Rubik F2L
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Main page Rubik's cube
Intro
Source: Tutoriel : Résoudre les F2L intuitivement
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.
There are 3 F2L families: sticker UP, sticker FRONT, and sticker RIGHT.
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. |
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(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.