity

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

56 HTM, 46 STM

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

69 HTM, 59 STM

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

68 HTM, 57 STM

See at alg.cubing.net

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
L2 E' L2' // PES
z2 U R2' F R U R U' R' F' R U2 R' U2 R // PLL
u2 // AuF

63 HTM, 60 STM

See at alg.cubing.net

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

External link

See also