Click on a link to view each step of the method
Step 1 Step 2 Step 3 Step 4 Tips for this method

Ryan Heise's System

Summary

This is a relatively new system that can be used to solve the 3x3x3 Rubik's cube. Ryan Heise came up with the strategy to solve the cube. He has his method posted on his web page and instead of using diagrams like I do on my page, he uses Java cubes that he programmed so you can see each move of each possible case.

The method consists of four steps. Each step is described in detail in each of the links above. The best part about the method is that is averages a little under 45 moves. In speedcubing, the cube is generally solved at a twisting rate of about 3-4 moves/second. It hasn't been proven possible to accomplish that with this system, but it has been done with the Fridrich method. Do the math, you will notice that since Fridrich's method averages 55 moves, you will be able to save as much as 3 seconds off of your final average, and the unofficial fastest averages are under 17 seconds to as fast as 15.2 seconds.

It's a very interesting method because there are many ways to customize the method and combine steps that are intuitive. Most of the time, you will be able to combine steps 1 and 2. Even if you can't totally solve step 2 during step 1, you can at least make the case you run into much shorter and can anticipate the case before finishing step 1. This means you waste zero time in recognizing which step 2 case you have to solve. Anothert place to use intuition is in step 3. If you take the time to figure out some extra sequences, you will be able to orient and permute one LL corner in addition to the normal goal in step 3. This greatly reduces the number of sequences you would have to learn for step 4.

There are even more advantages if you previously used other speedcubing methods. The Fridrich F2L will help you solve step 1. If you solve the LL using two steps: ELL/CLL or vise versa (not OLL/PLL), then this will make learning the method easier, and if you already know the CLL, then you already know step 4! Make sure though that none of your sequences affect edge orientation or permutation because at step 4 the edges are solved and you don't want to mess them up and have to do them over again.