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Speedcubing
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==== 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>
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