3x3

Download as pdf or txt
Download as pdf or txt
You are on page 1of 40

4 Look Last Layer Algorithms

Developed by Feliks Zemdegs


and Andy Klise

Algorithm Presentation Format

Suggested algorithm here Round brackets are used to segment algorithms to


Probability = 1/x
assist memorisation and group move triggers.

Edge Orientation

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


Probability = 1/2 Probability = 1/4

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


Edges Already Oriented
F (U R U' R') F'
Probability = 1/8
Probability = 1/8

Corner Orientation

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


Probability = 4/27 Probability = 4/27

R2 D (R' U2 R) D' (R' U2 R') (r U R' U') (r' F R F')


Probability = 4/27 Probability = 4/27

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


F' (r U R' U') r' F R
R
Probability = 4/27
Probability = 4/27

(R U R' U) (R U' R' U) R U2 R' Corners Already Oriented


Probability = 2/27 Probability = 1/27
Corner Permutation

(R U R' U') (R' F R2 U') R' U' (R U R' F')


Probability = 2/3

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


(R' U L' U2 R U' L)
Probability = 1/6

Corners Already Permuted


Probability = 1/6

Edge Permutation

(R2 U) (R U) (R' U') (R' U') (R U') (R U) (R U) (R U')


R' U R' R' U' R2
Probability = 1/3 Probability = 1/3

(M2' U M2' U) (M' U2)


(M2' U M2') U2 (M2' U M2')
(M2' U2 M')
Probability = 1/12
Probability = 1/6

Edges Already Permuted


Probability = 1/12

Notation

R R' R2 r r' x y

U U' U2 u u' z M

F F' L L' B B' D D'


BLE Algorithms (Brooks’ Last Edge)
Developed by Feliks Zemdegs & Anthony Brooks
and Andy Klise

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

Algorithm Presentation Format

Round brackets are used to segment algorithms to


assist memorisation and group move triggers.

The legend to the left indicates shading and text


colour patterns used in this sheet to signify
Suggested algorithm here similarities across algorithms.

Insert to OLL
Break up F2L pair // Solve F2L pair

H Cases + Corners Oriented Case

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

Sune Cases

(R U R' U2') (R U R' U2' R U' U' (R U' R' U R U R') U' (F' R U R') (U' R' F R) U (R U' R' U) (R U R' U2' R U
R') U (R U2' R' U R U R') -> OLL R')
Anti-Sune Cases

U' (F' R U R') (U' R' F R) U' (R U' R' U2) (R U' R' U' R U U' (R U R' U2') (R U' R' U2 R
U' (F' R U R2') U' R' F R U R
-> OLL R') U' R')

L Cases

U (R U' R' U) y' (R' U R U R' (R' F' R U) (R U' R' F) U2 (R U2' R' U') y' (R' U2 R U'
U' (F' R U R') (U' R' F R)
U2' R) -> OLL R' U' R)

T Cases

(R' F' R U) (R U' R' F) U' (F' R U R') (U' R' F R) U' (F' R U R') (U' R' F R)
(R' F' R U) (R U' R' F)
-> OLL -> OLL -> OLL

U Cases

U' (F' R U R') (U' R' F R) U' (F' R U R') (U' R' F R) U' (R' D' R U') (R' D R U) (R U U (R U' R') (U' R' D' R) (U R'
-> OLL -> OLL R') D R)

Pi Cases

(R U2' R' U) (R U2 R' U') (R (R U R' U2') (R U R' U') (R U2 U2 (R U2' R' U) (R U' R' U2 R U2' (R U R' U2') (R U2' R' U2
U2 R') R') U' R') R U' R')
COLL Algorithms (Corners and Orientation of Last Layer)
Developed by Feliks Zemdegs
and Andy Klise

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

Algorithm Presentation Format

Round brackets are used to segment algorithms to


Suggested algorithm here
assist memorisation and group move triggers.

Sune cases

F' (R U2' R' U2) R' F2 (R U R U') R'


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

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

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


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

Anti-Sune cases

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


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

y2 L' U R U' L U R' y2 R (L' U' L U) R' (U2' L' U2 L)

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


y2 (R U2 R' U2') L' (U R U' R') L
R2
L cases

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


y' r U2' (R2' F R F') R U2' r'
R U2' R'

y' (R U2 R D) (R' U2 R D') R2' y2 (R' U2 R' D') (R U2 R' D) R2

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

T cases

(R U2' R' U' R U' R2') (U2' R U R' U y2 F (R U R' U') (R U' R' U') (R U R'
R) F')

(R' U R) U2' L' (R' U R U') L (R' U R2 D) (r' U2 r) (D' R2' U' R)

y (l' U' L U) (R U' r' F) y' (r U R' U') (r' F R F')

U cases

y2 (R U R' U R U2' R2') (U' R U' R'


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

y2 R2 D (R' U2 R) D' (R' U2 R') R2' D' (R U2 R') D (R U2 R)

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


(R' U2 R) F (U' R' U' R) U F'
U') (R' F R F' R)
Pi cases

(R U D') (R U R' D) (R2 U' R' U') R2'


R U2' R2' U' R2 U' R2' U2' R
U2' R

y F (U R U' R') (U R U' R2') F' R (R U R' U') R' F (R2 U R' U') (R U R'
(U R U' R') U') F'

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

H cases

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


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

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


(R U R' U) (R U L' U) R' U' L
U') F'
Easy CLS Algorithms
(Corner Last Slot)
Developed by Feliks Zemdegs
Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithm Presentation Format

Round brackets are used to segment algorithms to


assist memorisation and group move triggers.

Suggested algorithm here

CLS is a large algorithm set. This algorithm sheet presents a subset of CLS algorithms which are either
easy to recognise, learn, or execute. This selection of ‘easy’ cases is based on subjective judgement and
experience, and we’re always happy to take suggestions about the inclusion/removal of certain cases.

This sheet provides a nice introduction to the full CLS algorithm set, and aims to highlight the most useful
cases to know.

Corner sticker facing front

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

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


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

U2 l (R U' R' U) (R U' R' U) U' (R U' R') (U' R U' R') U (R U2' R') (U' R U R')
y' U' (R' U' R) (U2 R' U' R)
(R U' R' U) l' (U R U2' R') (U R U R')
Corner sticker facing right

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


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

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

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

Corner sticker facing up

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

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

y' U' (R' U R) (U' R' U R) U' (R U R' U') (R U R') U2'
(U' R' U R) (R U2 R')
Corner in slot, sticker facing front

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

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

Corner in slot, sticker facing right

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

(R U2' R' U) (R U' R') (U R U R') U (R U' R' U) (R U2' R') (U R U' R') y' (R' U R U) (R' U' R U) (R' U2' R)
Easy VLS Algorithms
(Valk Last Slot)
Developed by Feliks Zemdegs
and Mats Valk

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

Algorithm Presentation Format

Round brackets are used to segment algorithms to


assist memorisation and group move triggers.

Suggested algorithm here

VLS is a very large algorithm set. This algorithm sheet presents a subset of VLS algorithms which are
either easy to recognise, learn, or execute. This selection of ‘easy’ cases is based on subjective judgement
and experience, and we’re always happy to take suggestions about the inclusion/removal of certain cases.

This sheet provides a nice introduction to the full VLS algorithm set, and aims to highlight the most useful
cases to know.

In this sheet we have not included cases which involve directly inserting the pair and then executing OLL.

UF Edge Misoriented

U (F' U' F) U (R U2 R') M' (U R U' r') (F2 r U r' F) (U' R U R') y' (r' U' R U) M'

(R' F R F') U (R' U' R' F) R2 F' (R' U R)


UB Edge Misoriented

y' U R' F' (L' U' L) F R U (F' U F) (R U' R') (U2' R' F2) (L F L') (F2 R F') y' U2 (R2' F R F' R)

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


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

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

UL Edge Misoriented

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

U R B' (U' R' U) (l U l') U F' (L' U' L) F (U R U) (R2' F R F') (R U2' R')
UB & UL Edges Misoriented

y' U (R D r') U' (r D' R') M (U R U' R') U' M' (U R U') y (R U R' U') F' U (R l U' R' U) x U' R'

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

UB & UF Edges Misoriented

U R' (F' U' F U) (R2 U2' R') U2 (R U' R' U') (R' F R F') R' F (R2 U R' U') F' (R U' R') (F' U' F) (R U R')

UF & UL Edges Misoriented

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


M' U2 (R U' R' U) (R U2' r')
F (R U R' U') F' (R' F R F')

All Edges Misoriented

y' (r' U' r) U2 (M U' M') U2 (F' L' U2 L F) (R U2 R') U2' (R' F R F') U2' (R' F R F') U2 (F' U2' F) R U' (R2' F R F')
F2L Algorithms (First 2 Layers)
Developed by Feliks Zemdegs
and Andy Klise

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

Algorithm Presentation Format


It is not recommended to learn any of these
S uggested 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
(R U' R') U2 (R U R') Note – The second algorithm is fewer 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') U y' (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')
Notation

R R' R2 r r' x y

U U' U2 u u' z M

F F' L L' B B' D D'


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)
OLL Algorithms (Orientation of Last Layer)
Developed by Feliks Zemdegs
and Andy Klise

Algorithm Presentation Format

Round brackets are used to segment algorithms to


Suggested algorithm here assist memorisation and group move triggers.
Alternative algorithms here
OLL Case Name - Probability = 1/x It is recommended to learn the algorithms in the
order presented.

All Edges Oriented Correctly

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


y' R' U' R U' R' U2 R y' R' U2' R U R' U R
OCLL6 - 26 - Probability = 1/54 OCLL7 - 27 - Probability = 1/54

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


R U2' R2' U' R2 U' R2' U2' R
y (R U R' U) (R U' R' U) (R U2' R')
OCLL2 - 22 - Probability = 1/54
OCLL1 - 21 - Probability = 1/108

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


y (R U R D) (R' U' R D') R2' x (R' U R) D' (R' U' R) D x'
OCLL4 - 24 - Probability = 1/54 OCLL5 - 25 - Probability = 1/54

R2 D (R' U2 R) D' (R' U2 R')


y2 R2' D' (R U2 R') D (R U2 R)
OCLL3 - 23 - Probability = 1/54

T-Shapes

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


T1 - 33 - Probability = 1/54 T2 - 45 - Probability = 1/54
Squares

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


S1 - 5 - Probability = 1/54 S2 - 6 - Probability = 1/54

C-Shapes

(R U R2' U') (R' F R U) R U' F' R' U' (R' F R F') U R


C1 - 34 - Probability = 1/54 C2 - 46 - Probability = 1/54

W-Shapes

(R' U' R U') (R' U R U) l U' R' U x


(R U R' U) (R U' R' U') (R' F R F')
y2 (R U R' F') (R U R' U') (R' F R U') (R' F R F')
W2 - 38 - Probability = 1/54
W1 - 36 - Probability = 1/54

Corners Correct, Edges Flipped

(r U R' U') M (U R U' R') (R U R' U') M' (U R U' r')


E1 - 28 - Probability = 1/54 E2 - 57 - Probability = 1/108

P-Shapes

R U B' (U' R' U) (R B R')


(R' U' F) (U R U' R') F' R
S (R U R' U') (R' F R f')
P1 - 31 - Probability = 1/54
P2 - 32 - Probability = 1/54

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


f' (L' U' L U) f y2 F (U R U' R') F'
P3 - 43 - Probability = 1/54 P4 - 44 - Probability = 1/54
I-Shapes

f (R U R' U') (R U R' U') f'


r' U' r (U' R' U R) (U' R' U R) r' U r
y2 F (U R U' R') (U R U' R') F'
I4 - 56 - Probability = 1/108
I1 - 51 - Probability = 1/54

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


y (R' F R U) (R U' R2' F') R2 U' R' (U R U R')
(R U R' U R U') y (R U' R') F'
I3 - 55 - Probability = 1/108
I2 - 52 - Probability = 1/54

Fish Shapes

(R U R' U') R' F (R2 U R' U') F' (R U R' U) (R' F R F') (R U2' R')
(R' U' R) y r U' r' U r U r' (R U R') y (R' F R U') (R' F' R)
F1 - 9 - Probability = 1/54 F2 - 10 - Probability = 1/54

(R U2') (R2' F R F') (R U2' R') F (R U' R' U') (R U R' F')
F3 - 35 - Probability = 1/54 F4 - 37 - Probability = 1/54

Knight Move Shapes

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


(R' F R) (U R' F' R) (F U' F')
F U R U' R2' F' R U (R U' R')
K2 - 14 - Probability = 1/54
K1 - 13 - Probability = 1/54

(r U r') (R U R' U') (r U' r') (r' U' r) (R' U' R U) (r' U r)
K4 - 16 - Probability = 1/54 K3 - 15 - Probability = 1/54

Awkward Shapes

y (R U R' U') (R U' R') (F' U' F) (R U R') y' F U (R U2 R' U') (R U2 R' U') F'
M U (R U R' U')(R' F R F') M' y' (F R' F) (R2 U' R' U') (R U R') F2
A1 - 29 - Probability = 1/54 A2 - 30 - Probability = 1/54

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


(R U R' U R U2' R') F (R U R' U') F'
y (R' F R F') (R' F R F') (R U R' U') (R U R')
A3 - 41 - Probability = 1/54
A4 - 42 - Probability = 1/54
L-Shapes

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


F (R U R' U') (R U R' U') F'
R' U' (R' F R F') (R' F R F') U R
L2 - 48 - Probability = 1/54
L1 - 47 - Probability = 1/54

r' U r2 U' r2' U' r2 U r'


r U' r2' U r2 U r2' U' r
y' (R U2 R' U' R U' R') F (R U R' U') F'
L3 - 49 - Probability = 1/54
L4 - 50 - Probability = 1/54

(r' U' R U') (R' U R U') R' U2 r (r U R' U) (R U' R' U) R U2' r'
y r' U2' R (U R' U' R) (U R' U r) y' (r U2 R' U') (R U R' U') R U' r'
L5 - 53 - Probability = 1/54 L6 - 54 - Probability = 1/54

Lightning Bolts

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


(r U R' U R U2' r')
y2 l' U' L U' L' U2 l
B1 - 7 - Probability = 1/54
B2 - 8 - Probability = 1/54

r' (R2 U R' U R U2 R') U M' M' (R' U' R U' R' U2 R) U' M
y F (R U R' U') F' U F (R U R' U') F'
B3 - 11 - Probability = 1/54
B4 - 12 - Probability = 1/54

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


(R' F) (R U R' U') F' U R
F (R U R' U') F' (R' U' R U' R' U2 R)
B6 - 40 - Probability = 1/54
B5 - 39 - Probability = 1/54

No Edges Flipped Correctly

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


(R U2') (R2' F R F') U2' (R' F R F')
y (r U r') U2 R U2' R' U2 (r U' r')
O1 - 1 - Probability = 1/108
O2 - 2 - Probability = 1/54

f (R U R' U') f' U' F (R U R' U') F' f (R U R' U') f' U F (R U R' U') F'
O3 - 3 - Probability = 1/54 O4 - 4 - Probability = 1/54

y R U2' (R2' F R F') U2' M' (U R U' r') M U (R U R' U') M' (R' F R F')
(r U R' U R U2 r') (r' U' R U' R' U2 r)
O7 - 19 - Probability = 1/54
O6 - 18 - Probability = 1/54

M U (R U R' U') M2' (U R U' r')


(R U R' U) (R' F R F') U2' (R' F R F')
(r U R' U') M2' (U R U' R') U' M'
O5 - 17 - Probability = 1/54
O8 - 20 - Probability = 1/216
One-Handed OLL Algorithms
Developed by Feliks Zemdegs
and Andy Klise

Algorithm Presentation Format

Round brackets are used to segment algorithms to


Suggested algorithm here assist memorisation and group move triggers.
Alternative algorithms here
OLL Case Name - Probability = 1/x It is recommended to learn the algorithms in the
order presented.

All Edges Oriented Correctly

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


y' R' U' R U' R' U2' R y' R' U2' R U R' U R
OCLL6 - 26 - Probability = 1/54 OCLL7 - 27 - Probability = 1/54

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


R U2' R2 U' R2 U' R2 U2' R
y (R U R' U) (R U' R' U) (R U2' R')
OCLL2 - 22 - Probability = 1/54
OCLL1 - 21 - Probability = 1/108

y2 F (R U' R' U') (R U2' R' U') F'


y' (R U' R' U2') (R U R' U2') (R U R' U R U' R')
y2 (R U2' R' U') (R U R' U') (R U R' U') (R U' R')
(R U R' U') L' (U R U' R') L
x (U R' U' L) (U R U' r')
OCLL4 - 24 - Probability = 1/54
OCLL5 - 25 - Probability = 1/54
(R U R' U R U2') (R2' U' R U' R' U2' R)
y (R U R' U') (R U' R' U2') (R U' R' U2') (R U R')
y2 R2' D' (R U2' R') D (R U2' R)
OCLL3 - 23 - Probability = 1/54

T-Shapes

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


T1 - 33 - Probability = 1/54 T2 - 45 - Probability = 1/54
Squares

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


S1 - 5 - Probability = 1/54 S2 - 6 - Probability = 1/54

C-Shapes

(R U R2' U') (R' F R U) R U' F'


R' U' (R' F R F') U R
(R U R' U') y' (r' U' R U r R')
C2 - 46 - Probability = 1/54
C1 - 34 - Probability = 1/54

W-Shapes

(R' U' R U') (R' U R U) x' (R U' R' U) (R U R' U) (R U' R' U') (R' F R F')
W1 - 36 - Probability = 1/54 W2 - 38 - Probability = 1/54

Corners Correct, Edges Flipped

(r U R' U') r' R (U R U' R') (R U R' U') r R' (U R U' r')
E1 - 28 - Probability = 1/54 E2 - 57 - Probability = 1/108

P-Shapes

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


y x' (U' R U R') x (U' R' U' R) (U R' U R)
(r U' r') y' R U (R U R' U') (R U' R')
(r' U2' R U) (R2 U L U') R U
(r U2' R' U') (R2 U' L' U) R' U'
P2 - 32 - Probability = 1/54
P1 - 31 - Probability = 1/54

f (R U R' U') f'


y R' U' F' U F R
y2 F (U R U' R') F'
P3 - 43 - Probability = 1/54
P4 - 44 - Probability = 1/54
I-Shapes

f (R U R' U') (R U R' U') f' r' U' r (U' R' U R) (U' R' U R) r' U r
y2 F (U R U' R') (U R U' R') F' r U r' (U R U' R') (U R U' R') r U' r'
I1 - 51 - Probability = 1/54 I4 - 56 - Probability = 1/108

(R U R' U R U') y (R U' R') F' (r U2' R' U') R2 (r' U R' U') (r U' r')
y (R' F R U) (R U' R2' F') R2 U' R' (U R U R')
I2 - 52 - Probability = 1/54
I3 - 55 - Probability = 1/108

Fish Shapes

(R U R' U') R' F (R2 U R' U') F' y r R2 U2' (R U R' U) (R U r' R)
y' r' R2 U2' (R' U' R U') (R' U' r R') (R U R' U) (R' F R F') (R U2' R')
F1 - 9 - Probability = 1/54 F2 - 10 - Probability = 1/54

(R U2') (R2' F R F') (R U2' R') F (R U' R' U') (R U R' F')
F3 - 35 - Probability = 1/54 F4 - 37 - Probability = 1/54

Knight Move Shapes

(r U' r') (U' r U r') z x (U' R U)


y2 (r' U r) (U r' U' r) y R U' R'
F (U R U2' R') (U' R U R') F'
K2 - 14 - Probability = 1/54
K1 - 13 - Probability = 1/54

(r U r') (R U R' U') (r U' r') (r' U' r) (R' U' R U) (r' U r)
K4 - 16 - Probability = 1/54 K3 - 15 - Probability = 1/54

Awkward Shapes

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


y (R U R' U') (R U' R') (F' U' F) (R U R')
y' (F R' F) (R2 U' R' U') (R U R') F2
A1 - 29 - Probability = 1/54
A2 - 30 - Probability = 1/54

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


(R U R' U R U2' R') F (R U R' U') F'
x' (U' R U R') (U' R U R') x y (R U R' U') (R U R')
A3 - 41 - Probability = 1/54
A4 - 42 - Probability = 1/54
L-Shapes

y' R' z x (U' R' U R) (U' R' U R) F


F (R U R' U') (R U R' U') F' R' U' x (R' U R U') (R' U R U') x' U R
y' x (U R' U' R) x' U2' (R U' R' U) (R U2' R')
L2 - 48 - Probability = 1/54
L1 - 47 - Probability = 1/54

r' U r2 U' r2' U' r2 U r'


r U' r2' U r2 U r2' U' r
y' (R U2' R' U' R U' R') F (R U R' U') F'
L3 - 49 - Probability = 1/54
L4 - 50 - Probability = 1/54

(r' U' R U') (R' U R U') R' U2' r (r U R' U) (R U' R' U) R U2' r'
y r' U2' R (U R' U' R) (U R' U r) y' (r U2' R' U') (R U R' U') R U' r'
L5 - 53 - Probability = 1/54 L6 - 54 - Probability = 1/54

Lightning Bolts

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


B1 - 7 - Probability = 1/54 B2 - 8 - Probability = 1/54

r' (R2 U R' U R U2' R') U r R' r (R2 U' R U' R' U2' R) U' r' R
B3 - 11 - Probability = 1/54 B4 - 12 - Probability = 1/54

y2 (R U R') (F' U' F) (U R U2' R')


(R' F) (R U R' U') F' U R
F (R U R' U') F' (R' U' R U' R' U2' R)
B6 - 40 - Probability = 1/54
B5 - 39 - Probability = 1/54

No Edges Flipped Correctly

y (R U' R2' D') (r U' r' D) (R2 U R')


y (r U r') U2' R U2' R' U2' (r U' r')
(r' U' R U' R' U2' r) U (r U2' R' U' R U' r')
O2 - 2 - Probability = 1/54
O1 - 1 - Probability = 1/108

y r' (R2 U R' U) (r U2' r' U) r R' y r' R U' (r U2' r' U') (R U' R2' r)
O3 - 3 - Probability = 1/54 O4 - 4 - Probability = 1/54

r' R U (R U R' U') r x (R2 U R U')


(r U R' U R U2' r') (r' U' R U' R' U2' r)
(r' U2' R U R' U) (r2 U2' R' U' R U' r')
O6 - 18 - Probability = 1/54
O7 - 19 - Probability = 1/54

y (F R' F' R) U2' R U' y (R U' R' F') r' R U (R U R' U') r2 R2 (U R U' r')
(R U R' U) (R' F R F') U2' (R' F R F') (r U R' U') r2 R2 (U R U' R') U' r' R
O5 - 17 - Probability = 1/54 O8 - 20 - Probability = 1/216
One-Handed PLL Algorithms
Developed by Feliks Zemdegs
and Andy Klise

Algorithm Presentation Format

Round brackets are used to segment algorithms to


Suggested algorithm here assist memorisation and group move triggers.
Alternative algorithms here
Moves in square brackets at the end of algorithms
PLL Case Name - Probability = 1/x
denote a U face adjustment necessary to complete
the cube from the states specified.

It is recommended to learn the algorithms in the


order presented.

Permutations of Edges Only

z (U' R U' R') (U' R' U' R) U R U2' (R U' R U) R U (R U' R' U') R2
y2 z U2’ R U (R U' R' U') (R' U' R U') y2 (R2 U' R' U') R U R U (R U' R)
Ub - Probability = 1/18 Ua - Probability = 1/18

y (R' U' R U') (R U R U') (R' U R U) R2 U' R' [U2] R2 U2' R U2' R2 U2' R2 U2' R U2' R2
Z - Probability = 1/36 H - Probability = 1/72

Permutations of Corners Only

x (R' U R') D2 (R U' R') D2 R2 x' x R2' D2 (R U R') D2 (R U' R) x'


x' U2' R2 (U' L' U) R2 (U' L U') x x' z (R U' R) z’ R2 (U' L U) R2 U2' x
Aa - Probability = 1/18 Ab - Probability = 1/18

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


x' (R U' R' D) (R U R' D') (R U R' D) (R U' R' D') x
E - Probability = 1/36
Swap One Set of Adjacent Corners

(R U' R' U') (R U R D) (R' U' R D') (R' U2' R') [U'] (R' U2' R' D') (R U' R' D) (R U R U') (R' U' R) [U']
(R U R' F') (R U2' R' U2') (R' F R U) (R U2' R') [U'] (R' U2' R U2') R' F (R U R' U') R' F' R2 [U']
Ra - Probability = 1/18 Rb - Probability = 1/18

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


R U2' R' U' R U2' L' U R' U' L
y' z (U' R2 U R U' R2) z' (R U' L U R')
Jb - Probability = 1/18
Ja - Probability = 1/18

y' (R U R' U') (R' U R U2') L' (R' U R U') L (U' R U' R')
(R U R' U') (R' F R2 U') R' U' (R U R' F')
(R' U' F') (R U R' U') (R' F R2 U') (R' U' R U) (R' U R)
T - Probability = 1/18
F - Probability = 1/18

Swap One Set of Diagonal Corners

(R' U R U') x' (U R U2' R') (U' R U' R') U2' (R U R' U') F (R U' R' U') (R U R' F') (R U R' U') (R' F R F')
(R' U2' R U2') L U' R' z R U' R U R' D R U' y' (R U R2 U) L' U2 R U' R' U2' L (R U' R U' R')
V - Probability = 1/18 Y - Probability = 1/18

(L U' R U2' L' U R') (L U' R U2' L' U R') [U'] (R' U L' U2 R U' L) (R' U L' U2 R U' L) [U]
(R U' L U2' R' U L') (R U' L U2' R' U L') [U'] (L' U R' U2 L U' R) (L' U R' U2 L U' R) [U]
Na - Probability = 1/72 Nb - Probability = 1/72

G Permutations (Double cycles)

R2 U (R' U R' U') (R U' R2) D U' (R' U R D') [U] y' (R' U' R U) D' (R2 U R' U) (R U' R U') R2 D [U']
R2 u (R' U R' U') R u' R2 z (U' R U) y' (R' U' R) y (R2 u R' U) (R U' R u') R2
Ga - Probability = 1/18 Gb - Probability = 1/18

R2 U' (R U' R U) (R' U R2 D') (U R U' R') D [U'] D' (R U R' U') D (R2 U' R U') (R' U R' U) R2 [U]
(R U R') y' (R2 u' R U') (R' U R' u) R2
Gc - Probability = 1/18 Gd - Probability = 1/18
PLL Algorithms (Permutation of Last Layer)
Developed by Feliks Zemdegs
and Andy Klise

Algorithm Presentation Format

Round brackets are used to segment algorithms to


Suggested algorithm here assist memorisation and group move triggers.
Alternative algorithms here
Moves in square brackets at the end of algorithms
PLL Case Name - Probability = 1/x
denote a U face adjustment necessary to complete
the cube from the states specified.

It is recommended to learn the algorithms in the


order presented.

Permutations of Edges Only

R2 U (R U R' U') R' U' (R' U R') (R U' R U) R U (R U' R' U') R2
y2 (R' U R' U') R' U' (R' U R U) R2' y2 (R U R' U) (R' U' R2 U') R' U R' U R [U2]
y2 (R2 U' R' U') R U R U (R U' R)
Ub - Probability = 1/18 Ua - Probability = 1/18

(M2' U M2' U) (M' U2) (M2' U2 M') [U2]


(M2' U M2') U2 (M2' U M2')
y' M' U (M2' U M2') U (M' U2 M2) [U']
H - Probability = 1/72
Z - Probability = 1/36

Permutations of Corners Only

x (R' U R') D2 (R U' R') D2 R2 x' x R2' D2 (R U R') D2 (R U' R) x'


y x' R2 D2 (R' U' R) D2 (R' U R') x y x' (R U' R) D2 (R' U R) D2 R2' x
Aa - Probability = 1/18 Ab - Probability = 1/18

x' (R U' R' D) (R U R' D') (R U R' D) (R U' R' D') x


E - Probability = 1/36
Swap One Set of Adjacent Corners

(R U' R' U') (R U R D) (R' U' R D') (R' U2 R') [U']


(R' U2 R U2') R' F (R U R' U') R' F' R2 [U']
y' (L U2 L' U2) L F' (L' U' L U) L F L2' [U]
(R' U2 R' D') (R U' R' D) (R U R U') (R' U' R) [U']
(R U R' F') (R U2' R' U2') (R' F R U) (R U2' R') [U']
Rb - Probability = 1/18
Ra - Probability = 1/18

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


(R U R' F') (R U R' U') R' F R2 U' R' [U']
y' (L' U' L F) (L' U' L U) L F' L2' U L [U]
Jb - Probability = 1/18
Ja - Probability = 1/18

(R' U' F')(R U R' U')(R' F R2 U')(R' U' R U)(R' U R)


(R U R' U') (R' F R2 U') R' U' (R U R' F')
y (R' U2 R' U') y (R' F' R2 U') (R' U R' F) R U' F
T - Probability = 1/18
F - Probability = 1/18

Swap One Set of Diagonal Corners

(R' U R' U') y (R' F' R2 U') (R' U R' F) R F F (R U' R' U') (R U R' F') (R U R' U') (R' F R F')
V - Probability = 1/18 Y - Probability = 1/18

(RUR'U)(RUR'F')(RUR'U')(R'FR2U') R' U2 (RU'R') (R' U R U') (R' F' U' F) (R U R' F) R' F' (R U' R)
z (U R' D) (R2 U' R D') (U R' D) (R2 U' R D') [R'] z' (R' U L' U2 R U' L) (R' U L' U2 R U' L) [U]
Na - Probability = 1/72 Nb - Probability = 1/72

G Permutations (Double cycles)

R2 U (R' U R' U') (R U' R2) D U' (R' U R D') [U] (F' U' F) (R2 u R' U) (R U' R u') R2'
R2 u (R' U R' U') R u' R2 y' (R' U R) y' R' U' y F (R2 u R' U) (R U' R u') R2'
y' D (R' U' R U) D' (R2 U R' U) (R U' R U') R2' [U']
Ga - Probability = 1/18 Gb - Probability = 1/18

R2 U' (R U' R U) (R' U R2 D') (U R U' R') D [U'] D' (R U R' U') D (R2 U' R U') (R' U R' U) R2 [U]
y2 R2' F2 (R U2' R U2') R' F (R U R' U') R' F R2 (R U R') y' (R2 u' R U') (R' U R' u) R2
Gd - Probability = 1/18
Gc - Probability = 1/18
F2L Algorithms – Some Useful Cases
PDF developed by Feliks Zemdegs
Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithm Presentation Format

This is a selection of F2L algorithms that are


Suggested algorithm here fairly short, but also somewhat unintuitive.

It is not recommended to learn any of these


algorithms before learning intuitive F2L.

Edge in different slot, corner oriented

R' F R2 U' R' U2 F' (R' F R F') (R' U' R)


(FL slot) (BR slot)

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


(FL slot) (BR slot)

Edge in different slot, corner not oriented

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


(FL slot) (BR slot)

U R' U' R2 U R2' U' R U' R U R2' U' R2 U R'


(BR slot) (FR slot)

R' u' R' u R


(FR slot)

Edge insertions

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


(FR slot) (FR slot)
Corner solved, edge in slot

R2 U' R2' U R2 R2 U R2 U' R2'


(FR slot) (BR slot)

Miscellaneous

F R U' R' U' F' r U' R' U R U r'


(FL slot) (FR slot)

M U r U' r' U' M'


(FR slot)
WV Algorithms (Winter Variation)
Developed by Feliks Zemdegs
and Andy Klise
Images sourced from Conrad Rider's VisualCube - http://cube.crider.co.uk/visualcube.php

Algorithm Presentation Format

Round brackets are used to segment algorithms to


assist memorisation and group move triggers.

It is recommended to learn the algorithms in the


order presented.
Suggested algorithm here
The legend to the left indicates two colour patterns
used in this sheet to signify similarities across
Insert to Sune variant algorithms.
Insert to OLL

3 Corners Oriented

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

2 Corners Oriented

R U' R' (R U' R') U [R' U' R U' R' U2 R] U' (R U' R' U2) (R U' R' U2) (R U R')

U' (R' F R U) (R U' R' F') R2 D (R' U' R) D' R2' (R U R' U') (R U' R')
1 Corner Oriented

U (R U' R' U) (R U2' R') R U R2' U' R2 U' R2' U2' R (R U' R') -> [OLL] U R2 D (R' U2 R) D' R2'

U R' U' R2 U' R2' U2' R U F' (R U2' R' U2') R' F R U R U2' [R2' U' R U' R' U2 R] U' L' (U R U' R') L

(R U' R') -> [OLL] (R U' R') -> [OLL] (R U' R') -> [OLL] U R U2' R'

0 Corners Oriented

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


R U' [R2' U2' R U R' U R] U R U2' [R2' U2' R U R' U R]
R'] U2' R'

R U' [R2' U' R U' R' U2 R] (R U R' U') (R U R' U') R U' R' R2 D (R' U R) D' R' U2 R' (R U' R') -> [OLL]

You might also like