My preferred algorithms for solving the cube. Basically a 4-Look CFOP plus some bonus material.
See
- https://cubefreak.weebly.com/2-look-oll.html
- https://cubefreak.weebly.com/2-look-pll.html
- https://www.youtube.com/watch?v=DTYvklyOpVM
- https://www.youtube.com/watch?v=S61q3FYVFis
- Rubik's Cube Solution
- Table Of Contents
Sym | Meaning |
---|---|
U | Up |
D | Down |
L | Left |
R | Right |
F | Front |
B | Back |
CW moves viewing the face are listed directly while CCW face rotations are listed with a "'". E.g. R' Be careful about D and D'. Rotating in direction of right thumb if right palm is on the face is CW.
A "s" postfix means moving the face and the far face in the same direction. So Rs means (R L'). A "a" postfix means moving the face and the far face in opposite directions. So Ra means (R L). A lot of algorithms seem to prefer listing the far face as s rather than s'. E.g., Bs rather than Fs'.
Sym | Name | Meaning |
---|---|---|
M | Middle | Layer between L and R |
E | Equator | Layer between U and D |
S | Standing | Layer between F and B |
Rotating a face twice uses a "2". E.g., R2 (or R2')
A full cube rotation is noted as
Sym | Meaning |
---|---|
x | Rotate about R |
y | Rotate about U |
z | rotate about F |
A lower case face, e.g., "r", means to rotate 2 layers.
- Cross
- F2L
- OLL Edges
- OLL Corners
- 2-Look PLL
- (Bonus) Rotate Center Face
I'm not going to detail Cross and F2L*. Unless specified the face opposite the cross is UP.
- In F2L if you see an edge for which the non-top face matches the L or R center then the edge is oriented and can be placed without a cube rotation and using only turns of the L, R, or U face. See https://www.youtube.com/watch?v=za9RvM1bS0k
Sym | Meaning |
---|---|
* | a face color |
o | an opposite side face color |
X | a don't know/don't care color |
1,2,... | face color in given direction |
- Sexy Move: R U R' U'
- Sledgehammer: R' F R F'
Sledgehammer finds a lot of use in F2L.
- Undo: U R U' R'
- HedgeSlammer: F R' F' R
XXX
*** F (R U R' U') F'
XXX
XXX
X** f (R U R' U') f'
X*X
XXX
X*X F (R U R' U') F' f (R U R' U') f'
XXX Line then L from above.
Twist 3 corners CW.
1
X*X2
*** (R U R') U (R U2 R')
**X
3
A note on what Sune is doing. It pulls out the F/R F2L, moves them CW to L side of U, then (R U2 R') drops it back into place. In doing so the 3 corners get rotated.
Twist 3 corners CCW.
3
**X
*** (R' U' R) U' (R' U2 R)
X*X2
1
Note how you are doing a Sune on the B/R F2L with a CCW progression.
3
1X*X
*** f (R U R' U') f' F (R U R' U') F'
2X*X L then Line from solving cross.
4
***
*** R2' D (R' U2 R) D' (R' U2 R')
X*X
1 2
1
X**
*** (r U R' U') (r' F R F')
X**
2
1X**
*** F' (r U R' U') (r' F R)
**X
2
1 2
X*X
*** F (R U R' U')3 F'
X*X
3 4
Note that the non-Sune cases can be reduced to a double application of Sune and Anti-Sune. The two open position cubes can be solved with Sune + Anti-Sune while the four open position cubes can be solved with a double Sune application.
1
*** X** **X2
*** *** *** Solved with Sune + Anti-Sune.
X*X X** X** Basically: Hold onto a CCW corner.
1 2 2 1
3
1X*X 1X*X3 Solved with Sune + Sune.
*** *** Basically: Hold onto a CW corner.
2X*X 2X*X4
4
If corners are correct skip to 2.
-
Find "headlights". A pair of the same color. Move these to B face (LL is still U) and run (the x moves U to B)
A-Perm CCW: x [(R' U R') D2] [(R U' R') D2] R2
If no headlights found run A-Perm CCW anyway and then go back to 1.
To solve directly you can run the following
E-Perm: x' [(R U' R') D (R U R')] D2 [(L' U L) D (L' U' L)]
or alternately
Y-PERM: (F R U') (R' U' R U) (R' F') (R U R' U') (R' F R F')
-
One of the following is now garaunteed to apply.
1*2 3*1
*** ==> *** x [(R' U R') D2] [(R U' R') D2] R2
**3 **2
1*3 2*4
*** ==> *** x' [(R U' R') D (R U R')] D2 [(L' U L) D (L' U' L)]
2*4 1*3
Peek the F/R corner and ask if F needs to go to R?
*** ***
3*2 ==> 2*1 (R U') (R U) (R U) (R U') (R' U') R2
*1* *3*
*** ***
2*3 ==> 1*2 (L' U) (L' U') (L' U') (L' U) (L U) L
*1* *3*
*2* *1*
4*3 ==> 3*4 (M2 U M2) U2 (M2 U M2)
*1* *2*
I prefer
*2* *1*
1*4 ==> 2*3 (M2 U M2' U') E2 M' E2 M'
*3* *4*
to the recommended algorithm
*2* *1*
1*4 ==> 2*3 (M2' U M2') U M' (U2 M2' U2) M' U2
*3* *4*
To rotate a center tile place face with tile as L face and run
(M' E' M) U (M' E M) U'
which will rotate L and U centers by 90 degrees CW.
To rotate a single middle center by 180 degrees run
(U R L U2 R' L')2
I first learned to solve a cube by solving bottom and top layers and then fixing the middle. I still bump into the need for middle algorithms so here are a few.
An oldy but goody. Here 1 and 2 are the color of the face they are attached to.
*1*
*** (M U' M U' M U2) (M' U M' U M' U2)
*2*
Hard to describe. Two edges have a proper face color and are out of position by a single side. The third comes from the other side of the cube.
I imagine the very odd was is "the rock" and the other pieces are falling onto it. The rock is M/B and other edges are in U.
M U2 M'
*o*
*** D2 M2 D2 M2
*o*
END