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Beginner Intermediate Advanced Notation FAQ Contact
Advanced Method
This is the full CFOP (or Fridrich) method. 'CFOP' refers to the
steps involved -Cross, F2L, OLL and PLL. This involves remembering
a lot of algorithms to copewith different situations, so you can
use some 2-look OLL and PLL to reduce theamount of algorithms you
need to know.
This page is quite heavy on the old word count. This is because
the differentsections need a bit of explaining (I'm looking at you,
F2L) because they're sodifferent from the beginner method. If you
are happy just being able the solvethe cube, I'd stick to ol'
reliable, the beginner method. But if you want to startproperly
speedcubing and pushing down your solve time, you're going to
needthe methods outlined here. I'm sure if you're actually
interested in speedcubingand the fame, money, and glory it will
certainly bring you, you won't mindreading a few paragraphs.
Step 1 - The Cross
This step is the same as all the other methods - forming a cross
on the first layerto get this:
The more astute among you will notice something different about
this picture. Itis upside down because there is one key difference
- the first cross is done onthe bottom layer. This means that you
can't always see what is happening withthe cross, which sounds like
a good way to just make solving the cube more difficult. Thereason
for doing the cross on the bottom layer is that you then don't have
to turn thecube over when starting the second layer. This saves
time not only by not physicallymoving the cube, but while you are
completing the cross you can be looking ahead foryour first move of
F2L.
At this stage, a lot of people still find it quite difficult to
intuitively manipulate the cube.This means that doing the cross on
the bottom is difficult, as they have come to rely onalgorithms for
moving pieces that suddenly don't work because everything is
upside-down. It is difficult to teach intuition, but through
practice it will eventually just click.Don't be disheartened if
doing the cube on the bottom takes many times longer thandoing it
on the top - if you're doing it at all, you're improving. Also,
don't be afraid to bemove on in the advanced method while not being
able to do the cross on the bottom. I
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have found that F2L (the next section) hugely helps people to
understand how to movecubies to where they want them, a skill that
they can later use for the cross. You maynever even go back to the
cross, and continue doing it on the top. This is fine for
mostpeople, but if you really want to be pushing your time down to
less than 20 seconds, youwill need to learn at some point.
All of that being said, I will give you some situations to look
out for whilst doing the crosson the bottom. Some of them may seem
obvious, but they are here for people who needthem.
F2 U' R' F R F R2 D2
The first two cases here are quite similar to those given in the
beginner method for thefirst cross on the top layer. They are quite
simple, and you should be able to deal withthem with relative ease.
The third case is a little more complicated. You should, by now,be
able to immediately recall that green is opposite blue and orange
is opposite red. Soinstead of putting the white-orange edge piece
where it needs to go and then the white-green edge piece, they can
both be put in the opposite locations, i.e. the white-orangepiece
in the white-red location and the white-green piece in the
white-blue location. Aftera simple D2, they are both in the correct
place.
If you can comfortably form the cross on the bottom layer, your
work is still not over. Nowyou need to start practising doing it
efficiently. This means looking ahead, i.e. thinkingabout what you
are going to do next when you've completed whatever it is you are
doing.Again, this is not something that is easily taught -
different people will solve the samecube in different ways, and
will likely disagree on the best or most efficient way of
doingsomething. However, a good method for practising this is
solving the cube very, very,slowly but without stopping. The
biggest problem with efficiently solving the cube is notperforming
algorithms quickly, but deciding which algorithm to perform. By
solving slowlybut smoothly, you'll be practising this ability and
you will get quicker and more confidentwith the cube until you too
have your own version of the best way.
Step 2 - F2L
This step involves solving the first layer corners and second
layer at the same time, toget this:
The basic idea behind F2L is to pair a corner piece with its
edge piece and then put themboth where they need to go. We can see
in this basic example that a simple R would pairup the
white-red-blue corner with the blue-red edge piece. A further U
aligns the twopieces to the red-white edge piece on the red face,
and a R' puts the two pieces wherethey need to be.
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R
U
R'
There are a few different situations. In this example, the
corner cubie has the white facepointing upwards. We'll solve this
in two parts - pairing the edge and corner pieces, andthen putting
them in the right place together.
R U2 R'
U R U' R'
Another important part of F2L is solving the situation without
affecting any of the otherF2L cases you may have already solved.
For example, in this situation:
F U2 F'
Doing F U2 F' does successfully pair the red-blue corner and
edge pieces, but it also liftsout the blue-orange pair that had
already been solved and ruins it. Instead, we should dothis:
U' R U2 R'
A simple U at the start means that the pieces from the first and
second layers that arelifted out are where we want the blue-red
pieces to go. The lifted pieces are ones wedon't care about, as
they weren't supposed to be there anyway. This process of using
thedestination of the pieces we want to solve in order to
manipulate those pieces is crucialin learning F2L.
Before you dive in to F2L and start trying to figure it all out,
there are a few more thingsyou should try to bear in mind. The
first of which is that cube turns are bad. They are slowto do, as
you have to shift the cube from one hand to the other. While this
might seemstrivial, you're probably reading this page because you
want to get better and faster atcubing, and a few seconds can be
very important. Nearly every one of the algorithms forF2L below can
be performed without shifting the cube, as most only use two faces
thatone hand can easily do. To this end, some of the algorithms use
d instead of U y', as they' means turning the cube. I'm sure you
remember that d is a double layer D, i.e. turningD and the middle
layer at the same time, because you read the notation page.
Try to also remember that you (probably) have two hands. While
also an excellent life tip,some situations are just better handled
on a specific side of the cube. Take this example:
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You might do something like y' U R U' R' U y' R' U' R, as your
natural instinct will likely beto use your right hand. Instead, L'
U L U L' U' L works a lot better, as you avoid the slowcube
rotations.
One last thing - slow and steady will make you win this race. In
much the same way asthe previous section with the cross, practising
F2L in a slow but continuous way will allowyou to practice your
lookahead skills, allowing you to constantly be looking for the
nextmove while you are in the middle of performing another.
Ok, so on to actually learning the F2L. When doing this, it is
really useful to have a tableof algorithms so you know the best way
of handling each situation you come across.Some of them, such as
the first two examples, are relatively trivial and you may be
ableto easily see the best, simplest way of solving that particular
situation. While thisintuitive thinking will take you far in F2L,
there are a few cases where a simple algorithmis far less obvious
but a much quicker way of doing it. For example, this
situation:
An intuitive way of thinking about it might produce an algorithm
like (R U2 R') (F' U2 F)(U' R U R'). If you remember, the brackets
in the algorithm only serve to split up thealgorithm, usually into
parts that are easy to perform. Here, the algorithm has split
intothree parts: taking the two pieces into the top layer,
separating them, and lastly rejoiningthem and putting them where
they need to be. Indeed, an intuitive approach. However,the
algorithm (R U R' U') (R U R' U') (R U R') is much faster to
perform, as it is essentiallythe same move performed three
times.
Here are the cases that you should watch out for, as the listed
algorithm is not anintuitive one:
Here are all of the F2L cases. They are here so you can see
optimal ways for eachsituation, so don't rely on them for every
single F2L case you encounter - try and do eachcase intuitively.
I'm going to say it one more time. Intuition good. Memorising
bad.
Type 1: Basic cases
These are the four most basic cases, some of which you might
remember as an upside-down version of step 2 of the beginner
method. A lot of the F2L cases revolve aroundgetting to one of
these four cases and then solving them normally.
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R U R'
F' U' F
U R U' R'
U' F' U F
Type 2: Corner pointing outwards and edge in top layer
From here, the algorithms are bracketed to show the two parts of
the algorithm: puttingthe two pieces where they can be easily
solved (usually a basic case), and then solvingthem.
(U' R U' R' U) (R U R')
(U F' U F U') (F' U' F)
(U' R U R' U) (R U R')
(U F' U' F U') (F' U' F)
(U F' U2 F U') (R U R')
(U' R U2 R' U) (F' U' F)
(R U' R' U) (d R' U' R)
(F' U F U') (d' F U F')
(U F' U2 F) (U F' U2 F)
(U' R U2 R') (U' R U2 R')
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(U F' U' F) (U F' U2 F)
(U' R U R') (U' R U2 R')
Type 3: Corner pointing upwards and edge in top layer
(R U2 R') (U' R U R')
(F' U2 F) (U F' U' F)
(U R U2 R') (U R U' R')
(U' F' U2 F) (U' F' U F)
(U2 R U R') (U R U' R')
(U2 F' U' F) (U' F' U F)
(R U R' U') U' (R U R' U') (R U R')
y' (R' U' R U) U (R' U' R U) (R' U'R)
In these last two, the two adjacent Us in the middle could be a
U2, but it's split to showthat the first and second bracketed bits
are the same. Sometimes it's easier to performtwo Us than a U2!
(More on this in step five)
Type 4: Corner in bottom and edge in top
You might remember the first two algorithms here from step 3 of
the beginner method!
(U R U' R') (U' F' U F)
(U' F' U F) (U R' U' R)
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(F' U F) (U' F' U F)
(R U' R') (U R U' R')
(R U R') (U' R U R')
(F' U' F) (U F' U' F)
Type 5: Corner in top, edge in middle
(U F' U F) (U F' U2 F)
(U' R U' R') (U' R U2 R')
(U F' U' F) (d' F U F')
(U' R U R') (d R' U' R)
(R U' R') (d R' U R)
(R U R' U') (R U R' U') (R U R')
Type 6: Corner in bottom, edge in middle
(R U' R' U R U2 R') (U R U' R')
(R U' R' U' R U R') (U' R U2 R')
(R U R' U' R U' R') (U d R' U' R)
(R U' R' d R' U' R) (U' R' U' R)
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(R U' R' d R' U2 R) (U R' U2 R)
Step 3 - OLL
This step involves orienting all of the last layer cubies so the
yellow face is complete, likethis:
Crosses
R' U2 R U R' U R
L' U R U' L U R'
L U' R' U L' U R U R' U R
R U R' U R U' R' U R U2 R'
R' F' L F R F' L' F
R' F' L' F R F' L F
R2 D R' U2 R D' R' U2 R'
Dots
R U B' l U l2' x' U' R' F R F'
R' F R F' U2 R' F R y' R2 U2 R
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y L' R2 B R' B L U2' L' B M'
R' U2 x R' U R U' y R' U' R' U R' F
R' U2 F R U R' U' y' R2 U2 x' R U
F (R U R' U) y' R' U2 (R' F R F')
R U R' U R' F R F' U2 R' F R F'
M' U2 M U2 M' U M U2 M' U2 M
All Corners
L' R U R' U' L R' F R F'
M' U' M U2' M' U' M
Lines
R U' y R2 D R' U2 R D' R2 d R'
R' U' y L' U L' y' L F L' F R
F U R U' R' U R U' R' F'
L' B' L U' R' U R U' R' U R L' B L
Big Ls
R' F R U R' F' R y L U' L'
L F' L' U' L F L' y' R' U R
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R B R' L U L' U' R B' R'
L' B' L R' U' R U L' B L
Ts
F R U R' U' F'
R U R' U' R' F R F'
Zs
R' F R U R' U' y L' d R
L F' L' U' L U y' R d' L'
Cs
R U x' R U' R' U x U' R'
R U R' U' x D' R' U R E'
Little Ls
F R U R' U' R U R' U' F'
F' L' U' L U L' U' L U F
L U' y' R' U2' R' U R U' R U2 R d'L'
R' F R' F' R2 U2 x' U' R U R'
R' F R F' U2 R2 y R' F' R F'
L F' L' F U2 L2 y' L F L' F
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L F R' F R F2 L'
L' B' L U' R' U R L' B L
U2 r R2' U' R U' R' U2 R U' M
U2 l' L2 U L' U L U2 L' U M
x' U' R U' R2' F x R U R' U' R B2
R' U' R y' x' R U' R' F R U R'
R U R' y R' F R U' R' F' R
R2' U R' B R U' R2' U l U l'
U' R U2' R' U' R U' R2 y' R' U' R UB
U' R' U2 R U R' U R2 y R U R' U' F'
R' U2 l R U' R' U l' U2 R
F R' F' R U R U' R'
r' U2 (R U R' U) r
r U2 R' U' R U' r'
Ps
L d R' d' L' U L F L'
R' d' L d R U' R' F' R
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F U R U' R' F'
F' U' L' U L F
Ws
L U L' U L U' L' U' y2' R' F R F'
R' U' R U' R' U R U y F R' F' R
Step 4 - PLL
This step involves permuting all of the last layer cubies so the
cube is complete, whichyou probably know looks like this:
Here are all of the PLL case algorithms, again in what I think
is a logical order:
x R2 D2 R U R' D2 R U' R
x z' R2 U2 R' D' R U2 R' D R'
M2 U M2 U2 M2 U M2
R' U' R2 U R U R' U' R U R U' R U'R' U2
R' U R' U' R' U' R' U R U R2
R2 U' R' U' R U R U R U' R
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R' F' L' F R F' L F R' F' L F R F' L' F
U' R' U R U' R2 F' U' F U R F R' F'R2
R U R' U' R' F R2 U' R' U' R U R' F'
R U R' F' R U R' U' R' F R2 U' R' U'
L' U' L F L' U' L U L F' L2 U L U
R' U2 R U2 R' F R U R' U' R' F' R2U'
L U2 L' U2 L F' L' U' L U L F L2 U
R' U R' U' B' D B' D' B2 R' B' R BR
F R U' R' U' R U R' F' R U R' U' R'F R F'
R' U R U' R' F' U' F R U R' F R' F' RU' R
R U' R' U l U F U' R' F' R U' R U l'U R'
y R2' u R' U R' U' R u' R2 y' R' U R
R' U' R y R2 u R' U R U' R u' R2
y R2' u' R U' R U R' u R2 y R U' R'
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y2 R U R' y' R2 u' R U' R' U R' uR2
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