FRスロットの上に白が右のコーナー、エッジはU層ですでにコーナーとペア。
CFOP · ステップ2
F2Lアルゴリズム
CFOP法のための41すべての標準F2Lケース。コーナー・エッジのペアを前-右スロットに効率的に挿入します。
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.
ケース1の鏡像。ペアはすでにU層で形成され、左から挿入可能。
ペアはすでにU層で揃い、左から直接挿入の準備完了。
ペアはすでにU層で揃い、右から直接挿入の準備完了。
コーナーは白が上、エッジは横。標準的な分離アルゴリズム。
ケース5の鏡像。同じ考え、左側。
F面に白のコーナー、U層にエッジ。
ケース7の鏡像。
R面に白のコーナー、Uにエッジ。左手のセットアップを使います。
R面に白のコーナー、U層の後ろの位置にエッジ。
F面に白のコーナー、U層の後ろの位置にエッジ。
トリプルsledgehammerのセットアップを要する難しいケース。
コーナーの白いステッカーが上、U層にエッジ。標準的な挿入。
ケース13の鏡像。
コーナーが上、エッジはU層の左側。
コーナーが上、エッジはU層の右側。
コーナーが上、エッジはU層の後ろ。長めのセットアップ。
コーナーが上、エッジは中段スロット(向きが違う)。
コーナーが上、エッジは中段で向きが違う。
ケース19の鏡像。
コーナーはU層、エッジはすでに中段(間違ったスロットまたはひっくり返り)。
白が前を向くスロットのエッジ、コーナーは上。6手の解法。
コーナーを上にして再挿入が必要なスロットのエッジ。
コーナーが上、エッジはスロット。セットアップ + 挿入。
左手グリップを使う難しいケース。
コーナーはすでにFRスロット(向きが違う)、エッジはU層。
ケース26の鏡像。
コーナーがスロットで違う方向を向き、エッジはU。
ケース28の鏡像。
コーナーがスロットで違い、エッジはU。長めの復帰セットアップ。
コーナーがスロットで違い、エッジはUの後ろ。トリプルセットアップのケース。
両パーツがスロットにあるが向きが違う。長いアルゴリズム。
コーナーがスロットで向き合い、エッジがひっくり返り。一般的なケース。
ペアをひっくり返すためのsexy-move繰り返しパターン。
コーナーはスロットで正しく、エッジは反対のスロットでひっくり返す必要あり。
ペアはスロットにあるが、コーナーとエッジの位置が入れ替わり。
コーナーが正しくエッジがひっくり返った単純なバリアント。
エッジだけがスロット(ひっくり返り)。コーナーは上のU層。
コーナーだけがスロット(ねじれ)。エッジはU層。
ペアはスロットに収まるがひっくり返り(コーナー-エッジの接続が反転)。
ペアはスロットにあるが、コーナーとエッジの位置が入れ替わり。
OLLアルゴリズム
F2Lの後、57のOLLケースで最終層の向きを揃える
リファレンスCFOP入門
OLLが完全なCFOP法にどう収まるか理解する