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CFOP · Trin 2

F2L-algoritmer

Alle 41 standard-F2L-tilfælde for CFOP-metoden. Indsæt hjørne-kant-par effektivt på front-højre-pladsen.

41 F2L-parindsættelsestilfælde

Hold kuben med korset nede og den tomme plads ved front-højre (FR-pladsen). Hver algoritme indsætter hjørne+kant-parret på den plads.

What F2L really is

In the beginner method you solve the first layer in two separate phases: place four corners, then thread in four middle-layer edges. F2L collapses that into one idea — you pair each first-layer corner with its matching middle edge and drop them into their slot as a single unit, four times. That one change is the biggest single time saving in the whole solve. Dan Harris calls F2L the stage where “most people gain a lot more time,” and it is the reason a CFOP solver finishes in 20 seconds where the beginner method takes 60.

Hold the cube, then read the case

Keep the cross on the bottom and build every pair in the top layer, inserting downward into the four side slots — these algorithms target the front-right (FR) slot. To recognise a case, read it in two steps: first find the corner (is its white/cross-coloured sticker on the U face, the R face, the F face, or is the corner already down in a slot?), then find its edge. That two-step read is exactly how the case families below are grouped, so it doubles as a recognition routine.

The anatomy of every F2L algorithm

Almost every F2L algorithm does the same job in the same order: a set-up move or two to position the pieces, the pair-up that joins the corner and edge, the insert that drops the joined pair into its slot, and sometimes a restore that puts back any pair the pair-up disturbed. Once you can split an algorithm into those phases, you can rebuild a case you've forgotten and stop breaking slots you've already solved. Watch the two below and you'll see the phases happen.

Connected pair — the simplest insert
RUR'

R lifts the slot pieces into the top layer and connects them with the waiting pair, U aligns the joined pair over its slot, and R' drops it home. There is no separate set-up or restore — a connected pair sitting in the right place is the gift case of F2L.

Separated pair — pair up, then insert
RUR'U'RU'R'

R U R' U' pairs the corner and edge up in the top layer; the trailing R U' R' connects and inserts the pair below the corner. Notice how the work splits cleanly into pair-up then insert — that is the template behind dozens of the cases below.

One trick, four angles

The most common myth about F2L is that filling all four slots means learning four times as many algorithms. It does not. Learn each case as a hand motion — how the pieces move relative to each other — rather than a fixed string of letters, and the same trick works from any side: you simply substitute the face that is in front of you. The front-right pair-up R' U R becomes F' U F, L' U L, or B' U B for the other three slots, with no new memorisation.

R'UR F'UF L'UL B'UB

Look-ahead: the real speed lever

Getting faster is not mainly about turning your hands faster — Harris's warning is that “the hands are quicker than the eyes.” Turn at full speed and your perception can't keep up, so you stall after every algorithm to hunt for the next pair, and those dead stops cost more than turning a little slower would. The fix feels backwards: slow your turning down just enough that your eyes can track the pieces, let the current algorithm run on autopilot from muscle memory, and spend the freed attention finding and orienting the next pair. Chain those together and the whole solve runs with no pauses.

The genuinely tricky cases

Most cases are short. The long ones almost all involve a piece trapped in a slot the wrong way — a corner wedged in with its cross colour pointing sideways, or a pair already in the slot but flipped. These are long for a reason: the algorithm has to eject the badly-placed piece into the top layer before it can rebuild and re-insert the pair. You'll find them under the “Corner in slot,” “Both in slot,” and similar filters below.

Finger tricks for F2L

A finger trick is a short sequence ripped off in one fluid motion instead of re-gripping between turns, and F2L is built almost entirely from a handful of them. Your index finger and thumb alone can drive the whole trigger family — these are the same pairs of moves that pair up and insert, so finger-tricking them is fast F2L. The famous “sexy move” R U R' U' is just two of these stitched together.

RUR' RU'R' R'F RB'

All 41 cases

Here is the complete set. Now that you can read an algorithm's phases and adapt it to any slot, treat these as phrases you understand rather than strings to parrot. Filter by case family, copy any algorithm, and step through it in 3D.

F2L 1 beginner

Let Par — Indsættelse Højre

easy

Hjørne over FR-pladsen med hvidt til højre, kant i U-laget allerede parret med hjørnet.

URU'R'
P 1/41 4 moves
F2L 2 beginner

Let Par — Indsættelse Venstre

easy

Spejl af tilfælde 1. Par allerede dannet i U-laget, kan indsættes fra venstre.

U'F'UF
P 1/41 4 moves
F2L 3 beginner

Triviel — F'U'F

easy

Par allerede flugtet i U-laget, klar til direkte indsættelse fra venstre.

F'U'F
P 1/41 3 moves
F2L 4 beginner

Triviel — RUR'

easy

Par allerede flugtet i U-laget, klar til direkte indsættelse fra højre.

RUR'
P 1/41 3 moves
F2L 5 beginner

Hjørne & Kant Oppe — 1

corner-edge-top

Hjørne med hvidt oppe, kant ved siden. Standard separationsalgoritme.

U'RU'R'URUR'
P 1/41 8 moves
F2L 6 beginner

Hjørne & Kant Oppe — 2

corner-edge-top

Spejl af tilfælde 5. Samme idé, venstre side.

UF'UFU'F'U'F
P 1/41 8 moves
F2L 7 intermediate

Hjørne & Kant Oppe — 3

corner-edge-top

Hjørne med hvidt på F-siden, kant i U-laget.

U'RUR'URUR'
P 1/41 8 moves
F2L 8 intermediate

Hjørne & Kant Oppe — 4

corner-edge-top

Spejl af tilfælde 7.

UF'U'FU'F'U'F
P 1/41 8 moves
F2L 9 intermediate

Hjørne & Kant Oppe — 5

corner-edge-top

Hjørne med hvidt på R-siden, kant i U. Brug en venstrehåndsopstilling.

y'U'R'URU'R'UR
P 1/41 9 moves
F2L 10 intermediate

Hjørne & Kant Oppe — 6

corner-edge-top

Hjørne med hvidt på R-siden, kant i U-laget i bageste position.

URU2R'URU'R'
P 1/41 8 moves
F2L 11 intermediate

Hjørne & Kant Oppe — 7

corner-edge-top

Hjørne med hvidt på F-siden, kant i U-laget i bageste position.

U'F'U2FU'F'UF
P 1/41 8 moves
F2L 12 intermediate

Hjørne & Kant Oppe — 8

corner-edge-top

Vanskeligere tilfælde, der kræver en tredobbelt sledgehammer-opstilling.

URU'R'U'F'UF
P 1/41 8 moves
F2L 13 intermediate

Hjørne Peger Opad — 1

corner-pointing-up

Hjørnet har det hvide klistermærke oppe, kant i U-laget. Standardindsættelse.

RU2R'U'RUR'
P 1/41 7 moves
F2L 14 intermediate

Hjørne Peger Opad — 2

corner-pointing-up

Spejl af tilfælde 13.

F'U2FUF'U'F
P 1/41 7 moves
F2L 15 intermediate

Hjørne Peger Opad — 3

corner-pointing-up

Hjørne oppe, kant på venstre side af U-laget.

U'RU2R'U'RUR'
P 1/41 8 moves
F2L 16 intermediate

Hjørne Peger Opad — 4

corner-pointing-up

Hjørne oppe, kant på højre side af U-laget.

UF'U2FUF'U'F
P 1/41 8 moves
F2L 17 intermediate

Hjørne Peger Opad — 5

corner-pointing-up

Hjørne oppe, kant bagtil i U-laget. Længere opstilling.

RU'R'URU'R'U2RU'R'
P 1/41 11 moves
F2L 18 advanced

Hjørne Peger Opad — 6

corner-pointing-up

Hjørne oppe, kant i midterpladsen (forkert orientering).

RU'R'dR'U2RUR'U2R
P 1/41 11 moves
F2L 19 intermediate

Hjørne Peger Opad — 7

corner-pointing-up

Hjørne oppe, kant i midterlaget i forkert orientering.

RUR'URU2R'URU'R'
P 1/41 11 moves
F2L 20 intermediate

Hjørne Peger Opad — 8

corner-pointing-up

Spejl af tilfælde 19.

y'R'U'RUR'U2RU'R'UR
P 1/41 12 moves
F2L 21 intermediate

Hjørne Oppe, Kant i Midten — 1

corner-top-edge-middle

Hjørne i U-laget, kant allerede i midterlaget (forkert plads eller vendt).

RU'R'URU2R'URU'R'
P 1/41 11 moves
F2L 22 intermediate

Hjørne Oppe, Kant i Midten — 2

corner-top-edge-middle

Kant på plads med hvidt fremad, hjørne ovenover. Sekstrækløsning.

RUR'U'RU'R'
P 1/41 7 moves
F2L 23 intermediate

Hjørne Oppe, Kant i Midten — 3

corner-top-edge-middle

Kant på plads, der skal genindsættes med hjørnet ovenover.

U'RU'R'URUR'
P 1/41 8 moves
F2L 24 intermediate

Hjørne Oppe, Kant i Midten — 4

corner-top-edge-middle

Hjørne oppe, kant på plads. Opstilling + indsættelse.

URUR'U2RUR'
P 1/41 8 moves
F2L 25 advanced

Hjørne Oppe, Kant i Midten — 5

corner-top-edge-middle

Vanskeligere tilfælde med venstrehåndsgreb.

y'UR'U'RU2R'UR
P 1/41 9 moves
F2L 26 intermediate

Hjørne Nede, Kant Oppe — 1

corner-bottom-edge-top

Hjørne allerede på FR-pladsen (forkert orientering), kant i U-laget.

URU'R'U'F'UF
P 1/41 8 moves
F2L 27 intermediate

Hjørne Nede, Kant Oppe — 2

corner-bottom-edge-top

Spejl af tilfælde 26.

U'F'UFURU'R'
P 1/41 8 moves
F2L 28 intermediate

Hjørne Nede, Kant Oppe — 3

corner-bottom-edge-top

Hjørne på plads peger den forkerte vej, kant i U.

U'RUR'URUR'
P 1/41 8 moves
F2L 29 intermediate

Hjørne Nede, Kant Oppe — 4

corner-bottom-edge-top

Spejl af tilfælde 28.

UF'U'FU'F'U'F
P 1/41 8 moves
F2L 30 intermediate

Hjørne Nede, Kant Oppe — 5

corner-bottom-edge-top

Hjørne på forkert plads, kant i U. Længere genoprettelsesopstilling.

RU'R'URU'R'U2RU'R'
P 1/41 11 moves
F2L 31 advanced

Hjørne Nede, Kant Oppe — 6

corner-bottom-edge-top

Hjørne på forkert plads, kant i U bagtil. Tredobbelt-opstillingstilfælde.

RU'R'URU2R'URU'R'
P 1/41 11 moves
F2L 32 advanced

Hjørne Nede, Kant i Midten — 1

corner-bottom-edge-middle

Begge brikker på deres pladser men med forkerte orienteringer. Lang algoritme.

RU'R'dR'U2RUR'U2R
P 1/41 11 moves
F2L 33 advanced

Hjørne Nede, Kant i Midten — 2

corner-bottom-edge-middle

Hjørne orienteret på plads, kant vendt. Almindeligt tilfælde.

RU'R'UdR'U'R
P 1/41 8 moves
F2L 34 advanced

Hjørne Nede, Kant i Midten — 3

corner-bottom-edge-middle

Sexy-move-gentagelsesmønster til at vende paret.

RUR'U'RUR'U'RUR'
P 1/41 11 moves
F2L 35 advanced

Hjørne Nede, Kant i Midten — 4

corner-bottom-edge-middle

Hjørne korrekt på plads, kanten skal vendes i den modsatte plads.

RU'R'dR'U'RU'R'U'R
P 1/41 11 moves
F2L 36 advanced

Hjørne Nede, Kant i Midten — 5

corner-bottom-edge-middle

Par på plads men med ombyttede hjørne-kant-positioner.

RUR'U'RU'R'dR'U'R
P 1/41 11 moves
F2L 37 advanced

Hjørne Nede, Kant i Midten — 6

corner-bottom-edge-middle

Simpel variant med hjørnet korrekt og kanten vendt.

RU'R'dR'U'R
P 1/41 7 moves
F2L 38 intermediate

Kant på Plads (Vendt)

edge-in-slot

Kun kanten er på plads (vendt). Hjørne ovenover i U-laget.

RU'R'URUR'U'RU'R'
P 1/41 11 moves
F2L 39 advanced

Hjørne på Plads (Drejet)

corner-in-slot

Kun hjørnet er på plads (drejet). Kant i U-laget.

RUR'U'RUR'U'RUR'
P 1/41 11 moves
F2L 40 advanced

Par Vendt

pair-in-slot

Paret sidder på plads men vendt (hjørne-kant-forbindelse inverteret).

RU'R'URU2R'URU'R'
P 1/41 11 moves
F2L 41 advanced

Par Ombyttet

pair-in-slot

Par på plads men med hjørne og kant i ombyttede positioner.

RU'R'URU'R'U2RU'R'
P 1/41 11 moves
Næste

OLL-algoritmer

Efter F2L, orientér det sidste lag med de 57 OLL-tilfælde

Reference

CFOP-introduktion

Forstå, hvordan OLL passer ind i den fulde CFOP-metode