pairing up tredges and wings can be done almost entirely with the method shown below, the idea is a very familiar one to cubers, fix something, replace it with something else that isn't fixed to move it out of the way, then restore what part of the centers were broke while pairing up the tredge and wing. this is a great beginner method as you don't have too much to keep track of, and after every piece the centers are brought back to solved state, so cube rotations aren't a problem. the BR tredge is the working group below
this method is the advanced method for pairing up the tredges. it is faster, but requires great look ahead and recognition. we already have a few solved tredges, but starting from scratch you'd want to get 8 groups solved, then work on dealing with the last 4 left in the E ring. below, the OW tredge is assembled, and stored in FU slot. next, the RG tredge is assembled, notice how we go directly into this without restoring the E band centers. this saves a lot of moves, but any mistakes can result in the centers being messed up. then the blue white tredge completed. at this point we are out of working pairs in the U/D layer, so the centers are restored, and we used a F U move to kick out an incomplete tredge so we have something to swap out for a completed tredge in the E center ring. then OG is restored, paying attention to how we replace it with the working tredge using the correct orientation so the last piece of the RB group will orient correctly when we restore the centers. we now are to the last 2 tredges, covered below (this is the simple match flip case). the most common source of mess ups during this step comes from a cube rotation, or a deep turn of the non-working layers (r l b f in the example below). The idea is to use the M or E ring (as you prefer) to pair up the wings with their matching edges, then "store" the completed tredges on the L and R (or U and D) faces depending on the building area you use. at this time i know most of the top solvers are using the E area for building and storing on U and D. for this reason i will show it like this, but using the M as a build ring and storing on L and R is also very usable for great times. Once you have eight sets of tredges stored you go on to solve the last four in groups of one or two if you can. for a compete walkthrough, check out this video.
last tredge groups
now when you get to the last two, three, or four sets of tredges, this can get a little tight because there is not always an extra set of pieces to trade out, but these can be fixed easily with some of the following algorithms in the complete last two tredges index. There are also other useful algs included that work on more than one or two tredges, allowing for a faster resolution of the last four tredges.
|first 8 tredges progress gauge|
|master tredges||<45||every turn is optimized to postition or match pieces up, there is no delay between peices, and a consistent smoothness is there while solving, the last 4 tredges are solved more efficiently, fixing as many things at once as possible.|
|intermediate tredges||<90||finding pieces is getting faster, but there are still delays between some pieces. try slowing down and optimizing moves, all insertions can be 3 or 4 moves. again smoothness is the key, speed comes automatically when you you're smooth. last 4 tredges are probably being solved one at a time, experiment with last 2 tredge algs and commutators to really improve.|
|beginner tredges||>90||it is difficult to find matching groups and delays between every piece. try solving a specfic set for a while (like all the orange or white tredges) to improve finding ability and learn insertions.|
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