Difference between revisions of "Ribbon Method"

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|steps=4
 
|steps=4
 
|moves=40 With Blockbuilding, 48 With CFOP Background
 
|moves=40 With Blockbuilding, 48 With CFOP Background
|algs=266 Total; 173 TOLS (Including OLL), 72 TTLL, 21 PLL
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|algs=266 Total; 173 TOLS (Including [[OLL]]), 72 TTLL, 21 [[PLL]]
 
|purpose=|purpose=<sup></sup>
 
|purpose=|purpose=<sup></sup>
 
* [[Speedsolving]]
 
* [[Speedsolving]]
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The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of CFOP, while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.
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The '''Ribbon Method''' is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the [[F2L]], along with a smooth transition into LSLL. The method retains every ergonomic advantage of [[CFOP]], while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.
  
 
==The Steps==
 
==The Steps==
* '''Ribbon:''' This is the most distinctive part of the Ribbon Method.
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* '''Ribbon:''' This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the [[Cross]] on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using [[Multislotting]] to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.

Revision as of 19:49, 22 July 2017

Ribbon method
Ribbon Image 2.PNG
Information about the method
Proposer(s): Justin Taylor
Proposed: 2017
Alt Names: Alpha, RFTT
Variants: none
No. Steps: 4
No. Algs: 266 Total; 173 TOLS (Including OLL), 72 TTLL, 21 PLL
Avg Moves: 40 With Blockbuilding, 48 With CFOP Background
Purpose(s):


The Ribbon Method is a speedsolving method created by Justin Taylor in 2017. The method was created as a Two-Look solution for the Last Slot and Last Layer without preorienting edges and maintaining a manageable algorithm count. This allows great versatility in approach for the F2L, along with a smooth transition into LSLL. The method retains every ergonomic advantage of CFOP, while containing one fewer "look" in the solve and saving an average of 6 moves with a CFOP-like approach to F2L. Ribbon can either be used as a standalone method, or in conjunction with other CFOP subsets whenever an edge solves itself during F2L.

The Steps

  • Ribbon: This is the most distinctive part of the Ribbon Method. Taking an average of 6 moves and no more than 9 moves, this step solves the Cross on the bottom and any second layer edge, forming a "ribbon" around a corner. This slot is referred to as the Ribbon Slot. Technically, the Ribbon Slot can be solved at any point during the F2L, such as using Multislotting to insert the lone edge during the solving of another slot. This is done whenever is easiest during F2L execution.