Difference between revisions of "VOP method"

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'''VOP''' is a experimental three step method for the [[2x2x2 cube]]:
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'''VOP''' is an experimental three-step method for the [[2x2x2 cube]]:
  
 
:'''V''': Make a fully solved V in the first layer of three pieces (intuitive)
 
:'''V''': Make a fully solved V in the first layer of three pieces (intuitive)
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:'''P''': PLFC, permute last five corners (separation and permutation, 6+2 cases)
 
:'''P''': PLFC, permute last five corners (separation and permutation, 6+2 cases)
  
The +2 cases for PLFC are the two permutations of the last layer (J and N) that occure if the last corner of FL skips to place.
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The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.
  
In comparsion to already exisisting methods like the [[Guimond Method]] and the [[Ortega Method]] VOP has no direct advantages (or disadvantages) as a stand alone method, it is one who already uses Guimond and is looking for a good add on to use when the right scramble comes up who has the greatest benefit of learning VOP (then you only need the six cases for PLFC, the rest is already in Guimond, maybe that you have to change a couple of OLL's that else destroys the V).
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As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.
  
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==The six cases of PLFC==
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PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.
  
'''The six cases of PLFC:'''<br><br>
 
 
[[File:PLFC cases.jpg]]
 
[[File:PLFC cases.jpg]]
  
'''Algs:'''
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==PLFC Algorithms==
* '''OA:''' [U2] R2 U R2 U' R2
 
* '''AO:''' [U2] F2 U' F2 U F2
 
* '''AS:''' [U] R2 U' F2 U R2 U' F2
 
* '''SA:''' [U'] F2 U R2 U' F2 U R2
 
* '''OO:''' R2 D L2 U L2  U' L2 D' R2
 
R' F' R U' F2 U R' F R
 
R2 U' F2 U2 R2 U' R2 U' F2
 
  
* '''SS:''' R2 U R2 U' R2 D R2 U' R2 U R2
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===OA (Opposite/Adjacent):===
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{{Alg| U2 R2 U R2 U' R2 |cube=2x2x2}}
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{{Alg| R2 U2 R2 U' R2 U' R2 |cube=2x2x2}}
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===AO (Adjacent/Opposite):===
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{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}
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{{Alg| U2 F2 U' F2 U F2 |cube=2x2x2}}
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===AS (Adjacent/Same):===
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{{Alg| U R2 U' F2 U R2 U' F2 |cube=2x2x2}}
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{{Alg| F2 R' U' R F2 R' U R |cube=2x2x2}}
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===SA (Same/Adjacent):===
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{{Alg| U' F2 U R2 U' F2 U R2 |cube=2x2x2}}
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{{Alg| R2 F U F' R2 F U' F' |cube=2x2x2}}
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===OO (Opposite/Opposite):===
 +
{{Alg| F2 U R2 U R2 U' R2 U' F2 |cube=2x2x2}}
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{{Alg| R2 U' F2 U' F2 U F2 U R2 |cube=2x2x2}}
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{{Alg| F R F' U R2 U' F R' F' |cube=2x2x2}}
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{{Alg| F R2 U F' R2 F U' R2 F' |cube=2x2x2}}
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{{Alg| R' F' R U' F2 U R' F R |cube=2x2x2}}
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{{Alg| R' F2 U' R F2 R' U F2 R |cube=2x2x2}}
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===SS (Same/Same):===
 +
{{Alg| R2 U R2 U' R2 D R2 U' R2 U R2 |cube=2x2x2}}
 +
{{Alg| R U R' F2 R F' R U R2 F2 |cube=2x2x2}}
 +
{{Alg| F2 R2 U' R' F R' F2 R U' R' |cube=2x2x2}}
  
[[Category: 2x2x2 Methods]]
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 +
==OVP==
 +
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.
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 +
[[Category:2x2x2]]
 +
[[Category:2x2x2 methods]]
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[[Category:2x2x2 speedsolving methods]]
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[[Category:experimental methods]]

Revision as of 22:39, 26 November 2019

VOP method
Ss method.gif
Information about the method
Proposer(s): Kenneth Gustavsson
Proposed: 2010
Alt Names: LFC
Variants: Guimond Method
No. Steps: 3
No. Algs: 24
Avg Moves: ~18
Purpose(s):

VOP is an experimental three-step method for the 2x2x2 cube:

V: Make a fully solved V in the first layer of three pieces (intuitive)
O: OLFC, orient last five corners (Guimond orientation, 16 cases)
P: PLFC, permute last five corners (separation and permutation, 6+2 cases)

The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.

As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like Guimond and Ortega. It is most beneficial as an add-on for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.

The six cases of PLFC

PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.

PLFC cases.jpg

PLFC Algorithms

OA (Opposite/Adjacent):

Speedsolving Logo tiny.gif Alg U2 R2 U R2 U' R2
Speedsolving Logo tiny.gif Alg R2 U2 R2 U' R2 U' R2

AO (Adjacent/Opposite):

Speedsolving Logo tiny.gif Alg F2 U2 F2 U F2 U F2
Speedsolving Logo tiny.gif Alg U2 F2 U' F2 U F2

AS (Adjacent/Same):

Speedsolving Logo tiny.gif Alg U R2 U' F2 U R2 U' F2
Speedsolving Logo tiny.gif Alg F2 R' U' R F2 R' U R

SA (Same/Adjacent):

Speedsolving Logo tiny.gif Alg U' F2 U R2 U' F2 U R2
Speedsolving Logo tiny.gif Alg R2 F U F' R2 F U' F'

OO (Opposite/Opposite):

Speedsolving Logo tiny.gif Alg F2 U R2 U R2 U' R2 U' F2
Speedsolving Logo tiny.gif Alg R2 U' F2 U' F2 U F2 U R2
Speedsolving Logo tiny.gif Alg F R F' U R2 U' F R' F'
Speedsolving Logo tiny.gif Alg F R2 U F' R2 F U' R2 F'
Speedsolving Logo tiny.gif Alg R' F' R U' F2 U R' F R
Speedsolving Logo tiny.gif Alg R' F2 U' R F2 R' U F2 R

SS (Same/Same):

Speedsolving Logo tiny.gif Alg R2 U R2 U' R2 D R2 U' R2 U R2
Speedsolving Logo tiny.gif Alg R U R' F2 R F' R U R2 F2
Speedsolving Logo tiny.gif Alg F2 R2 U' R' F R' F2 R U' R'


OVP

Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.