Hoek boven de FR-plek met wit rechts, rand in de U-laag al gepaard met de hoek.
CFOP · Stap 2
F2L-algoritmes
Alle 41 standaard F2L-gevallen voor de CFOP-methode. Voeg hoek-randparen efficiënt in de voor-rechtsplek.
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.
Spiegel van geval 1. Paar al gevormd in de U-laag, invoegbaar van links.
Paar al uitgelijnd in de U-laag, klaar voor directe invoeging van links.
Paar al uitgelijnd in de U-laag, klaar voor directe invoeging van rechts.
Hoek met wit boven, rand aan de zijkant. Standaard scheidingsalgoritme.
Spiegel van geval 5. Zelfde idee, linkerkant.
Hoek met wit op het F-vlak, rand in de U-laag.
Spiegel van geval 7.
Hoek met wit op het R-vlak, rand in de U. Gebruik een linkshandige opzet.
Hoek met wit op het R-vlak, rand in de U-laag op de achterpositie.
Hoek met wit op het F-vlak, rand in de U-laag op de achterpositie.
Lastiger geval dat een drievoudige sledgehammer-opzet vereist.
De hoek heeft de witte sticker boven, rand in de U-laag. Standaardinvoeging.
Spiegel van geval 13.
Hoek omhoog, rand aan de linkerkant van de U-laag.
Hoek omhoog, rand aan de rechterkant van de U-laag.
Hoek omhoog, rand achter in de U-laag. Langere opzet.
Hoek omhoog, rand in de middelste plek (verkeerde oriëntatie).
Hoek omhoog, rand in de middelste laag in verkeerde oriëntatie.
Spiegel van geval 19.
Hoek in de U-laag, rand al in de middelste laag (verkeerde plek of omgekeerd).
Rand in de plek met wit naar voren, hoek erboven. Zes-zetten-oplossing.
Rand in de plek die opnieuw moet worden ingevoegd met de hoek erboven.
Hoek omhoog, rand in de plek. Opzet + invoeging.
Lastiger geval met linkshandige greep.
Hoek al in de FR-plek (verkeerde oriëntatie), rand in de U-laag.
Spiegel van geval 26.
Hoek in de plek wijst de verkeerde kant op, rand in de U.
Spiegel van geval 28.
Hoek in de verkeerde plek, rand in de U. Langere herstelopzet.
Hoek in de verkeerde plek, rand in de U achter. Drievoudige opzet.
Beide stukken in hun plekken maar met verkeerde oriëntaties. Lang algoritme.
Hoek georiënteerd in de plek, rand omgekeerd. Veelvoorkomend geval.
Sexy-move-herhalingspatroon om het paar om te keren.
Hoek correct in de plek, rand moet in de tegenoverliggende plek worden omgekeerd.
Paar in de plek maar hoek-randpositie verwisseld.
Eenvoudige variant met de hoek correct en de rand omgekeerd.
Alleen de rand zit in de plek (omgekeerd). Hoek erboven in de U-laag.
Alleen de hoek zit in de plek (verdraaid). Rand in de U-laag.
Het paar zit in de plek maar omgekeerd (hoek-randverbinding geïnverteerd).
Paar in de plek maar hoek en rand in verwisselde posities.
OLL-algoritmes
Oriënteer na F2L de laatste laag met de 57 OLL-gevallen
ReferentieCFOP-inleiding
Begrijp hoe OLL past in de volledige CFOP-methode