Rubik F2L: Difference between revisions

From miki
Jump to navigation Jump to search
Line 573: Line 573:
* <code>l R U' R' U l'</code> ({{blue|grip: LH thumb U face}}) (to solve <code>L' U2 L y'</code>, normally solved with <code>y' R U2 R'</code>)
* <code>l R U' R' U l'</code> ({{blue|grip: LH thumb U face}}) (to solve <code>L' U2 L y'</code>, normally solved with <code>y' R U2 R'</code>)
:Reverse formula, <code>l U' R U R' l'</code> ({{blue|grip: LH thumb U face, RH thumb D face}}, or better {{blue| LH thumb U face}} first, then <code>U</code> done by pushing with right ring finger, and <code>U R' l'</code> is executed like <code>U R2'</code> in the Ub PLL perm), is an alternative to <code>R U R' U R U' R'</code>, where 2nd <code>U</code> must be done by pushing with left index.
:Reverse formula, <code>l U' R U R' l'</code> ({{blue|grip: LH thumb U face, RH thumb D face}}, or better {{blue| LH thumb U face}} first, then <code>U</code> done by pushing with right ring finger, and <code>U R' l'</code> is executed like <code>U R2'</code> in the Ub PLL perm), is an alternative to <code>R U R' U R U' R'</code>, where 2nd <code>U</code> must be done by pushing with left index.

* TRAINME &mdash; Sometimes a mere {{rubik|d}} or {{rubik|d'}} is the easiest way to get an easy pair to insert (instead of all the other tricks given here). But should see which one is the fastest.
* TRAINME &mdash; Insertion with {{rubik|F U' F'}} or {{rubik|F' U' F}}. Note that Victor does not like the left mirror, and instead do a {{rubik|d}} or {{rubik|d'}}.


; [https://play.google.com/store/apps/details?id=com.BodorGdev.fridrichsolver2&hl=en Android - Fridrich Solver (Algorithms summary)]
; [https://play.google.com/store/apps/details?id=com.BodorGdev.fridrichsolver2&hl=en Android - Fridrich Solver (Algorithms summary)]

Revision as of 21:01, 8 September 2015

This page is dedicated to solving the first 2 layers of the Rubik's cube.

Resources

Intro

This page is dedicated to solving the first two layers of the Rubik's cube, after making the cross on the D face.

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 indicate that we reached a basic case.
  • We can always replace U2 R U' R' with U 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 Rbf2l cornerok1.png
02 Rbf2l cornerok2.png
  • (FR) U R U' R' y U' L' U L y'
  • (FR) FASTER Using inverse SH U R U' R' F R' F' R no y but re-grip
  • (FR) U R U R' U' F' U' F small re-grip
  • (FL)
  • (BR)
  • (BL)
  • (FR) This move is called Le Belge.
  • (FR) A faster option using an inverse sledgehammer, but requires a small regrip.
  • (FR)
  • (FL)
  • (BR)
  • (BL)
03 Rbf2l cornerok3.png
  • (FR) FAST (no y / y') 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
  • (FR) FASTER (no y / y') U' R' F R F' R U R' 2nd U with LH index
  • (FL) U' L' U L y' U R U' R' y
  • (FL) FASTER Using inverse SH U' L' U L F' L F L' no y but re-grip
  • (BR)
  • (BL)
  • (FR) (R U' R' to create a known F2L case)
  • (FR) With a sledgehammer, 2nd U with LH index)
  • (FL) Mirror of 02.
  • (FL) Mirror of 02.
  • (BR)
  • (BL)

Edge correct, corner slot free

  • Case 05 can be easily inserted from any angle without cube rotation.
04 Rbf2l edgeok1.png

sexy sexy sexy

This is different from case 15 because corner and edge color mismatch.

05 Rbf2l edgeok2.png
  • FR: y U L' U L U2' L' U L y'
  • FR: Faster, no y / y' U R U R' U2 R U R'
  • FL: Faster, no y / y' U L' U L U2' L' U L
  • BR: Faster, no y / y' U R' U R U2' R' U R
  • BL: Faster, no y / y' U L U L' U2' L U L'
  • FR: (L1, FL) Get a /L1/ using FL corner, and U then L' move.
  • FR: Create a /R2/ with U R. The rest follows naturally.
  • FL: alt using sledge: U L' U L L F' L' F, F with thumb)
  • BR:
  • BL:
06 Rbf2l edgeok3.png
  • FR: U' R U' R' U2 R U' R'
  • FL:
  • BR:
  • BL:
  • FR: (R1, BR) Get a /R1/ using BR corner.
  • FL:
  • BR:
  • BL:

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.
07 Rbf2l cornerdf1.png
08 Rbf2l cornerdf2.png
09 Rbf2l cornerdf3.png

y sexyL sexyL y'

col-white F-col — (alt. U2 R U' R' y L' U' L y')

10 Rbf2l cornerdf4.png

R U' R sexy' (best grip, RH: front/back, index to prepare for U)

white-col1-col2 — (alt. R U' R' R' F R F' or y L' U2 L y' R U2 R')

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 Rbf2l cornerdr1.png
12 Rbf2l cornerdr2.png
13 Rbf2l cornerdr3.png

y L' U L sexyL' y'

col2-col1-white — (alt. R U R' U' F R' F' R)

14 Rbf2l cornerdr4.png

sexy sexy

col-white R-col — (alt. U2 L' U L y' R U R')

Corner in U-layer with cross-color on U-face

Not touching cases
There are four such cases. Get a basic base by
  1. bring edge to its color
  2. raise empty slot
  3. bring corner above the edge, then
  4. turn back slot.
15 Rbf2l corneruu1.png
  • R U2' R' y U2 (L' U L)
  • Faster, FR: U' R' F R F' R U' R'
  • Fast!!!, FR: R U' l U' R' U l' (LH thumb on U, 1st U' with R thumb).
  • Faster, FL:
  • Faster, BL: L U' L' y' L' U2 L (B with RH index).
  • Faster, BR: R' U R' F R F' R
  • Get the pair out, then reinsert (alt. R U2' R' U' F R' F' R')
  • FR: U', then connect with SH, then insert.
  • FR: a combo R U' R' + l R U' R' U l' (Victor's video 7)
  • FL: left SH, or y', the subcase FR above.
  • BL: Victor's formula.
  • BR: This is usual code. Victor uses R' U R d' R U' R' (d' = U' y).
16 Rbf2l corneruu2.png

y L' U2 L U (L' U' L) y'

(L2, FL, rot) create a /L2/ case by using BL corner with y L' move, and U2.

17 Rbf2l corneruu3.png
  • FR: y U L' U L U y' R U R' (R' F R F')
  • FR: Faster R U R' U2' sexy sexy
  • FR: Faster [U2] (R2 U2') (R' U' R U' R2')
  • FR: Fastest sexy' (U' R U' R') sexy' TRAINME
  • BL: Faster [U2] (L2 U2') (L' U' L U' L2')
  • FR: (LLLU1, FL) idem, fall-back using BL corner (with y U then L' ).
  • FR: perso, using sexy moves
  • FR: Source: Bob Burton
  • FR: Perso, very easy and fast
  • BL: Source: Bob Burton
18 Rbf2l corneruu4.png

y U' L' U2 L L F' L' F y'

Not touching case — see above.

19 Rbf2l corneruu5.png

U2 R U R' R' F R F'

Not touching case — see above.

20 Rbf2l corneruu6.png

R U2' R' U' (R U R')

(R2, BR, rot) create a /R2/ case by using BR corner with R move, and U2.

21 Rbf2l corneruu7.png
  • FR: U' R U' R' U' y L' U' L (L F' L' F)
  • FR: Fastest (U' R U R') (R' F R F') (R U' R') First U with LHTRAINME
  • FR:
  • FR: Something I found, very easy. To setup, do inverse and mirror of case 17.

(LLBU2, BR) fall-back to case 22 using BR corner with U' then R, .

22 Rbf2l corneruu8.png

U R U2' R' R' F R F'

Not touching case — see above.

23 Rbf2l corneruu9.png

y U2' L' U' L L F' L' F y'

Not touching case — see above.

Corner in U-layer with cross-color on R-face

24 Rbf2l cornerur1.png
  • FR: y U L' U' L y' U' R U R'
  • FR: Faster, no y / y' : U2 R' F R F' U2 R U R' TRAINME
  • FL: Fast, standard grip, no regrip: [U2] L' U L' R B L B' M'
  • BR:
  • BL:
  • FR: (R2, FL) Get a /R2/ case using FL corner, and U then L' move.
  • FR: Using a sledgehammer. First with LH, 2nd with RH.
  • FL:
  • BR:
  • BL:
25 Rbf2l cornerur2.png
  • FR: L' U L THIS IS WRONG
  • FL:
  • BR:
  • BL:
  • FR: (L1) We directly have a basic case /L1/
  • FL:
  • BR:
  • BL:
26 Rbf2l cornerur3.png
  • FR: y' U R' U2 R y U' R U R'
  • FR: faster R U' R' U + case 06 (except 1st U') (no regrip) TRAINME
  • FR: sexy' U' sexy sexy (with last U' optional)
  • FR: (R U R' U) (R' F R F') (R U R' U') (with last U' optional)
  • FL:
  • BR:
  • BL:
  • FR: (R2, FL) We want to get a /R2/ case. We can with FL corner (or y U L' U2 L U' y' R U R')
  • FR: This is actually inverse of my variant for #17, with init. U moves optimized out. Standard grip.
  • FR: Perso
  • FR: Another perso w/o cube rotation
  • FL:
  • BR:
  • BL:
27 Rbf2l cornerur4.png
  • FR: y' U R' U2 R U' U' R' U R y
  • FL:
  • BR:
  • BL:
  • FR: (L1, FL) (alt: y U L' U2 L U' L F' L' F y').
  • FL:
  • BR:
  • BL:
28 Rbf2l cornerur5.png
  • FR: U' R U R' U R U R'
  • FL:
  • BR:
  • BL:
  • FR: (R2, BR): we need to shift our edge by a single U move
  • FL:
  • BR:
  • BL:
29 Rbf2l cornerur6.png
  • FR: U' R U' R' U R U R'
  • FL:
  • BR:
  • BL:
  • FR: (R2, BR) we get a /R2/ case using BR corner and U' R move
  • FL:
  • BR:
  • BL:
30 Rbf2l cornerur7.png
  • FR: R U' R' U2 y L' U' L y'
  • FL:
  • BR:
  • BL:
  • FR: (L2, BR, rot) we get a /L2/ case using BR corner and R U' move
  • FL:
  • BR:
  • BL:
31 Rbf2l cornerur8.png
  • FR: R U R'
  • FL:
  • BR:
  • BL:
  • FR: (R2): this time we directly get a /R2/
  • FL:
  • BR:
  • BL:
32 Rbf2l cornerur9.png
  • FR: y' U R' U' R U' U' R' U R y
  • FL:
  • BR:
  • BL:
  • FR: (L1, FL): Here the best is to solve FR then send it to BR (alt: y' U R' U' R U' y F R' F' R or y U L' U' L U' L F' L' F y').
  • FL:
  • BR:
  • BL:

Corner in U-layer with cross-color on F-face

33 Rbf2l corneruf1.png
  • FR: U' R U R' U y L' U' L
  • FR: Faster, no y / y' U2 R U R' F R' F' R
  • FL: Faster, no y / y' U2' L F' L' F U2' L' U' L
  • BR:
  • BL:
  • FR: (L2, BR) goal is to get a /L2/ using BR corner.
  • FR: Using a SLp to insert the basic case.
  • FL:
  • BR:
  • BL:
34 Rbf2l corneruf2.png
  • FR: y U L' U L U' L' U' L
  • FL:
  • BR:
  • BL:
  • FR: (R2, FL) we use FL corner to get a /L2/
  • FL:
  • BR:
  • BL:
35 Rbf2l corneruf3.png
  • FR: y L' U L U2' y' R U R'
  • FR: F' U F U2' R U R', faster, TRAINME
  • FR: R U R' U2 R U' R' U R U' R', FAST + edge control! (Normal grip, 1st U with LH), trainme
  • FL:
  • BR:
  • BL:
  • FR: (R2, FL, rot) we use FL corner to get a /R2/
  • FR: Same as above, but without y y' rotations.
  • FR: Use this variant to avoid a dot OLL.
  • FL:
  • BR:
  • BL:
36 Rbf2l corneruf4.png
  • FR: y L' U' L
  • FL:
  • BR:
  • BL:
  • FR: (L2) We directly have a /L2/.
  • FL:
  • BR:
  • BL:
37 Rbf2l corneruf5.png
  • FR: U' R U2 R' U2 R U' R'
  • FL:
  • BR:
  • BL:
  • FR: (R1, BR).
  • FL:
  • BR:
  • BL:
38 Rbf2l corneruf6.png
  • FR: U R U' R'
  • FL:
  • BR:
  • BL:
  • FR: (R1) we have directly a basic case /R1/.
  • FL:
  • BR:
  • BL:
39 Rbf2l corneruf7.png
  • FR: U' R U2 R' U y L' U' L
  • FL:
  • BR:
  • BL:
  • FR: (L2, BR) Get a /L2/ using BR corner.
  • FL:
  • BR:
  • BL:
40 Rbf2l corneruf8.png
  • FR: U' R U R' U2 R U' R'
  • FL:
  • BR:
  • BL:
  • FR: (R1, BR) Get a /R1/ using BR corner.
  • FL:
  • BR:
  • BL:
41 Rbf2l corneruf9.png
  • FR: y U L' U' L U' L' U' L
  • FL:
  • BR:
  • BL:
  • FR: (L2, BR) Because U color are different, goal is to get a /L2/ case here using BR corner (alt. U' R U' R' U y L' U' L).
  • FL:
  • BR:
  • BL:

More tricks

Tutoriel F2L avancés - Partie 1 (déconjugaison intelligente)
  • Déconjugaison intelligente
Tutoriel F2L avancés - Partie 2 (Insertions sous différents angles)
  • 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 and y' is ok. When choosing between both, favor the one that leads to R and U moves.
For instance, better do y' R' U R than y L' U L to insert a base case.
Tutoriel F2L avancés - Partie 3 (Utilisation des slots libres)
  • Use free slots
Tutoriel F2L avancés - Partie 4 (Eviter les rotations y et y')
  • Goal of this part: Avoid y and y' 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, but R' 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' or U 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) or U 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)
Tutoriel F2L avancés - Partie 7 (Eviter les regrips et les rotations de cube)
  • r' U' R U M' (to solve L U L' U' y, normally solved with d L U' L)
  • r' R2 U' R' U M' (to solve L' U L U y', normally solved with d' L' U' L)
  • l R U' R' U l' (grip: LH thumb U face) (to solve L' U2 L y', normally solved with y' 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, then U done by pushing with right ring finger, and U R' l' is executed like U R2' in the Ub PLL perm), is an alternative to R U R' U R U' R', where 2nd U must be done by pushing with left index.
  • TRAINME — Sometimes a mere d or d' is the easiest way to get an easy pair to insert (instead of all the other tricks given here). But should see which one is the fastest.
  • TRAINME — Insertion with F U' F' or F' U' F. Note that Victor does not like the left mirror, and instead do a d or d'.
Android - Fridrich Solver (Algorithms summary)
  • This app shows solutions for all F2L cases.
  • FAST: Use d and d' move instead of y' U or y U'. This happens extremely frequently, and is very useful to solve pair in any slot without turning the cube.