2X2X2 ORTEGA METHOD PDF

The Ortega method is a very fast way of solving the 2x2 but not the fastest. When completely confident with all of the algorithms shown below you should be at least sub 5 maybe even quicker. All images are for illustrational and educational purposes only. Step 1 In step 1 we are going to solve the white face on the bottom layer of our 2x2.

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While it is true that Victor popularized the method, he cannot be said to have created it, similar to the naming dispute with the CFOP method. In competitive cuber and YouTuber Christopher Olson researched the creation of the Ortega method. His was a Corners-first method similar to the method used by Minh Thai to win the World Championship But the method for solving the corners turned out to have the same steps as the "Ortega" method. This led to Chris creating a video to rename the Ortega method to the Varasano method.

However, the naming change did not stick and the majority still call it "Ortega", although "Varasano-Ortega" is sometimes used. Second, orient the opposite face, either by using the same OLL algorithms as on 3x3x3 or by using more efficient ones made for 2x2x2 see below.

Finally, you permute both layers at the same time by using PBL. The last step may sound difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn 11 without reflections. For the first face, without colour neutrality , the average move count in HTM is a surprisingly low 3.

Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.

The case shown in the picture in the method information box is known as Sune , one of the OLL cases. As a 3x3x3 Method Using Ortega as a 3x3x3 method involves first solving the corners completely, followed by insertion of the D layer edges , and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted.

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