Rubik F2L: Difference between revisions
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* FR: <code>y' U R' U2 R y U' R U R'</code> |
* FR: <code>y' U R' U2 R y U' R U R'</code> |
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* FR: '''{{red|faster}} <code>R U' R' sexy' U2 R U' R'</code> (no regrip) |
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* FL: |
* FL: |
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* BR: |
* BR: |
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* FR: ('''R2, FL''') We want to get a /R2/ case. We can with '''FL''' corner (or <code>y U L' U2 L U' y' R U R'</code>) |
* FR: ('''R2, FL''') We want to get a /R2/ case. We can with '''FL''' corner (or <code>y U L' U2 L U' y' R U R'</code>) |
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* FR: This is actually inverse of my variant for #17, with init. U moves optimized out. Standard grip. |
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* FL: |
* FL: |
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* BR: |
* BR: |
Revision as of 18:29, 9 February 2015
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
- Case 05 can be easily inserted from any angle without cube rotation.
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
Corner in U-layer with cross-color on F-face
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)
r' U' R U M'
(to solveL U L' U' y
, normally solved withd L U' L
)r' R2 U' R' U M'
(to solveL' U L U y'
, normally solved withd' L' U' L
)l R U' R' U l'
(grip: LH thumb U face) (to solveL' U2 L y'
, normally solved withy' R U2 R'
)
- Reverse formula,
l U' R U R' l'
(grip: LH thumb U face, RH thumb D face, or better LH thumb U face first, thenU
done by pushing with right ring finger, andU R' l'
is executed likeU R2'
in the Ub PLL perm), is an alternative toR U R' U R U' R'
, where 2ndU
must be done by pushing with left index.
- 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.