Rubik F2L: Difference between revisions
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(Copied From Rubik's Cube page) |
(Template for new classification) |
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Main page [[Rubik's cube]] |
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== Intro == |
== Intro == |
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This page is dedicated to solving the first two layers of the Rubik's cube, after making the cross on the D face. |
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Source: [https://www.youtube.com/watch?v=UDP4hX7LJ4E Tutoriel : Résoudre les F2L intuitivement] |
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Links: |
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* [[Rubik's cube]] main page on this wiki. |
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* [https://www.youtube.com/watch?v=UDP4hX7LJ4E Tutoriel : Résoudre les F2L intuitivement - Youtube.com, Victor Colin] |
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* [http://www.cubewhiz.com/f2l.php Bob Burton's F2L cases - cubewhiz.com] |
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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: |
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: |
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* 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. |
* 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. |
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We follow Bob's Burton classification. |
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There are 3 F2L families: sticker UP, sticker FRONT, and sticker RIGHT. |
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== Corner correct, edge not placed == |
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{| width=100% class=wikitable |
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|- |
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|width=2em|<tt>01</tt> |
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|width=100px align=center|[[File:rbf2l_cornerok1.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>02</tt> |
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|width=100px align=center|[[File:rbf2l_cornerok2.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>03</tt> |
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|width=100px align=center|[[File:rbf2l_cornerok3.png|100px]] |
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|width=40%| |
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== Edge correct, corner slot free == |
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{| width=100% class=wikitable |
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|- |
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|width=2em|<tt>04</tt> |
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|width=100px align=center|[[File:rbf2l_edgeok1.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>05</tt> |
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|width=100px align=center|[[File:rbf2l_edgeok2.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>06</tt> |
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|width=100px align=center|[[File:rbf2l_edgeok3.png|100px]] |
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|width=40%| |
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== Corner in first layer twisted clockwise == |
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{| width=100% class=wikitable |
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|- |
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|width=2em|<tt>07</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdf1.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>08</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdf2.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>09</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdf3.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>10</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdf4.png|100px]] |
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|width=40%| |
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|} |
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== Corner in first layer twisted counter-clockwise == |
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{| width=100% class=wikitable |
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|- |
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|width=2em|<tt>11</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdr1.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>12</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdr2.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>13</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdr3.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>14</tt> |
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|width=100px align=center|[[File:rbf2l_cornerdr4.png|100px]] |
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|width=40%| |
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== Corner in U-layer with cross-color on U-face == |
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{| width=100% class=wikitable |
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|width=2em|<tt>15</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu1.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>16</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu2.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>17</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu3.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>18</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu4.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>19</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu5.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>20</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu6.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>21</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu7.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>22</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu8.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>23</tt> |
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|width=100px align=center|[[File:rbf2l_corneruu9.png|100px]] |
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|width=40%| |
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|} |
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== Corner in U-layer with cross-color on R-face == |
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{| width=100% class=wikitable |
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|- |
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|width=2em|<tt>24</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur1.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>25</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur2.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>26</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur3.png|100px]] |
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|width=40%| |
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|- |
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|width=2em|<tt>27</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur4.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>28</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur5.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>29</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur6.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>30</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur7.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>31</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur8.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>32</tt> |
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|width=100px align=center|[[File:rbf2l_cornerur9.png|100px]] |
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|width=40%| |
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|} |
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== Corner in U-layer with cross-color on F-face == |
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{| width=100% class=wikitable |
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|- |
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|width=2em|<tt>33</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf1.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>34</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf2.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>35</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf3.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>36</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf4.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>37</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf5.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>38</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf6.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>39</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf7.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>40</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf8.png|100px]] |
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|width=40%| |
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| |
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|- |
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|width=2em|<tt>41</tt> |
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|width=100px align=center|[[File:rbf2l_corneruf9.png|100px]] |
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|width=40%| |
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== White sticker UP == |
== White sticker UP == |
Revision as of 10:46, 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
01 | |||
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Edge correct, corner slot free
04 | |||
05 | |||
06 |
Corner in first layer twisted clockwise
07 | |||
08 | |||
09 | |||
10 |
Corner in first layer twisted counter-clockwise
11 | |||
12 | |||
13 | |||
14 |
Corner in U-layer with cross-color on U-face
15 | |||
16 | |||
17 | |||
18 | |||
19 | |||
20 | |||
21 | |||
22 | |||
23 |
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 UP
- Edge on 2L:
- Edge on LL, not touching: we get a basic base by (i) bring edge to its color, (ii) raise empty slot, (iii) bring corner above the edge, then (iv) turn back slot. All cases below are identical.
- (LLBU1) Edge on BU, case 1:
U R U2' R' R' F R F'
- (LLBU2) Edge on BU, case 2:
y U2' L' U' L L F' L' F
- (LLLU1) Edge on LU, case 1:
U2 R U R' R' F R F'
- (LLLU2) Edge on LU, case 2:
y U' L' U2 L L F' L' F
- (LLBU1) Edge on BU, case 1:
- Edge on LL, touching:
- (LLRU1) Edge on RU, side color not matching (R2, BR, rot): create a /R2/ case by using BR corner with R move, and U2,
R U2' R' U' (R U R')
. - (LLRU2) Edge on RU, side color matching (LLBU2, BR): fall-back to case (LLBU1) using BR corner with U' then R,
U' R U' R' U' y L' U' L (L F' L' F)
. - (LLFU1) Edge on FU, side color not matching (L2, FL, rot): create a /L2/ case by using BL corner with y L' move, and U2,
y L' U2 L U (L' U' L) y'
. - (LLFU2) Edge on FU, side color matching (LLLU1, FL): idem, fall-back using BL corner (with y U then L' ),
y U L' U L U y' R U R' (R' F R F')
.
- (LLRU1) Edge on RU, side color not matching (R2, BR, rot): create a /R2/ case by using BR corner with R move, and U2,
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/,
Corner on 1L
- White sticker DOWN
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- 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.
(alt. |
(alt. | ||
(alt. |
(alt. |
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.