Rubik F2L: Difference between revisions
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* {{red|'''Faster'''}}, FL: left SH, or <code>y'</code>, the subcase FR above. |
* {{red|'''Faster'''}}, FL: left SH, or <code>y'</code>, the subcase FR above. |
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* {{red|'''Faster'''}}, BL: Victor's formula. |
* {{red|'''Faster'''}}, BL: Victor's formula. |
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* {{red|'''Faster'''}}, BR: This is usual code. Victor uses <code>R' U R d' R U' R'</code> ({{blue|d' = U' y}}. |
* {{red|'''Faster'''}}, BR: This is usual code. Victor uses <code>R' U R d' R U' R'</code> ({{blue|1=d' = U' y}}. |
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|width=2em|<tt>16</tt> |
|width=2em|<tt>16</tt> |
Revision as of 11:59, 24 December 2014
Intro
This page is dedicated to solving the first two layers of the Rubik's cube, after making the cross on the D face.
Links:
- Rubik's cube main page on this wiki.
- Tutoriel : Résoudre les F2L intuitivement - Youtube.com, Victor Colin
- Bob Burton's F2L cases - cubewhiz.com
The principle is to always fall back in one of the 4 basic cases. A basic case is one that requires only 3 moves to solve:
- Case /R1/:
R U' R'
and case /L1/:L' U L
(mirror)
- Pair next to each other, horizontal and left (right) of target slot.
- Case /R2/:
R U R'
and case /L2/:L' U' L
(mirror)
- Corner above target slot, edge on UB. Corner white sticker facing right (left), front sticker same as edge up sticker.
Notes:
- Always put the corner above the slot, and solve from the right side first, then switch to left if necessary.
- In algorithm below, whitespaces
- We can always replace
U2 R U' R'
withU sledgeR'
. - Case solve are coded for fast reference. (R2, BR) means we want to get a basic case /R2/ by bringing the corner above BR corner. (R2, BR, rot) means we aim at obtaining a /R2/ case by using the BR corner, but this time with rotation of the corner; this means that the corner is moved above the BR corner not using a U move (followed by R ... R' that would preserve orientation of the corner), but with a R moves that changes orientation of the edge. So rot indicates that the solves change the F2L family.
We follow Bob's Burton classification.
Corner correct, edge not placed
Edge correct, corner slot free
04 |
|
This is different from case 15 because corner and edge color mismatch. | |
05 | |||
06 |
Corner in first layer twisted clockwise
- White sticker on FRONT / RIGHT face
- First move edge on its color, then
- If white sticker is on the SAME face → use a double sexy or sexyL.
- If white sticker is on DIFFERENT face → use a TRUNCATED double sexy' or sexyL' , where first UP rotation is skipped.
- Cases are identified by the visible colors on corner and lateral color on the edge. This is useful when solving the F2L in the wrong slot.
Corner in first layer twisted counter-clockwise
- White sticker on FRONT / RIGHT face
- First move edge on its color, then
- If white sticker is on the SAME face → use a double sexy or sexyL.
- If white sticker is on DIFFERENT face → use a TRUNCATED double sexy' or sexyL' , where first UP rotation is skipped.
- Cases are identified by the visible colors on corner and lateral color on the edge. This is useful when solving the F2L in the wrong slot.
11 | |||
12 | |||
13 |
|
col2-col1-white — (alt. | |
14 |
|
col-white R-col — (alt. |
Corner in U-layer with cross-color on U-face
- Not touching cases
- There are four such cases. Get a basic base by
- bring edge to its color
- raise empty slot
- bring corner above the edge, then
- turn back slot.
Corner in U-layer with cross-color on R-face
24 | |||
25 | |||
26 | |||
27 | |||
28 | |||
29 | |||
30 | |||
31 | |||
32 |
Corner in U-layer with cross-color on F-face
33 | |||
34 | |||
35 | |||
36 | |||
37 | |||
38 | |||
39 | |||
40 | |||
41 |
White sticker FRONT
- Edge on 2LL:
- Edge on LL, non-adjacent
- Case 1, same U color, edge BU (R1, BR): Goal is to get a /R1/ using BR corner,
U' R U R' U2 R U' R'
- Idem for edge LU (R1, BR):
U' R U2 R' U2 R U' R'
- Case 2, different U color, edge BU (L2, BR): Because U color are different, goal is to get a /L2/ case here using BR corner:
y U L' U' L U' L' U' L
(orU' R U' R' U y L' U' L
).
- For edge LU, this time we directly have a /L2/ (L2):
y L' U' L
- Case 1, same U color, edge BU (R1, BR): Goal is to get a /R1/ using BR corner,
- Edge on LL, adjacent on RU
- Case 1, same U color (R1): we have directly a basic case /R1/,
U R U' R'
. - Case 2, different U color (L2, BR): so we want to get a /L2/, using BR corner:
U' R U2 R' U y L' U' L
.
- Case 1, same U color (R1): we have directly a basic case /R1/,
- Edge on LL, adjacent on FU
- Case 1, same U color (R2, FL, rot): we use FL corner to get a /R2/ :
y L' U L U2' y' R U R'
- Case 2, different U color (R2, FL): we use FL corner to get a /L2/:
y U L' U L U' L' U' L
- Case 1, same U color (R2, FL, rot): we use FL corner to get a /R2/ :
White sticker RIGHT
- Edge on 2LL 2LL:
- Edge on LL, non-adjacent
- Case 1, same U color, edge BU (L1, FL): Here the best is to solve FR then send it to BR
y' U R' U' R U' U' R' U R y
(alt:y' U R' U' R U' y F R' F' R
ory U L' U' L U' L F' L' F y'
).
- idem for edge LU (L1, FL):
y' U R' U2 R U' U' R' U R y
(alt:y U L' U2 L U' L F' L' F y'
).
- Case 2, different U color, edge LU (R2, BR): we need to shift our edge by a single U move:
U' R U R' U R U R'
- For edge BU (R2): this time we directly get a /R2/:
R U R'
- Case 1, same U color, edge BU (L1, FL): Here the best is to solve FR then send it to BR
- Edge on LL, adjacent on RU
- Case 1, same U color (L2, BR, rot): we get a /L2/ case using BR corner and R U' move,
R U' R' U2 y L' U' L y'
- Case 2, different U color (R2, BR): we get a /R2/ case using BR corner and U' R move,
U' R U' R' U R U R'
- Case 1, same U color (L2, BR, rot): we get a /L2/ case using BR corner and R U' move,
- Edge on LL, adjacent on FU
- Case 1, same U color (L1): we directly have a basic case /L1/,
L' U L
- Case 2, different U color (R2, FL): so we want to get a /R2/ case. We can with FL corner,
y' U R' U2 R y U' R U R'
(ory U L' U2 L U' y' R U R'
)
- Case 1, same U color (L1): we directly have a basic case /L1/,
More tricks
- Déconjugaison intelligente
- Avoid
y2
moves, but solve the F2L cases as is (with empty slots in the back).
- This is true for all "base" cases, both contiguous and not.
y
andy'
is ok. When choosing between both, favor the one that leads toR
andU
moves.
- For instance, better do
y' R' U R
thany L' U L
to insert a base case.
- Use free slots
- Goal of this part: Avoid
y
andy'
move whenever possible. - Introduce another commutator, the sledgehammer:
R' F R F'
F'
move must be done with the right thumb!
- Case:
R U' R y L' U2' L y'
, white sticker UP, FR corner.
- Subcase FR. Use sledgehammer
U' R' F R F' R U' R'
- Subcase FL. Use left sledgehammer, or
y'
then subcase FR above. - Subcase BL. Use
L U' L' y' L' U2 L
. Or sledgehammer also possible, but with re-grip (B with right hand index). - Subcase BR. Usual solution is
R' U R' F R F' R
, butR' U R y U' R U' R'
(U' while y) is also ok.
- Case:
U y L' U' L U' y' R U R'
- Avoid cube rotation with sledgehammer:
U2 R' F R F' U2 R U R'
- Case:
U y L' U L U2' L' U L y'
- Can be inserted from any angle. Either pick contiguous base case or separated.
- If corner in FR or BL:
U R U R' U2 R U R'
orU L U L' U2' L U L'
. - If corner in FL or BR:
U L' U L U2' L' U L
(alt using sledge:U L' U L L F' L' F
, F with thumb) orU R' U R U2' R' U R
- Case: corner on D face
- See my shortcuts above with sexy moves above.
- Case: le Belge
- When corner in FRD, and correct edge on UR, two solutions:
R U' R' U' R U' R' U R U R'
(grip: LH F/B, index doing all U' and first U, RH U/D, index 2nd U) (R U' R' to create a known F2L case)U' R' F R F' R U R'
(with a sledgehammer)
- This app shows solutions for all F2L cases.
- FAST: Use
d
andd'
move instead ofy' U
ory U'
. This happens extremely frequently, and is very useful to solve pair in any slot without turning the cube.