Sudut di atas slot FR dengan putih di kanan, tepi di lapisan U sudah dipasangkan dengan sudut.
CFOP · Langkah 2
Algoritma F2L
Semua 41 kasus F2L standar untuk metode CFOP. Masukkan pasangan sudut-tepi secara efisien ke slot depan-kanan.
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.
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.
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.
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.
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.
Cermin kasus 1. Pasangan sudah terbentuk di lapisan U, dapat disisipkan dari kiri.
Pasangan sudah sejajar di lapisan U, siap untuk sisipan langsung dari kiri.
Pasangan sudah sejajar di lapisan U, siap untuk sisipan langsung dari kanan.
Sudut putih-di-atas, tepi di samping. Algoritma pemisah standar.
Cermin kasus 5. Ide sama, sisi kiri.
Sudut dengan putih di sisi F, tepi di lapisan U.
Cermin kasus 7.
Sudut dengan putih di sisi R, tepi di U. Gunakan penyiapan tangan kiri.
Sudut dengan putih di sisi R, tepi di lapisan U pada posisi belakang.
Sudut dengan putih di sisi F, tepi di lapisan U pada posisi belakang.
Kasus lebih rumit yang membutuhkan penyiapan triple-sledgehammer.
Stiker putih sudut di atas, tepi di lapisan U. Sisipan standar.
Cermin kasus 13.
Sudut di atas, tepi di sisi kiri lapisan U.
Sudut di atas, tepi di sisi kanan lapisan U.
Sudut di atas, tepi di belakang lapisan U. Penyiapan lebih panjang.
Sudut di atas, tepi di slot tengah (orientasi salah).
Sudut di atas, tepi di lapisan tengah orientasi salah.
Cermin kasus 19.
Sudut di lapisan U, tepi sudah di lapisan tengah (slot salah atau terbalik).
Tepi di slot dengan putih menghadap depan, sudut di atas. Penyelesaian enam gerakan.
Tepi di slot perlu disisipkan ulang dengan sudut di atas.
Sudut di atas, tepi di slot. Penyiapan + sisipan.
Kasus lebih rumit menggunakan pegangan tangan kiri.
Sudut sudah di slot FR (orientasi salah), tepi di lapisan U.
Cermin kasus 26.
Sudut di slot mengarah salah, tepi di U.
Cermin kasus 28.
Sudut di slot salah, tepi di U. Penyiapan pemulihan lebih panjang.
Sudut di slot salah, tepi di U belakang. Kasus triple-setup.
Kedua potongan di slotnya tetapi dengan orientasi salah. Algoritma panjang.
Sudut di slot terorientasi, tepi terbalik. Kasus umum.
Pola pengulangan sexy-move untuk membalik pasangan.
Sudut benar di slot, tepi perlu dibalik di slot berlawanan.
Pasangan di slot tetapi posisi sudut-tepi tertukar.
Varian sederhana dengan sudut benar dan tepi terbalik.
Hanya tepi di slot (terbalik). Sudut di atas di lapisan U.
Hanya sudut di slot (terpuntir). Tepi di lapisan U.
Pasangan berada di slot tetapi terbalik (koneksi sudut-tepi terbalik).
Pasangan di slot tetapi sudut dan tepi tertukar posisi.
Algoritma OLL
Setelah F2L, orientasikan lapisan terakhir dengan 57 kasus OLL
ReferensiPengenalan CFOP
Pahami bagaimana OLL cocok dalam metode CFOP penuh