Rubik's cube
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Notations and acronyms
Official notation [1]:
F B U D L R | Front, Back, Up, Down, Left, Right (one-layer move) |
f b u d l r | Front, Back, Up, Down, Left, Right (two-layer move, aka. wide move) |
Fw Bw Uw Dw Lw Rw | |
M E S | Middle (LR), Equator (UD), Standing (LR) (middle layer move, aka slice move) |
x y z | R, U, F (whole cube move) |
- R means 90° clockwise, R' mean 90° counter-clockwise, R2 means 180° clockwise, and R2' 180° counter-clockwise.
Acronyms:
- LH
- Left-hand
- RH
- Right-hand
- SH
- Sledgehammer
Sequences
We call a move a permutation on the cube that can be done in a single movement. This can be the rotation of a face by 90° or 180°, but also rotation of a middle layer, two layers, or the whole cube. Each move has a dedicated letter, with a prime indicating the reverse movement.
A sequence is a small serie of moves that is frequently used to build up more complete algorithms. Typically these sequences are done very rapidly. Fast algorithms are those that link several sequences with an easy transition (no re-gripping, cube rotation, etc).
The inverse of a sequence is the sequence that cancel the effect of that sequence. We use prime to denote that sequence.
A mirror sequence if the L-R symmetric sequence (i.e. F changes to F', R changes to L', etc)
- Sexy move
- Direct:
R U R' U'
(prime:U R U' R'
)
- Sledgehammer
- Right:
R' F R F'
(F' with right thumb! (prime:F R' F' R
) - Left:
L F' L' F
(prime:F' L F L'
)
- Note: If we do this sequence with the right-hand (after cube rotation
y'
), we gety' F R' F' R
, which is the same as Right prime. - Note: For the finger trick, it is important to do the last
F'
with the right thumb.
- Overshoot
U' R' F R
Tutorials
F2L
See Rubik F2L.
Fridrich simplified
Source: Rubik's cube : Méthode intermédiaire (fridrich simplifiée)
4 steps:
- Cross
- F2L
- 2-look OLL
- 2-look PLL
For F2L, see tutorial above.
For 2-look OLL, first do the cross:
- Line shape:
F sexy F'
(F' with the thumb) - L shape:
f sexy f'
(f' with the thumb) - no shape: do 1st then 2nd algorithm
Then we do one of the 7 OLL "cross" algorithms. The cases are denoted by the position of yellow sticker for each corner, starting from FL, the FR, BR and BL corner. So UFRB means the yellow sticker facing upward for the left-front corner, facing front for the right-front corner, facing right for the right-back corner, and facing back for the left-back corner.
- UFRB:
R U R' U R U2 R'
- FRUL:
R U2 R' U' R U' R'
(inverse of UFRB) - FFUU:
R2 D R' U2 R D' R' U2 R'
(D and D' ideally by pulling then pushing with left-hand finger) - LRUU:
x' R U R' D R U' R' D'
(idem) (x' R
→l
, sol U R' D R U' R' D'
) (or variant UFBR:l' U' L U R U' r' F
) - URUB:
x' R U' R' D R U R' D'
(idem) (x' R
→l
, sol U' R' D R U R' D'
) - FFBB:
F sexy sexy sexy F'
- LFBL:
R U2 R2' U' R2 U' R2 U2 R
For 2-look PLL, like for the 2-OLL, we first do the cross, then the corners. For the cross, turn the U face until 1 edge is good, and place it at F slot, and look how the other edges must be permuted.
- All edges are ok: congratulations ;-)
- clockwise:
R' U R' U' R' U' R' U R U R2'
(R' U R' U'
with right index under BRD corner, thenR' U' R' U
with right index next to FRD corner) - anti-clockwise:
R2' U' R' U' R U R U R U' R
(right thumb on B face, right index on FRD corner, ready for 1st U, thenR U' R
with RH, U' with right thumb) - 2 edge ok: do either of algorithm above, and retry.
Then look at the corners. If one corner is good, turn the cube such that it is at FL slot, and look how the other corners must be permuted
- 1 good corner (FL), clockwise:
x R' U R' D2 R U' R' D2 R2
orl' U R' D2 R U' R' D2 R2
(usingx R'
→l'
). My old fingertrick was left thumb on F center, left index/middle/ring fingers on back, right thumb on U face, right index under RBD corner. First U done with right index, then D2 done with left ring+middle or left little+ring, then U' done with right thumb, like for the sledgehammer. This fingertrick is not adviced, instead train on using the left index to do the U' move [2]. - 1 good corner (FL), anti-clockwise:
x R2' D2 R U R' D2 R U' R
l' R' D2 R U R' D2 R U' R
(best grip: left thumb on D face, right thumb on F face, left ring finger to prepare the D2 / D2, right index to prepare the U. - no good corner: do either of algorithm above, then you will have a good corner
Fridrich - OLL
TBC
Fridrich - PLL
Source: http://www.cubewhiz.com/pll.php
Cycling Three Corners & Three Edges - Detecting Ga, Gb, Gc, Gd perm
- Put the good corner & edge at its position
- Turn the cube such that to have the "head lights" (the corners with same side color) on the L face
- Ga: good corner on F face
Gb: good corner on R/back face
Gc: good corner on B face
Gd: good corner on R/front face
Ga: (R2' Uw) (R' U R' U' R Uw') R2' y' (R' U R) R2 R' R' R Uw U U' Uw'
Gb: (R' U' R) y (R2' Uw R' U) (R U' R Uw' R2') R2 R' R R Uw U U' Uw'
Gc: (R2' Uw' R U') (R U R' Uw R2) (Fw R' Fw') right thumb U face R2' R R R' Uw' U' U Uw
Gd: (R U R') y' (R2' Uw' R U') (R' U R' Uw R2) R2' R R' R' Uw' U' U Uw
- Ja permutation
Ja |
|
- Na / Nb permutations
Na |
|
(B) . . X (L) X X X (R) X . . (F)
X X . X X X X X X |
Nb |
|
(B) . X X (L) . X . (R) X X . (F)
X X . X X . X X X |
Algorithms
- PLL - swap 2 edges
R U R' U R U2 R' U
Finger Tricks
- D2 move
- Use the ring and major finger. To work well, hold the cube with index and thumb such that ring and major hits the left (or right) side of the D face almost vertically. For instance, using the left hand, the index must hold both the LBU corner and LB edge, and possibly a bit the center back face and BU edge. See this video.