Difference between revisions of "User:TerenceTan711"

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1)'''1x2x3 block''' - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it's in the D layer.
 
1)'''1x2x3 block''' - Solve a 1x2x3 block antwhere on the cube, it will be treated as if it's in the D layer.
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*For beginners, you can treat it as 3 cross pieces and 2 corners.
 
*For beginners, you can treat it as 3 cross pieces and 2 corners.
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2)'''E-slice''' - solve the E-slice with the empty face.This can be done very efficiently.
 
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
 
The E-slice does not have to line up
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*you can position the 1x2x3 on the left(like Roux's FB)in this step if you  
 
*you can position the 1x2x3 on the left(like Roux's FB)in this step if you  
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3)'''EO+CO''' - you solve edge-orientation and corner-orientation.(not necessarily in that order)
 
3)'''EO+CO''' - you solve edge-orientation and corner-orientation.(not necessarily in that order)
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*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.
 
*Because the E-slice is already solved, there can only be 0, 2 or 4 misoriented edges.
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4)'''Spam F2L'''(remainder) - F2L is finished with mainly R2,U moves.(or L2,U if it's on the left etc.)
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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.
 
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.
 
5)'''PLL''' - Permute the pieces of the last layer - 21 algs.
 
 
 
  
 
==Pros==
 
==Pros==

Revision as of 09:54, 3 March 2018

R3-T method
Information about the method
Proposer(s): Terence Tan
Proposed: 2018
Alt Names: R3T/Reduction3-T/Redux3-T
Variants: R3T-4c/invisible
No. Steps: 5+
No. Algs: 28+
Avg Moves: ~57
Purpose(s):


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.


Scramble 04.jpg

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


R3-T is a hybrid method that does corner orientation before finishing F2L.

Mini maru.jpg

Steps

1)1x2x3 block - 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.


  • 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 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


  • 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.