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f2l Algorithms Different Slot Positions PDF

The document provides F2L algorithms for solving the first two layers (F2L) of the Rubik's Cube in different slot positions. It includes basic insert algorithms, algorithms to solve the four main F2L cases, and algorithms to solve incorrectly connected or misoriented pieces. The algorithms are presented with notation and images to demonstrate the moves.
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100% found this document useful (1 vote)
1K views8 pages

f2l Algorithms Different Slot Positions PDF

The document provides F2L algorithms for solving the first two layers (F2L) of the Rubik's Cube in different slot positions. It includes basic insert algorithms, algorithms to solve the four main F2L cases, and algorithms to solve incorrectly connected or misoriented pieces. The algorithms are presented with notation and images to demonstrate the moves.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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F2L Algorithms – All Four Slot Angles

Developed by Feliks Zemdegs


and Andy Klise

Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithm Presentation Format

It is not recommended to learn any of these


Suggested algorithm here
algorithms before learning intuitive F2L.
Alternative algorithms here
The black part of each algorithm sets up the pieces to
Set up F2L pair // Solve F2L pair a basic insertion case, which is then written in blue.

Basic Inserts
y' U' (R' U R)
U (R U' R')
y U' (L' U L)

y' (R' U' R)


(R U R')
y (L' U' L)

F2L Case 1
U' (R U' R' U) y' (R' U' R)
U' (R U R' U) (R U R')
y' U (R' U' R U') (R' U' R)

R' U2' R2 U R2' U R


U' (R U2' R' U) y' (R' U' R)
y' U (R' U2 R) U' y (R U R')
U' (R U2' R') d (R' U' R)
(R U' R' U) (R U' R') U2 (R U' R')

y' U (R' U R U') (R' U' R) U' (R U' R' U) (R U R')

F2L Case 2
y' (U R' U' R) U2' (R' U R)
(U' R U R') U2 (R U' R') d (R' U' R) U2' (R' U R)
Note – (y' U) and (d) are interchangeable

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


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

F2L Case 3

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

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


U2 (R U R' U) (R U' R') F' L' U2 L F
Note – The second algorithm is fewer
(R U' R') U2 (R U R')
moves, but less intuitive and less finger-
friendly.
Incorrectly Connected Pieces
y' (R' U R) U2' y (R U R') (R U' R' U2) y' (R' U' R)
(R U R') U2 (R U' R' U) (R U' R') U F (R U R' U') F' (U R U' R')

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

U (R U' R' U') (R U' R' U) (R U' R') y' U' (R' U R U) (R' U R U') (R' U R)
(R U R' U2') (R U R' U') (R U R') F (U R U' R') F' (R U' R')

Corner in Place, Edge in U Face


U' F' (R U R' U') R' F R U (R U' R') U' (F' U F)
R' F' R U (R U' R') F U (R U' R') (F R' F' R)

(R U' R' U) (R U' R') y' (R' U R U') (R' U R)

y' (R' U' R U) (R' U' R)


(R U R' U') (R U R')
(R' F R F') U (R U' R')

Edge in Place, Corner in U face


(R U' R' U) y' (R' U R)
(U R U' R') (U R U' R') (U R U' R')
U' (R' F R F') (R U' R')

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

(U' R U R') d (R' U' R) U (F' U' F) U' (R U R')

Edge and Corner in Place

Solved Pair (R U' R') d (R' U2 R) U2' (R' U R)

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

(F' U F) U2 (R U R' U) (R U' R') (R U R' U') (R U' R') U2 y' (R' U' R)
(R U' R') F (R U R' U') F' (R U' R')
F2L Algorithms – All Four Slot Angles
Developed by Feliks Zemdegs
and Andy Klise

Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithms for slot in back-right position.

Basic Inserts
y U (R U' R')
U' (R' U R)
y' U (L U' L')

y (R U R')
(R' U' R)
y' (L U L')

F2L Case 1

U (R' U' R U') (R' U' R) U (R' U R U') y (R U R')

R U2' R2' U' (R2 U' R') U (R' U2 R) U' y (R U R')

U (R' U R U') (R' U' R) y U' (R U' R' U) (R U R')

F2L Case 2
y (U' R U R') U2 (R U' R')
(U R' U' R) U2' (R' U R)
U r' (U R U' R') U' r

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

F2L Case 3

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

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


y U2 (R U R' U) (R U' R') R' F' U2 F R
Note – The second algorithm is fewer moves,
but less intuitive and less finger-friendly.
Algorithms for slot in back-right position.

Incorrectly Connected Pieces


y (R U' R' U2) y' (R' U' R)
(R' U R) U2' y (R U R') U (R U' R' U) (R' U' R)
(R2' F R F' R) U2' (R' U R) Note – the second algorithm should only be
used when the front-right slot is empty.

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

(R' U' R U' y) (R U' R' U) (R U' R') U' (R' U R U) (R' U R U') (R' U R)
(U R' U2' R) y (R U2' R' U) (R U' R') y F (U R U' R') F' (R U' R')

Corner in Place, Edge in U Face

y U (R U' R') U' (F' U F)


(U' R' U R) y U (R U' R')
y U (R U' R') (F R' F' R)

y (R U' R' U) (R U' R')


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

(R' U' R U) (R' U' R) y (R U R' U') (R U R')

Edge in Place, Corner in U face


(R' U R' F) (R F' R)
(U' R' U R) (U' R' U R) (U' R' U R)
(R' U R U') y (R U' R')

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

y (U' R U R') d (R' U' R) U (R' U' R) y U' (R U R')

Edge and Corner in Place

Solved Pair (R' U R) d' (R U2' R') U2 (R U' R')

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

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


R')
F2L Algorithms – All Four Slot Angles
Developed by Feliks Zemdegs
and Andy Klise

Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithms for slot in front-left position.

Basic Inserts
y' U (R U' R')
U' (L' U L)
y U (L U' L')

y' (R U R')
(L' U' L)
y (L U L')

F2L Case 1

U (L' U' L U') (L' U' L) U (L' U L U') y' (R U R')

L U2' L2' U' (L2 U' L') U (L' U2 L) U' y' (R U R')

U (L' U L U') (L' U' L) y' U' (R U' R' U) (R U R')

F2L Case 2
y' (U' R U R') U2 (R U' R')
(L U L') y' (U R U' R') (U L' U' L) U2' (L' U L)
Note – the second algorithm should only be
used when the back-left slot is empty.

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

F2L Case 3

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

F R U2' R' F' U2 (L' U' L) U' (L' U L)


Algorithms for slot in front-left position.

Incorrectly Connected Pieces


y' (R U' R' U2) y' (R' U' R)
(L' U L) U2' y' (R U R') (U' R U' R') U' (L' U' L)
Note – the second algorithm should only be
used when the front-right slot is empty.

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

y' U (R U' R' U') (R U' R' U R U' R') U' (L' U L U) (L' U L U') (L' U L)
y' (R U R' U2') (R U R' U') (R U R') y' F (U R U' R') F' (R U' R')

Corner in Place, Edge in U Face


y' U (R U' R') U' (F' U F)
(U' L' U L) d (R U' R')
y' U (R U' R') (F R' F' R)

y' (R U' R' U) (R U' R') (L' U L U') (L' U L)

y' (R U R' U') (R U R')


(L' U' L U) (L' U' L)
(r U' r' F) (r U' r' F)

Edge in Place, Corner in U face


(L' U L U') y' (R U' R')
(U' L' U L) (U' L' U L) (U' L' U L)

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

y' (U' R U R') d (R' U' R) U (L' U' L) y' U' (R U R')

Edge and Corner in Place

Solved Pair (L' U L U') y' (R U2' R' U2 R U' R')

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


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

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


(L' U L) F R U2' R' F'
F2L Algorithms – All Four Slot Angles
Developed by Feliks Zemdegs
and Andy Klise

Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithms for slot in back-left position.

Basic Inserts
y U' (R' U R)
U (L U' L')
y' U' (L' U L)

y (R' U' R) (L U L')

F2L Case 1

y U (R' U' R U') (R' U' R) U' (L U L' U) (L U L')

y R U2' R2' U' (R2 U' R') L' U2 L2 U (L2' U L)

y U (R' U R U') (R' U' R) U' (L U' L' U) (L U L')

F2L Case 2

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

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

F2L Case 3

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

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


y' F R U2' R' F' y R' F' U2 F R
Note – The second algorithm is fewer moves,
but less intuitive and less finger-friendly.
Algorithms for slot in back-left position.

Incorrectly Connected Pieces


y (R' U R) U2' y (R U R')
U' (L' U L U') (L U' L') (L U' L' U2) y (R' U' R)
Note – the second algorithm should only be
used when the front-left slot is empty.

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

U (L U' L' U') (L U' L' U) (L U' L') y U' (R' U R U) (R' U R U') (R' U R)

Corner in Place, Edge in U Face


[y2] [y2]
y' (U' L' U L) d (R U' R') U (L U' L') d' (R' U R)

[y2] [y2]
(L U' L' U) (L U' L') y (R' U R U') (R' U R)

[y2] [y2]
y (R' U' R U) (R' U' R) (L U L' U') (L U L')

Edge in Place, Corner in U face


[y2] [y2]
y (R' U R' F) (R F' R) (U L U' L') (U L U' L') (U L U' L')

[y2] [y2]
(U' L U' L') U2 (L U' L') U (L U L') U2 (L U L')

[y2] [y2]
(U2' L U L') d' (R' U R) y U2' (R' U R) d (L U L')

Edge and Corner in Place


[y2] [y2]
Solved Pair y (R' U R) d' (R U2' R' U2 R U' R')

[y2] [y2]
(L U L' U') (L U2 L' U') (L U L') (L U' L' U) (L U2' L') U (L U' L')

[y2] [y2]
y (R' U R) U2' y (R U R' U R U' R') (L U' L') d' (U' R' U' R U') (R' U R)

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