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Speedcubing
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=== 3×3×3 === The standard [[Rubik's Cube|3x3x3]] can be solved using several methods. The most commonly used methods for speedcubing are [[CFOP method|CFOP]], Roux, and ZZ, which are generally considered to achieve the fastest times. The [[CFOP method]] is used by the majority of cubers and employs a layer-by-layer system with numerous [[algorithm]]s for solving the final layer. The method starts by creating a cross on any side of the cube, followed by F2L where 4 corner edge pairs are inserted into the cross, followed by OLL (Orientation of the Last Layer) where the top side is solved in 1 of 57 algorithms, and finally PLL (Permutation of the Last Layer) where you do 1 of 21 algorithms to solve the rest of the cube. Roux, the second most popular method, which starts by forming a 3x2x1 block on both sides of the cube and solves the middle layer last, using fewer algorithms. ZZ uses a unique step called Edge Orientation to improve the ergonomics of turning by removing the amount of rotations during a solve. Other notable methods include Petrus, which has been popular at times in the past; however, it is now considered sub-optimal to CFOP and Roux and was abandoned due to its unfavorable finger tricks. Solving larger cubes, such as [[Rubik's Revenge|4x4x4]] and [[Professor's Cube|5x5x5]], is most often done by reducing them to 3x3x3 and solving them like so, while 2x2x2 can be solved with the same or similar methods as 3x3x3. However, specialized 2x2x2 methods are quicker, and are regarded as superior to 3x3x3 methods. These methods include Ortega, CLL, and the EG method (which can allow users to plan the entire solution during inspection). ==== CFOP ==== {{main|CFOP method}} [[File:Erik Akkersdijk is solving a 3×3×3 Rubik's Cube in 10.50s.ogv|thumb|CFOP speedsolver in a speedcubing competition]] The [[CFOP method|CFOP]] (abbreviation for Cross-F2L-OLL–PLL) method, also known as the [[Fridrich method]] after one of its inventors, [[Jessica Fridrich]], who finished second in the 2003 Rubik's Cube World Championships, is the most commonly used method in speedcubing today. Its origins are credited to [[David Singmaster]], who was one of the first to publish a layer-by-layer method of solving in 1980,<ref>{{Cite web|title = David Singmaster Solution|url = http://van-ness.com/Kurt/Hobbies/RubiksCube/3x3x3/DavidSingmasterSolution.htm|website = Van Ness Web|access-date = 2 August 2016}}</ref> and Guus Razoux Schultz, who built upon this and developed a more efficient system for the first two layers (F2L).<ref>{{Cite web|title = Guus Razoux Schultz|url = https://www.speedsolving.com/wiki/index.php/Guus_Razoux_Schultz|website = Speedsolving.com Wiki|access-date = 2 August 2016}}</ref> Jessica Fridrich then finished developing the method and published it online in 1997,<ref>{{Cite web|title = Speed Cubing|url = http://www.rubiks.com/speed-cubing|website = Rubik's Official Website|access-date = 2 August 2016}}</ref> an event that was very influential in the revival of competitive speedcubing. The first step of the method is to solve a cross of edge pieces on the first layer. The remainder of the first layer and all of the second layer are then solved together in what is referred to as "corner-edge pairs," or slots. Finally, the last layer is solved in two steps – first, all of the pieces in the layer are oriented to form a solid color (but without the individual pieces always being in their correct places on the cube). This step is referred to as orientation and is usually performed with a single set of algorithms known as OLL (Orientation of the Last Layer). Then, all of those pieces are permuted to their correct spots. This is also usually performed as a single set of PLL (Permutation of the Last Layer) algorithms. OLL and PLL use 57 and 21 algorithms, respectively. The CFOP method can be used as a less advanced method by dividing the steps into more steps, reducing the number of algorithms that need to be learned but sacrificing time. It is usually known as the [[Layer by Layer|beginner method or layer by layer (LBL)]]. Most people start learning CFOP with 4LLL (Four-Look Last Layer), which is the less advanced, slower, and algorithm-reducing (from 78 algorithms to 16) way to learn CFOP. The 4 steps are divided into edge orientation, corner orientation, corner permutation, and edge permutation (which can be called EO, CO, CP, and EP). Later on, full OLL, which has 57 algorithms, and full PLL, which has 21 algorithms, can be learned. An average CFOP user that solves with full OLL and PLL, along with an efficient cross (which takes 8 moves at maximum) and efficient F2L (which takes almost 30 moves), consists of 55–60 moves, which means that it has a higher move count than Roux and ZZ. However, finger tricks and algorithms are more researched with CFOP than any other method, which explains why the majority of the fastest speedcubers use CFOP as their main speedcubing method.<ref>{{Cite web |title=Cubers Megasurvey – Learning from ourselves |url=https://basilio.dev/cubing/megasurvey6|access-date=2023-04-11 |website=basilio.dev}}</ref> The CFOP method is the most widely used speed-solving method. It is a more efficient version of the Layer-By-Layer method (also known as the beginner's method). It is very popular due to the vast amount of resources that teach and improve upon the CFOP method. Many top speedcubers, including two-time World Champion [[Feliks Zemdegs]] and world record holder [[Max Park]], learn additional sets of algorithms for the last slot and layer, such as Corners of Last Layer (COLL), which orients and permutes the corners when the edges are oriented, or Winter Variation (also known as Valk Last Slot, or VLS), which finishes OLL while inserting the last pair, and ZBLL, which combines the solving processes of OLL corner orientation and PLL in only one algorithm, provided the last-layer edges are oriented. Pseudoslotting is a technique that allows advanced CFOP solvers to be more creative with efficient solutions. It is an alternative method to F2L, where instead of creating and inserting pairs with matching colors, the bottom layer is intentionally misaligned to allow different pieces to be paired together.<ref>{{Citation |title=Rubik's Cube: The Art of Pseudoslotting (F2L) | date=13 September 2022 |url=https://www.youtube.com/watch?v=49Izh9ZnBog |access-date=2024-03-17 |language=en}}</ref> This provides more freedom while pairing pieces during F2L. Pseudoslotting is similar to another technique called keyhole in which the bottom layer is misaligned to allow a piece to be inserted independently of its solved counterpart.<ref>{{Cite web |title=Keyhole F2L – Speedsolving.com Wiki |url=https://www.speedsolving.com/wiki/index.php?title=Keyhole_F2L |access-date=2024-03-17 |website=www.speedsolving.com}}</ref> It is widely believed that Tymon Kolasiński (who holds the European record for a 3x3x3 single with 3.66 seconds)<ref>{{Cite web |title=Rankings {{!}} World Cube Association |url=https://www.worldcubeassociation.org/results/rankings/333/single |access-date=2024-03-17 |website=www.worldcubeassociation.org}}</ref><ref>{{Citation |title=Rubik's Cube 3.66 European Record Single! | date=24 February 2024 |url=https://www.youtube.com/watch?v=pbwNwj6Djfc |access-date=2024-03-17 |language=en}}</ref> is the best speedcuber who uses pseudoslotting.After solving many times it becomes muscle memory and most speedcubers just have to 'look' and then they instantly know what to do and the rest is done by muscle memory <ref>{{Cite web |date=2020-06-03 |title=Interview with Tymon Kolasiński |url=https://www.thecubicle.com/blogs/thecubicle-blogs/interview-with-tymon-kolasinski |access-date=2024-03-17 |website=TheCubicle}}</ref> ==== Roux ==== The Roux method was invented by [[French people|French]] speedcuber [[Gilles Roux]]. The first step of the Roux method is to form a 3×2×1 block, usually placed in the lower portion of the left layer. The second step is creating another 3×2×1 on the opposite side, so each block shares a bottom color. The creation of these blocks is commonly known as "block-building".<ref>{{cite web | url=https://book.rouxers.com/blockbuilding.html | title=Blockbuilding – the Roux Reader }}</ref> The remaining four corners are then solved using a set of algorithms known as CMLL (Corners of the Last Layer, without regard to the M-slice), which leaves six edges and four centers that are solved in the last step, L6E or LSE (Last Six Edges). This method is not as dependent on algorithm memorization as the [[Fridrich method|CFOP method]] since all but the third step is done with intuition as opposed to predefined sets of algorithms. Because of the frequent use of M moves, the Roux method can be performed without any rotations (unlike the CFOP method), which means it is easier to '''look ahead''' (solving pieces while at the same time looking for the solution to the next step) while solving. It is also considered one of the most efficient speedsolving methods, with its average move count being between 45 and 50 moves for experienced solvers. However, the Roux method of speedcubing has been criticized over the years because, unlike CFOP, ZZ, or Petrus, Roux requires M (middle layer) slices to solve LSE. Using M slice moves makes it harder to achieve higher TPS (turns per second) because the finger tricks are almost always flicks, but high TPS is achievable through training. One of the users of this method, Kian Mansour, broke the one-handed (OH) world record average with a time of 9.54 seconds.<ref>{{cite web |url= https://www.youtube.com/watch?v=pCfLsh5vDt0&t=56s |title= The video of Kian Mansour breaking the 3x3 OH world Record |date= 21 May 2018 |publisher= Kian Monsour |access-date= 27 May 2018}}</ref> [[Sean Patrick Villanueva]] is the first Roux user to achieve a sub-6 average of five in competition and is currently ranked twenty-sixth in the world by 3x3 average. He also podiumed in 3x3 at the WCA World Championship 2019 (2nd Place). On May 25, 2024, he broke the OH WR average with the largest margin in nearly 10 years, bringing it down from 8.62 to 8.09 seconds. He also broke the WR single with a 6.05 a few weeks later, though he lost this to Dhruva Sai Meruva, a CFOP one-hand solver on October 6, 2024.<ref>{{cite web |url= https://www.worldcubeassociation.org/results/records?event_id=333oh&show=history |title= Records 3x3x3 One-Handed |access-date= 5 August 2024}}</ref> ==== ZZ ==== The ZZ method (short for "Zbigniew Zborowski") is a modern speedcubing method originally proposed by Zbigniew Zborowski in 2006, and built upon since. The method was designed specifically to achieve high turning speeds by focusing on movement ergonomics and is a combination of a block-building method and a layer-by-layer method. The initial pre-planned step is called EOCross and is the most distinctive hallmark of the ZZ method. It involves orienting all edges while placing the cross pieces. It is also common to build an EOLine, mainly used for one-handed solving, where all edges are oriented and only the front and back cross edges are placed. The next step solves the remaining first two layers using only left, right, top, and bottom face turns, one of the advantages of ZZ. On completion of the first two layers, the last layer's edges are all correctly oriented because of edge pre-orientation during EO. The last layer may be completed using a number of techniques, including those used in the [[Fridrich method|CFOP method]]. An expert variant of this method, ZBLL (Zborowski-Bruchem Last Layer), allows the last layer to be completed in a single step with an average of just over 12 moves but requires a total of 493 algorithms to be learned.<ref name="Bernard Helmstetter's Move Count Statistics">{{cite web|url=http://www.ai.univ-paris8.fr/~bh/cube/|title=Rubik's Cube: Algorithms for the last layer|publisher=Université Paris 8|access-date=2 August 2016}}</ref> Due to the ergonomics of ZZ, rotating when solving will never be needed, unlike in the [[CFOP method]]. The ZZ method has fewer moves than CFOP, with ZZ averaging 53.5 compared to CFOP's 55–60 moves. Because ZZ uses EO, it is very move-efficient, and these techniques are sometimes used in FMC (Fewest Moves Challenge).<ref>{{Cite web|title=ZZ method – Speedsolving.com Wiki|url=https://www.speedsolving.com/wiki/index.php/ZZ_method|access-date=2020-05-22|website=www.speedsolving.com}}</ref> ==== Corners-first methods ==== Corners-first methods involve solving the corners and then finishing the edges with slice turns. Corner-first solutions were common in the 1980s. It was used by the 1982 world champion [[Minh Thai]].<ref>{{Cite magazine |last=Singmaster |first=David |date=1983 |title=Championship Techniques |magazine=Cubic Circular |page=6 |issue=3 & 4}}</ref> Currently,{{when|date=September 2024}} corner-first solutions are rarely used among speedsolvers. [[Dutch people|Dutch]] cuber Marc Waterman created a corners-first method in the cube craze and averaged 18 seconds in the mid-late 1980s.{{Citation needed|date=July 2024}}
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