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How To Get Faster At F2l

Rubik's Cube solution video link

The most popular Speedsolving method is the CFOP (Cross, Start 2 layers, Orientation of concluding layer, Permutation of last layer) a.chiliad.a Fridrich Method. Unlike The beginner's method, the Speedsolving method focuses mainly virtually solving the Rubik'due south cube in the fastest and almost efficient way, rather than the easiest manner.

The CFOP method boilerplate number of moves for a complete solution is ~56 moves.
While using the beginner's method, the average number of moves is roughly around 110 moves. (100% more moves!)

All top ranking speedcubers today use the CFOP method (sometimes with additional variations to information technology). Mastering the speedsolving method requires learning some new algorithms and practice, and takes a bit longer than the beginner's method. However since fully mastered it will enable yous to speedsolve the Rubik's cube much faster, and basically from there just practice is what stands between you lot and sub 30/20/10 solving time, and the earth record!

Annotation: It is advised to start learning the speedsolving method only after successfully solving the Rubik's cube and mastering the beginner's method. Speedsolving is all well-nigh time, so information technology best to be able to solve the Rubik's cube within ane:30-2:00 minutes earlier starting time learning it. Before that information technology might only exist too soon. Read my beginners solving tips on how to go faster, equally they review the basic principle that relevant for every speed-cuber. The Fridrich method consists of 4 steps simply:

  • Cross: Solving the first layer four border pieces completely. (what looks like a cantankerous shape)
  • F2L: Solving the get-go two layers completely (not hard equally it sound:) )
  • OLL (Orientation of Last Layer): Correctly orienting the last layer corner & edge pieces.
  • PLL (Permutation if Last Layer): Correctly permuting the last layer corner & border pieces.

Tip: I recommend getting a quality and well turning Rubik's cube before start learning the speedsolving solution method, as it makes the learning of new algorithms easier, and much more than fun!

Last and not to the lowest degree, quickly read once again my Rubik'southward cube solution intro role to brand sure you are on the aforementioned folio for the mechanical stuff of the cube like what border, corner and center pieces are, and move notations, et cetera. It is of import to know the total move notations for speedsolving (eye layer turns, double layer turns & cube rotations) cheque my guide here- Motion Notations Page.

The Solution

The Cantankerous

Solving the cross is the get-go step of the CFOP, it consists of solving the 4 border pieces of the first layer yous choose to get-go with. Later on solving them correctly they will form a shape of "cantankerous". This step is exactly the same as the first step of the beginner's method, so yous should already know how to do it, nevertheless with one departure: Solving the cross on the bottom of the cube instead on top. Thus saves the need of flipping the cube upside down during the solving which saves valuable time, and allows much faster shifting to the next step. Solving the cross on the bottom will also permit looking ahead for the next step, which is a central principle in speedcubing. Information technology is ok to go on solving the cross on tiptop, notwithstanding I highly recommended starting to practice solving it on the bottom already.

Solving the cross on the bottom won't be natural at the beginning, mostly due to the fact that you don't meet the being solved pieces. Another con of solving the cantankerous on the lesser is that it'southward harder to realize you'd misplaced 1 of the pieces, which will cost valuable time and setback in resolving the cube.

Only keep practicing solving the cantankerous on the bottom. Information technology will take longer than solving information technology on meridian in the beginning, withal after some practicing it will become much easier and worthwhile. Don't afraid to look at the bottom of the cube during your solving at the outset, after some practice yous'll be able to avoid this addiction.

Choosing a color: Most of the speedcubers chooses white equally the colour to start with and solve the cross on. Choosing a color and sticking to it is important, as you will go to know this color-scheme past heart, and become faster recognition for the pieces to solve in adjacent steps (mostly in the F2L).

Solving the cross is based on intuitive moves only, no algorithms required. These examples cover all possible edge positions:

Cross solving position #1 | Image version

R2

Cross solving position #2 | Image version

u' R u

Cross solving position #3 | Image version

R u R' u'

F2L

The second step is about completely solving the first 2 layers (a.g.a F2L). This pace is parallel to steps 2-3 in the beginner's method. F2L is a very of import step of the speedsolving, where most of the time improvement occurs, at all levels, thanks to the huge advantage for looking ahead and skillful cubing techniques (east.grand. no cube rotations), which can lead to lightning fast solving even not for the fastest hands.

8 pieces needed to be solved in this step: the 4 of the first layer corner pieces, and the four center-layer edge pieces. The way to solve this footstep is past pairing a matching corner & edge slice, and solving them together to their slot, making this step about solving iv pair-pieces.

Block example Slot example

Slot- The place on the cube where the paired corner & edge slice should be solved to. There are four slots to solve to complete this step.

Block- a paired up corner & edge pieces I telephone call a Block.

Solving the F2L should be done intuitively, with no use of algorithms. Information technology can take some time to fully understand and master all the possible variations for this step, however it is very rewarding!

There are 41 possible variations of unlike corner-edge positions (not including the already solved edge-corner variation), yet most of them are

very like

, equally they are mirrors of each other.

Most of the possible 41 variations solving will end in one of the ii following options to insert a corner & edge cake to its slot:

F2l solving position #1 (Image version)

U' F' U F

F2l solving position #2 (Image version)

F' U' F

In the first variation you lot can see that the edge and corner pieces are already paired upwardly to a block, and only have to be inserted to the slot.

In the second variation, the corner and border pieces are not matched to a block all the same, however during the insertion to the slot they are existence paired. Fifty-fifty that they are not already paired – the number of moves required to solve them is like to a paired block. That's style this position will be considered just liked as a paired cake. You could easily recognize this position by 2 signals: 1) the colour you chose to start with (colour of the cross & first layer) on the corner piece is facing to one of the sides (i.eastward. and not facing up, on the U face). ii) The colors on the border piece are in inverse position to the similar colors on the corner (as you can see on the animation in a higher place: the blue sticker on the edge piece is on the R face, while the blue sticker on the corner piece in on the U face (instead of being in one of the side faces like Fifty / F / B/ R). Same goes for the red sticker- one is up while the other one is on the side). After some practice you lot'll recognize that without even thinking about it.

The way to arroyo and solve each of the possible 41 variations is divided into 2 stages:

  1. Bringing the corner & border pieces to one of the two solving positions shown above (blocked pieces, or being blocked while inserting)
  2. Solving the variation by inserting the edge-corner block to its slot.

Basically, all you lot have to acquire in this step is to intuitively do the first phase, significant bringing the corner & edge pieces to one of the solving positions and working form there. Since most of the variations are very similar (mirrors), doing that is very similar in all variations. The all-time manner to empathize that is by slowly post-obit all the solving algs for the unlike variations until y'all get it. I explain everything in the examples beneath:

Case Example ane

F2L solving example #1 Image version

Since the colors of the edge & corner pieces on top does not match (bluish & red in this example), it seems that the best way to solve this variation is by getting the pieces to fit the second solving position. For that, all we'll have to do is to "move" the edge piece one place left, to the L-U faces.

Trigger the animation and see how it is done. The way to practice it is by moving the corner to the right (to the R-B-U faces) by doing U', and so making an R turn, that manner we will be able to make a U' turn and move the edge piece to the desired location, without moving the corner forth with it, and without affecting any of the already solved cross pieces and other 3 slots. Then we'll render the corner dorsum to the Upper face by doing R'. That's it, the edge and corner are prepare to exist inserted to the slot using the second solving position (execute U F' U' F to terminate inserting)

Notation that likewise the post-obit variations use the exact same technique: #ten, #13, #15, #xvi (#10 is exactly the same situation- but in a mirror view; #xiii: the only difference is that nosotros accept to "movement" the edge piece at the beginning 2 places to the left, to reach the L-U faces- Just difference is U2 instead of U')

Case Example two

F2L solving example #2 Image version

In this variation the edge and corner colors match (Blueish colour is on top in both pieces, Ruby-red is on the side in both pieces), therefore the right way here will be solving this variation by pairing them to a block and using the get-go solving position (only one exception to this rule- cases #7 & #8 where the border and corners colors fit – nonetheless it's easier to bring them to the 2nd solving position).

The mode to do it is by "moving" the border piece one place right, to the R-U faces. For that nosotros'll use the exact aforementioned technique as the previous position: Nosotros'll movement the corner to the R-B-U faces past doing U', and and so make an R plough (taking the corner piece down, so information technology won't be affected by the U plough of the next move), and then we'll do the U turn to reposition the edge slice where we want it, and make an R' turn to get the corner support. Now the corner and edge pieces are completely paired and forms a block, all that left is to insert them into the slot past executing the first solving variation (U2 R U' R').

Note that too the following variations use the exact same technique: #4, #5, and #six.

Case Example 3

F2L solving example #3 Image version

This variation can be seen in first inspection a fiddling chip harder for intuitive solution, withal it is much easier than it looks! Here is how it goes: We'll pair up the border and corner piece to a cake, and solve it by the starting time solving position. Nosotros'll take to flip the corner so the first-layer color (white in our case) volition confront to one of the sides, instead on facing top; and then we'll pair upwards the corner with the edge piece to form a block.

Lucky us, information technology's done simultaneously: We'll turn the U face until the border piece side colour volition fit the center piece below it (In our case this is reddish, and requires a single U turn), then we'll make an R plough so the edge piece goes temporary to the middle layer. At present, we'll make a U2' plow to place the corner on top of the border piece (

Pay attention:

we accept just paired them and created the block), and return the edge-corner block to the Upper face by doing R'. Interesting thing is that while returning the border piece to the top we used it to both pair the piece and flip the corner. Now the block is ready to exist solved to the slot by executing the first solving variation (U R U' R')

Note that also the following variations use the exact same technique: #20, #21 and #22.

In variations where the corner or edge piece (or both of them) is within the slot, usually the arroyo is to go the piece out of the slot back to the U face, adjust the corner-edge pieces to one of the solving positions, and insert them into the slot correctly. Usually, we will try to eject the edge/corner piece to the U face in a fashion that the other slice of the pair will already be correctly positioned to fit one of the solving position.

Now, take your fourth dimension and learn how all the dissimilar variations of the F2L are being solved. Focus on understanding how it is done rather than learning the "algorithms". The bolded algorithms are the ane that I apply in my solving (the one that I find the easiest/near comfy for me to execute).

In this stride I focused on learning the basics of F2L, however the F2L is the step with the biggest potential for time reduce and improvement, with lots of advanced techniques which I show in the Advance F2L page:

  • Minimizing cube rotations (re-gripping)
  • Maximizing looking ahead.
  • Taking advantage of empty slots
  • Multi-slotting
  • Special cases & tricks

After you lot feel comfortable intuitively solving the F2L, read my advance F2L techniques folio.

OLL

The third step of the solution is Orientation of Terminal Layer (a.k.a OLL). Orienting the last layer includes 8 pieces: 4 Corners & four edges, all to be solved in 1 algorithm (or 2 – for ii look OLL). The permutation of the edge & corner pieces in this pace does not matter and they will exist addressed in the next step.

At that place are 57 different possible variations (or combinations) of the last layer pieces orientations (Not including the fully solved variation). Therefore there are 57 unlike algorithms to acquire to fully master the 1 look OLL. However, since it is a lot to learn, the best manner to start is with the ii Look OLL:

2 Look OLL

2 wait OLL means solving the OLL within ii algorithms (2 looks). The two look OLL requires knowing only 10 algorithms, which some of them yous should already know from the Rubik'due south cube beginner's method. Here is how it goes:

  1. Orienting the LL edge pieces: There are merely 3 algorithms necessary hither:

OLL 2 look algorithm #1

OLL 2 look algorithm #2

OLL 2 look algorithm #3


[F R U R' U' F'] [f R U R' U' f']


  1. When two opposite edges are oriented: Utilise the T orientation algorithm. All edges volition become oriented.
  2. When 2 adjacent edges are oriented: Use the P orientation algorithm. All edges will become oriented.
  3. When no edges are oriented: This algorithm is the combination of the first two algorithms executed ane after the 2nd (T+P). All edges volition get oriented.

  1. Orienting the LL corner pieces: There are just 7 possible variations of corner orientations when all the edges are already oriented. All seven cases and their algorithms are in the first table of the OLL Algorithms page.

1 Look OLL

1 await OLL or Total OLL means solving all the possible variations and orienting the concluding layer within 1 algorithm. The OLL stride is the "to the lowest degree rewarding" step in a matter of learning algorithms, meaning that the transition from ii await OLL to one look OLL requires boosted 47 algorithms- even so rewards in "only" effectually 2-4 seconds. Full OLL becomes more relevant in sub 20 second solving and under. Keep in mind that the PLL algorithms (4th step) are more than of import and it is better to fully learn them (21 total) before going for the total OLL. Fast OLL solving is a affair of knowing the algorithms, and fast fingertricks. Though it is of import to piece of work on your fast execution of these algs, near of the progress and time-reducing will happen in the F2L (Such practise volition improve your turning speed which volition brand also your OLL faster).

Recognition

The algorithms are divided into sub-groups based on the shape they class on the U face (e.grand. P shapes, T shapes and lightning bolts shapes), which makes it much easier to speedily recognize the variation and execute the right algorithm.

In that location is admittedly no need to try and larn them all in once, just quickly review them and overview the dissimilar shapes and how to identify them. It is advised to larn a new algorithm one time a day or so (depends how much time you spend solving the Rubik's cube a day:) ). Make sure that you commencement with the 10 algorithms required for the ii look OLL, but and so progress to the residual. After learning the 2 expect OLL algs, I would recommend just trying different algs and first with those easier for y'all to execute. You tin continue and start learning the last footstep (PLL) while yet learning the 2 Look OLL algorithms (you withal can solve the OLL with upwards to 5 looks using the beginner's method you already know)

PLL

The fourth and terminal step is Permutation of Last Layer (a.thou.a PLL). There are 21 possible unsolved variations for permuting the concluding layer pieces (full of 4 border & 4 corner pieces), which require learning 21 unlike algorithms. The good news is that you already know two of them (which used in the beginners methods pace 7).

2 Expect PLL

Compared to the OLL step, there are much less algorithms to acquire. However just like the OLL, you could use two look PLL, and solve the Rubik's cube within 2 algorithms. Doing that volition crave knowing only vi algorithms out of the 21 (which the two algs you already know are part of them). I cannot stress enough how important information technology is to continue and learn the total PLL, and utilise the 2 expect PLL merely as a temporary solution. Recognizing time tin be longer than the execution, and it'southward done twice- which leads to x2 slower PLL solving time rather than the full PLL. Likewise, near of the algorithms are relatively very piece of cake and "finger-friendly".

Doing the two look PLL done in 2 stages:

  1. Permuting the 4 corner pieces:
    You need to know 2 algorithms for this stage: the Aa-perm & the E-perm (you can employ whatsoever of the Y / Due north / Five permutations here instead of the E-perm, nevertheless I institute the Due east-perm easiest to do)

    PLL Aa-perm | 2 look PLL

    50' U R' D2 R U' R' D2 R2

    PLL E-perm | 2 look PLL

    ten' [R U' R' D] [R U R' D'] [R U R' D] [R U' R' D']

    How information technology is done:

    Wait for 2 adjacent correctly permuted corners, meaning two corners that are permuted correctly in relation to each other. The best way to recognize it is past looking for two similar stickers on corner pieces in a single side face (F / R / B / L faces) - what called headlights. In the Aa-perm image higher up you tin come across that the 2 corners at the Back face are correct corners (see the blue headlights?). If on a given side face the 2 corner stickers show different colors – then the corners are not correctly permuted in relation to each other. Now:

    - If yous found ii next right corners: rotate the cube (or ameliorate- make a U turn) so both corners will be on the B face, at the back of the cube. And then execute the Aa-perm algorithm. Once executed, all iv corners will be correctly permuted. - If yous found no next right corners: Execute the E-perm. The angle of executing does non matter here. Once executed, all four corners will be correctly permuted.

  2. Permuting the four edge pieces:
    One time all the corner pieces are correctly permuted, at that place are only 4 possible variations for permuting the last layer edge pieces (and by that solving the Rubik's cube completely): Ua-perm, Ub-perm, Z-perm & H-perm:

    Ua Perm | 2 look PLL

    Ua Perm
    [R U' R] U R U R U' R' U' R2

    Ub Perm | 2 look PLL

    Ub Perm
    R2 U R U R' U' R' U' R' U R'


    Z Perm | 2 look PLL

    Z Perm
    M2 U M2 U Grand' U2 M2 U2 M' U2

    H Perm | 2 look PLL

    H Perm
    M2 U M2 U2 M2 U M2

    Just follow the suitable algorithm for the variation you have. By executing this algorithm you had completely solved the Rubik's cube.

Recognition

Recognizing the suitable variation and applying the right algorithm is a bit trickier than in the OLL pace, since at that place are no clues on the U confront (it'southward already oriented). Figuring the right algorithm to apply is based on the colors/stickers to the side of the last layer, mainly by recognizing color bars, headlights and blocks. Yet, in one case yous go information technology right, you'll be able to effigy out the right algorithm in an inch of a second.

Congratulations! You lot know now how to speedsolve the Rubik's cube! Using the CFOP method y'all'll be able afterward some exercise to brand lightning fast solving! The next pace for yous will exist by order: to intuitively master the F2L, know the Full PLL and ii expect OLL, and finally go for the full OLL too. Furthermore, I'll advice yous to read my advanced pages for all the steps with more advanced techniques and speedcubing tips for faster solving. Remember that the key factors for fast solving are: looking ahead, practiced algorithms, efficient solving and fast turning.

That'due south it! I hope you enjoyed my speedsolving solution. Y'all are invited to leave a comment in our facebook folio telling about your experience with speedsolving the Rubik's cube.

Source: https://www.rubiksplace.com/speedcubing/guide/

Posted by: hardyplaragnight1990.blogspot.com

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