The simple example below demonstrates a lucky situation where the red-blue edge piece goes where it belongs while we solve the white corner. In the advanced Fridrich method we're going to pair them in the top layer, then insert them where they belong. In the beginner's method solving the white corners and the second layer edges were two separate steps, but in this stage you should already know this. Familiarize with the algorithms so you can do them even with your eyes closed. To be efficient try not to turn your cube around while solving and look ahead as much as possible. The 41 possible cases in this step can be solved intuitively but it's useful to have a table of algorithms printed on your desk for guidance. In the second step of the Fridrich method we solve the four white corner pieces and the middle layer edges attached to them. Pretty quick alg.The first two layers (F2L) of the Rubik's Cube are solved simultaneously rather than individually, reducing the solve time considerably. Recognition: The stickers block is not lined up with the head of the lightning bolt (the edge+center). Recognition: The stickers block is lined up with the head of the lightning bolt (the edge+center). When positioned correctly stickers block is on the front face. Recognition: when positioned correctly stickers block is on the back face. Recognition: No sticker blocks (unlike #37) The last B turn is done by the right hand index finger. Recognition: when the W shape is correctly positioned- the sticker block will be at the side, and not on the front. Recognized by having 2 parallel sticker blocks. Recognized my the lack of sticker blocks. The bar is facing right (when P is upside-down). The bar is facing left (when P is upside-down as it should). Headlights facing to the right (on main algorithm). Recognized by having bar & a block (also no headlights). Headlights facing to the right when L shape is correctly positioned. headlights facing to the left when L shape is correctly positioned. Recognized by 2 pairs of headlights, to be faced to the sides. (Similar in shape and positioning to case # 2) Recognition: No bars, having 2 blocks of stickers & headlights. Recognized by the 2 sets of sticker bars, to be faced to the sides. I do the last F' using my right hand ring finger. Recognized by the lack of a stickers bar. Recognized by the stickers bar, to be faced to the right. Recognized by the lack of stickers bar (unlike case #18) Recognized by the stickers bar, to be faced at the back of the cube (B face). The correct angle is when the 2 sticker blocks on the sides are on the B & L faces, and form together with the corners an arrow shape facing toward the L & B faces. Recognition: when is in the correct angle, the 2 stickers in the L face are lined up with the center piece and the corner piece. Made of P orientation + U + T orientation. Made of P orientation + U' + T orientation. This algorithm is a combination of T orientation + P orientation. Recognized by a single bar, to be faced to the left. Recognized by 2 bars (3 stickers in a row), to be faced to the sides. Tip: the right hand leaves the cube completely after R2 and regrip toward the next R2 turn. Easy to recognize after placing the oriented corner at the back.Īlgorithm can be easily recognized by the 1 pair of headlights, to be faced to the left. Distinguished from the Sune by the side the non-oriented corners are facing. I kept the algorithms relatively empty of such notations, as there is no one approach for that, and everyone has his own style. The move sequences inside the are moves that can be done using fingertricks without breaks or re-grips in between, and with some practice they can become terribly fast. The "" square brackets in the algorithms represents the fingertricks. It's just that these algorithms start with a different angle than the one shown in the image. I put it in round brackets because these are not actual moves (unlike such notations in the middle of an algorithm), because you have to "y" rotate the cube anyway to get the required angle for any algorithm. Some of the algorithms starts with (y) / (y') / (y2). Just try them all and decide which one works best for you. In some cases I included more than 1 algorithm, and they are all great algorithms. I had Bolded the algorithms that I use in my solving, which I find easiest for me. The algorithms are divided into groups based on the "shapes" they form on the U face. It is best to start with 2 look OLL and navigate your way around the full OLL ( Learn 2 Look OLL). There are 57 different OLL variations, therefore needed 57 different algorithms to learn in order to complete the OLL step in just 1 algorithm. OLL is the 3rd step of the CFOP, and the "busiest" in respect of the amount of algorithms required to complete it.
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