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CFOP · Stap 2

F2L-algoritmes

Alle 41 standaard F2L-gevallen voor de CFOP-methode. Voeg hoek-randparen efficiënt in de voor-rechtsplek.

41 F2L-paarinvoeggevallen

Houd de kubus met het kruis onder en de lege plek voor-rechts (de FR-plek). Elk algoritme voegt het hoek+randpaar in die plek.

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

Makkelijk Paar — Invoegen Rechts

easy

Hoek boven de FR-plek met wit rechts, rand in de U-laag al gepaard met de hoek.

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

Makkelijk Paar — Invoegen Links

easy

Spiegel van geval 1. Paar al gevormd in de U-laag, invoegbaar van links.

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

Triviaal — F'U'F

easy

Paar al uitgelijnd in de U-laag, klaar voor directe invoeging van links.

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

Triviaal — RUR'

easy

Paar al uitgelijnd in de U-laag, klaar voor directe invoeging van rechts.

RUR'
P 1/41 3 moves
F2L 5 beginner

Hoek & Rand Boven — 1

corner-edge-top

Hoek met wit boven, rand aan de zijkant. Standaard scheidingsalgoritme.

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

Hoek & Rand Boven — 2

corner-edge-top

Spiegel van geval 5. Zelfde idee, linkerkant.

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

Hoek & Rand Boven — 3

corner-edge-top

Hoek met wit op het F-vlak, rand in de U-laag.

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

Hoek & Rand Boven — 4

corner-edge-top

Spiegel van geval 7.

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

Hoek & Rand Boven — 5

corner-edge-top

Hoek met wit op het R-vlak, rand in de U. Gebruik een linkshandige opzet.

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

Hoek & Rand Boven — 6

corner-edge-top

Hoek met wit op het R-vlak, rand in de U-laag op de achterpositie.

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

Hoek & Rand Boven — 7

corner-edge-top

Hoek met wit op het F-vlak, rand in de U-laag op de achterpositie.

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

Hoek & Rand Boven — 8

corner-edge-top

Lastiger geval dat een drievoudige sledgehammer-opzet vereist.

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

Hoek Wijst Omhoog — 1

corner-pointing-up

De hoek heeft de witte sticker boven, rand in de U-laag. Standaardinvoeging.

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

Hoek Wijst Omhoog — 2

corner-pointing-up

Spiegel van geval 13.

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

Hoek Wijst Omhoog — 3

corner-pointing-up

Hoek omhoog, rand aan de linkerkant van de U-laag.

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

Hoek Wijst Omhoog — 4

corner-pointing-up

Hoek omhoog, rand aan de rechterkant van de U-laag.

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

Hoek Wijst Omhoog — 5

corner-pointing-up

Hoek omhoog, rand achter in de U-laag. Langere opzet.

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

Hoek Wijst Omhoog — 6

corner-pointing-up

Hoek omhoog, rand in de middelste plek (verkeerde oriëntatie).

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

Hoek Wijst Omhoog — 7

corner-pointing-up

Hoek omhoog, rand in de middelste laag in verkeerde oriëntatie.

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

Hoek Wijst Omhoog — 8

corner-pointing-up

Spiegel van geval 19.

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

Hoek Boven, Rand in het Midden — 1

corner-top-edge-middle

Hoek in de U-laag, rand al in de middelste laag (verkeerde plek of omgekeerd).

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

Hoek Boven, Rand in het Midden — 2

corner-top-edge-middle

Rand in de plek met wit naar voren, hoek erboven. Zes-zetten-oplossing.

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

Hoek Boven, Rand in het Midden — 3

corner-top-edge-middle

Rand in de plek die opnieuw moet worden ingevoegd met de hoek erboven.

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

Hoek Boven, Rand in het Midden — 4

corner-top-edge-middle

Hoek omhoog, rand in de plek. Opzet + invoeging.

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

Hoek Boven, Rand in het Midden — 5

corner-top-edge-middle

Lastiger geval met linkshandige greep.

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

Hoek Onder, Rand Boven — 1

corner-bottom-edge-top

Hoek al in de FR-plek (verkeerde oriëntatie), rand in de U-laag.

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

Hoek Onder, Rand Boven — 2

corner-bottom-edge-top

Spiegel van geval 26.

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

Hoek Onder, Rand Boven — 3

corner-bottom-edge-top

Hoek in de plek wijst de verkeerde kant op, rand in de U.

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

Hoek Onder, Rand Boven — 4

corner-bottom-edge-top

Spiegel van geval 28.

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

Hoek Onder, Rand Boven — 5

corner-bottom-edge-top

Hoek in de verkeerde plek, rand in de U. Langere herstelopzet.

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

Hoek Onder, Rand Boven — 6

corner-bottom-edge-top

Hoek in de verkeerde plek, rand in de U achter. Drievoudige opzet.

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

Hoek Onder, Rand in het Midden — 1

corner-bottom-edge-middle

Beide stukken in hun plekken maar met verkeerde oriëntaties. Lang algoritme.

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

Hoek Onder, Rand in het Midden — 2

corner-bottom-edge-middle

Hoek georiënteerd in de plek, rand omgekeerd. Veelvoorkomend geval.

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

Hoek Onder, Rand in het Midden — 3

corner-bottom-edge-middle

Sexy-move-herhalingspatroon om het paar om te keren.

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

Hoek Onder, Rand in het Midden — 4

corner-bottom-edge-middle

Hoek correct in de plek, rand moet in de tegenoverliggende plek worden omgekeerd.

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

Hoek Onder, Rand in het Midden — 5

corner-bottom-edge-middle

Paar in de plek maar hoek-randpositie verwisseld.

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

Hoek Onder, Rand in het Midden — 6

corner-bottom-edge-middle

Eenvoudige variant met de hoek correct en de rand omgekeerd.

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

Rand in de Plek (Omgekeerd)

edge-in-slot

Alleen de rand zit in de plek (omgekeerd). Hoek erboven in de U-laag.

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

Hoek in de Plek (Verdraaid)

corner-in-slot

Alleen de hoek zit in de plek (verdraaid). Rand in de U-laag.

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

Paar Omgekeerd

pair-in-slot

Het paar zit in de plek maar omgekeerd (hoek-randverbinding geïnverteerd).

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

Paar Verwisseld

pair-in-slot

Paar in de plek maar hoek en rand in verwisselde posities.

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

OLL-algoritmes

Oriënteer na F2L de laatste laag met de 57 OLL-gevallen

Referentie

CFOP-inleiding

Begrijp hoe OLL past in de volledige CFOP-methode