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Super Cubing (New)

The document provides algorithms for solving the first two layers (F2L) and orientation of the last layer (OLL) of the Rubik's Cube. It includes over 50 algorithms organized by F2L case and OLL shape. The algorithms are presented with notation and formatting to assist with memorization and execution of the steps.

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0% found this document useful (0 votes)
211 views17 pages

Super Cubing (New)

The document provides algorithms for solving the first two layers (F2L) and orientation of the last layer (OLL) of the Rubik's Cube. It includes over 50 algorithms organized by F2L case and OLL shape. The algorithms are presented with notation and formatting to assist with memorization and execution of the steps.

Uploaded by

manjuvyasvbn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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'


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
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)
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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