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I will be using the official WCA notation from Article 12 of the WCA Regulations:

12a) Notation for Rubik's Cube and similar puzzles:


Face Moves:

 * 12a1) Clockwise, 90 degrees: F (front face), B (back face), R (right face), L (left face), U (upper
face), D (bottom face).
 * 12a2) Counter clockwise, 90 degrees: F', B', R', L', U', D' (see 12a1).
 * 12a3) Clockwise, 180 degrees: F2, B2, R2, L2, U2, D2 (see 12a1).
 * 12a4) Counter clockwise, 180 degrees: F'2, B'2, R'2, L'2, U'2, D'2 (see 12a1).

Double Outer Slice Moves (outer slice plus adjacent inner slice):

 * 12a5) Clockwise, 90 degrees: Fw, Bw, Rw, Lw, Uw, Dw. (see 12a1).
 * 12a6) Counter clockwise, 90 degrees: Fw', Bw', Rw', Lw', Uw', Dw' (see 12a5).
 * 12a7) Clockwise, 180 degrees: Fw2, Bw2, Rw2, Lw2, Uw2, Dw2 (see 12a5).
 * 12a8) Counter clockwise, 180 degrees: Fw'2, Bw'2, Rw'2, Lw'2, Uw'2, Dw'2 (see 12a5).

Middle Slice Moves (middle slice of puzzles with odd number of slices, middle two slices of puzzles with even
number of slices):

 * 12a13) Clockwise, 90 degrees: M (same direction as L), S (same direction as F), E (same direction
as D). (see 12a1).
 * 12a14) Counter clockwise, 90 degrees: M', S', E' (see 12a13).
 * 12a15) Clockwise, 180 degrees: M2, S2, E2 (see 12a13).
 * 12a16) Counter clockwise, 180 degrees: M'2, S'2, E'2 (see 12a13).

12b) Rotations for all cube shaped puzzles:

 * 12b1) Clockwise, 90 degrees: [f] or z, [b] or z', [r] or x, [l] or x', [u] or y, [d] or y'. (see 12a1).
 * 12b2) Counter clockwise, 90 degrees: [f'] or z', [b'] or z, [r'] or x', [l'] or x, [u'] or y', [d'] or y (see
12b1).
 * 12b3) Clockwise, 180 degrees: [f2] or z2, [b2] or z2, [r2] or x2, [l2] or x2, [u2] or y2, [d2] or y2 (see
12b1).
 * 12b4) Counter clockwise, 180 degrees: [f'2] or z'2, [b'2] or z'2, [r'2] or x'2, [l'2] or x'2, [u'2] or y'2,
[d'2] or y'2 (see 12b1).

To make things easier to explain, it is useful to develop a notation that easily describes certain moves. For
the purposes of the diagrams below, F is the red face, B is the orange face, L is the blue face, R is the green
face, U is the yellow face, and D is the white face:

Standard Face Turns


Thus, I will use this notation in which each face is represented by a letter (F (front), B (back), L (left), R
(right), U (up), and D (down)) and moves can be described by the letter of the face that is being turned. An
upper-case letter means to turn that face in the clockwise direction. If that letter is followed by a prime ('),
then that face should instead be turned counter-clockwise. Similarly, if that letter is followed by the number
two (2), then that face should be turned twice. Sometimes, I will follow a prime with a 2 ('2), indicating that
the move should be made in the counter-clockwise direction (for speed reasons). A capital letter followed by
a lower case "w" works the same way, except instead of just turning the outside face, the middle layer
adjacent to it should be moved as well (in the same direction). For example, "Dw" is equivalent to performing
"D" and "E" simultaneously.
F2 Fw2
F or F' Fw or Fw'
F'2 Fw'2

B2 Bw2
B or B' Bw or Bw'
B'2 Bw'2

L2 Lw2
L or L' Lw or Lw'
L'2 Lw'2

R2 Rw2
R or R' Rw or Rw'
R'2 Rw'2

U2 Uw2
U or U' Uw or Uw'
U'2 Uw'2

D2 Dw2
D or D' Dw or Dw'
D'2 Dw'2

Slice Moves
Slice turns (M, E, and S) are sometimes useful for certain algorithms. In a slice move, the "outside" layers
remain stable, and a middle layer will slice through them. They can have the same suffixes as the other face
turns.

M2 or
M M'
M'2

E2 or
E E'
E'2

S2 or
S S'
S'2
Cube Rotations
Cube rotations (x, y, and z) do not involve the turning of any layers of the cube. Instead, the entire cube is
rotated (imagine an x, y, and z axis going through the cube). These are often used to move the cube into a
position that makes an algorithm easier to perform.

x2 or
x x'
x'2

y2 or
y y'
y'2

z2 or
z z'
z'2
Back to Home

These are the 41 distinct cases (plus one solved) for the placement of a corner and its matching edge from
the F2L and the algorithms I use for them. These algorithms appear EXACTLY as I perform them when I am
solving the first two layers, in speedcubing notation with rotations included in the algorithm. It should be
noted that these are the algorithms that I find easiest to perform. However, you may find other algorithms
better-suited for your own hands, so it is recommended to try many different algorithms for the same
situation to find which one works best for your own style of cubing. Videos will be coming soon.
For most of these cases, I have broken the algorithms down into two stages: In the first stage, you will be
pairing up the corner and the edge and AUF so that they can be placed. This stage will be shown in red. In
the second stage, the pair will be inserted into the slot in which it belongs. This stage will be shown in
green. Some cases do not have pairing-up or insertion stages and will be shown in the normal red font.
If you do not understand any of the notation, please visit the notation page.
At the very bottom of the page, I have listed some links to other pages with F2L algorithms.
For a printable page of these algorithms, visit my printable page.

Corner Correct, Edge Not Placed


In these cases, the corner is already solved and only the edge needs to be placed. In Cases #02 and #03, it
is sometimes helpful to use a "working corner" to place the edge piece. This means you could rotate the D-
layer so that an empty corner is under the edge you need to solve, place the edge with a quick trigger, and
finally restore your D-layer. It is also possible to do this for Case #01 by taking the edge out (with an empty
corner), AUF, and then correctly placing the edge piece.
# Diagram Algorithm Comments Video
FR: (R U' R') Dw (R' U2) (R U'2) (R' U
R) Separate the corner from the edge by placing
FL: (L' U L Dw') (L U'2) (L' Dw2) (R them in the U-layer. Next, AUF and bring the Videos
U' R') corner to the bottom using the empty slot so you
01 BR: (R' U R Dw') (R U2) (R' U2) (R U' can move the edge freely to match-up with the
Coming
R') corner. AUF again and place the block in the Soon!
BL: (L U'L' Dw) (L' U'2) (L U2) (L' U slot it belongs.
L)

AUF so that the edge would "match the center"


FR: [U] (R U' R') Dw' (L' U L) Videos
if you moved it one turn towards the empty
FL: [Dw] (R U' R') Dw' (L' U L)
02 BR: [Dw] (L U' L') Dw' (R' U R)
slot. Next, remove the corner from the slot to Coming
match the edge, AUF again, and place them Soon!
BL: [U] (L U' L') Dw' (R' U R)
both together.

FR: [Dw'] (L' U L Dw) (R U' R') Videos


FL: [U'] (L' U L Dw) (R U' R')
03 BR: [U'] (R' U R Dw) (L U' L')
This is just the mirror of Case #02. Coming
BL: [Dw'] (R' U R Dw) (L U' L') Soon!

Edge Correct, Corner Slot Free


In this group, the edge is already solved, but the corner is in the U-layer. In Cases #05 and #06, it is
sometimes useful to use a "working edge" to place the corner. This is very similar to a working corner
method, but you place the corner using a free edge slot instead.
# Diagram Algorithm Comments Video
FR: (R U R' U') (R U R' U') (R U R')
FL: (L' U' L U) (L' U' L U) (L' U' L) Videos
BR: [U'] (R' U) (R U') (R' U) (R U') (R' This is easy to remember because it is the
04 U R) repetition of a very fast trigger three times.
Coming
BL: [U] (L U') (L' U) (L U') (L' U) (L U' Soon!
L')

FR: [Dw] (R' U) (R U2) (R' U R) Videos


To place the corner, you match the corner with
FL: [U] (L' U) (L U'2) (L' U L)
05 BR: [U] (R' U) (R U2) (R' U R)
the edge to form a block and place them both Coming
together. Soon!
BL: [Dw] (L' U) (L U'2) (L' U L)
FR: [U'] (R U') (R' U2) (R U' R') Videos
FL: [Dw'] (L U') (L' U'2) (L U' L')
06 BR: [Dw'] (R U') (R' U2) (R U' R')
This is just the mirror of Case #05. Coming
BL: [U'] (L U') (L' U'2) (L U' L') Soon!

Corner In First Layer Twisted Clockwise


In this group, the corner is in the first layer and its sticker with the cross-color is on the F-face.
# Diagram Algorithm Comments Video
In this case, the edge is solved, but the corner is
FR: (R'2 U2) (R' U' R U') (R' U2 R') Videos
not. A common way of solving this involves
FL: (L' U2) (L' U' L U') (L' U2 L2)
07 BR: (R' U2) (R' U' R U') (R' U2 R'2)
removing the entire first layer, breaking away Coming
the corner to match it with its edge, and then Soon!
BL: (L2 U2) (L' U' L U') (L' U2 L')
restoring everything.

FR: (R U' R U) y (R U') (R' F2) This is one of the least intuitive cases for the Videos
FL: (L' U L) (F R U'2) (R' F') F2L. It involves breaking up the two pieces and
08 BR: (R' U R) B (L U'2 L' B') restoring them while the cross is still not yet
Coming
BL: (L U' L U) y' (R U') (R' F2) restored. Soon!

FR: [U2] (R U' R') y (L' U' L) Videos


In this case, the goal is to get the corner to be
FL: (L' U' L U) (L' U' L)
09 BR: (R' U' R U) (R' U' R)
"opposite" from its matching edge and then Coming
placing them both together. Soon!
BL: [U2] (L U' L') y (R' U' R)

FR: (R U') (R' U) (R U' R') Videos


FL: (L' U'2 L) y'(R U2 R') In this case, the goal is to form a corner-edge
10 BR: (R' U2 R) y (R U2 R') block and then place it in its slot.
Coming
BL: (L U') (L' U) (L U' L') Soon!

Corner In First Layer Twisted Counter-Clockwise


These cases are just the mirrors of the group above.
# Diagram Algorithm Comments Video

FR: (R U'2) (R U R' U) (R U'2 R'2) Videos


FL: (L2 U'2) (L U L' U) (L U'2 L)
11 BR: (R'2 U2) (R U R' U) (R U2 R)
This is just the mirror of Case #07. Coming
BL: (L U'2) (L U L' U) (L U2 L'2) Soon!

FR: (R U' R') (F' L' U2) (L F) Videos


FL: (L' U L' U') y' (L' U) (L F'2)
12 BR: (R' U R' U') y (L' U) (L F'2)
This is just the mirror of Case #08. Coming
BL: (L U' L') B' (R' U2 R B) Soon!

FR: (R U2 R') y' (R' U2 R) Videos


FL: (L' U) (L U') (L' U L)
13 BR: (R' U) (R U') (R' U R)
This is just the mirror of Case #10. Coming
BL: (L U'2 L') y (R' U2 R) Soon!
FR: (R U R' U') (R U R') Videos
FL: [U2] (L' U L) y (R U R')
14 BR: [U2] (R' U R) y (R U R')
This is just the mirror of Case #09. Coming
BL: (L U L' U') (L U L') Soon!

Corner In U-Layer With Cross-Color on U-Face


In these cases, the corner's sticker with the cross color will be on the U-face, making the corner completely
"upside-down" of where it needs to be.
# Diagram Algorithm Comments Video

FR: (R U' R' Dw) (R' U R) Videos


This pair is already connected, so just take it out
FL: (L' U L Dw') (L U' L')
15 BR: (R' U R Dw') (R U' R')
of the slot (without losing the edge!) and put it Coming
back in. Soon!
BL: (L U' L' Dw) (L' U L)

Break up the two pieces so that they become Videos


FL: (L' U'2 L U) (L' U' L)
16 BR: (R' U2 R U) (R' U' R)
opposite from each other and then just place Coming
them. Soon!

This is different than most cases because you Videos


FR: [U2] (R2 U'2) (R' U' R U' R'2) match the edge with the other edges, then match
17 BL: [U2] (L2 U'2) (L' U' L U' L'2) the corner with the other corners, and finally
Coming
restore everything together. Soon!

FR: [Dw'] (L' U2 L U') (L' U L) First, AUF to "match" the edge piece with a Videos
FL: [U'] (L' U2 L U') (L' U L) center, then move the corner to match the edge
18 BR: [U'] (R' U2 R U') (R' U R) using the free slot, and place the block in its
Coming
BL: [Dw'] (R' U2 R U') (R' U R) slot. Soon!

FR: [U2] (R U R' U) (R U' R') Videos


FL: (F R U'2) (R' F')
19 BR: B (L U'2 L' B')
This case is very similar to Case #18. Coming
BL: [U2] (L U L' U) (L U' L') Soon!

Videos
FR: (R U2 R' U') (R U R')
20 BL: (L U'2 L' U') (L U L')
This is just the mirror of Case #16. Coming
Soon!

Videos
FL: [U2] (L'2 U2) (L U L' U L2)
21 BR: [U2] (R'2 U2) (R U R' U R2)
This is just the mirror of Case #17. Coming
Soon!
FR: [U] (R U'2 R' U) (R U' R') Videos
FL: [Dw] (R U'2 R' U) (R U' R')
22 BR: [Dw] (L U2 L' U) (L U' L')
This is just the mirror of Case #18. Coming
BL: [U] (L U2 L' U) (L U' L') Soon!

FR: (F' L' U2) (L F) Videos


FL: [U2] (L' U' L U') (L' U L)
23 BR: [U2] (R' U' R U') (R' U R)
This is just the mirror of Case #19. Coming
BL: B' (R' U2 R B) Soon!

Corner In U-Layer With Cross-Color on R-Face


In these cases, the corner's sticker with the cross color will be on the R-face.
# Diagram Algorithm Comments Video

FR: [Dw] (R' U' R Dw') (R U R') Videos


In this case, you remove the edge from the
FL: [U] (L' U' L Dw') (L U L')
24 BR: [U] (R' U' R Dw') (R U R')
second layer such that it is opposite the corner, Coming
AUF, and place the pair. Soon!
BL: [Dw] (L' U' L Dw') (L U L')

FR: [Dw'] (L' U L) This case is easy to recognize because the Videos
FL: [U'] (L' U L) corner-edge pair is already connected and only
25 BR: [U'] (R' U R) need to be inserted. It is common for many of
Coming
BL: [Dw'] (R' U R) the F2L algorithms to end with this trigger. Soon!

FR: [Dw] (R' U2 R Dw') (R U R') Videos


Use the empty slot to break up the pair such that
FL: [U] (L' U'2 L Dw') (L U L')
26 BR: [U] (R' U2 R Dw') (R U R')
the corner and edge are opposite each other and Coming
then place the pair. Soon!
BL: [Dw] (L' U'2 L Dw') (L U L')

FR: [Dw] (R' U' R U'2) (R' U R) Videos


FL: [U] (L' U' L U'2) (L' U L) Use the empty slot to form a 2x1x1 block and
27 BR: [U] (R' U' R U'2) (R' U R) place the block into the slot in which it belongs.
Coming
BL: [Dw] (L' U' L U'2) (L' U L) Soon!

FR: [Dw] (R' U R Dw') (R U R') Videos


FL: [U] (L' U L Dw') (L U L')
28 BR: [U] (R' U R Dw') (R U R')
This case is very similar to Case #26. Coming
BL: [Dw] (L' U L Dw') (L U L') Soon!

FR: [U'] (R U' R' U) (R U R') Videos


FL: [Dw'] (L U' L' U) (L U L')
29 BR: [d'] (R U' R' U) (R U R')
This case is very similar to Case #26. Coming
BL: [Dw'] (L U' L' U) (L U L') Soon!

One way of doing this is to break up these two


FR: (R U') (R' U2) y' (R' U' R) pieces and twist the corner so that the two Videos
FL: (Rw' U' R' F) (R U Rw) pieces are opposite each other and then placing
30 BR: (R' F') (L' U L) (F R) them. The other way of fixing htis case is to
Coming
BL: (L U') (L' U'2) y (R' U' R) just use the clever algorithm that doesn't Soon!
necessarily have pair-up and insertion phases.
Here, the corner and edge are "opposite" each
other and can be placed with a simple Videos
FR: (R U R')
31 BL: (L U L')
trigger. The goal of many F2L algorithms is to Coming
get the corner and edge into this case and then Soon!
solve them with this trigger.

FR: [Dw] (R' U2 R U'2) (R' U R) Videos


FL: [U] (L' U'2 L U2) (L' U L)
32 BR: [U] (R' U2 R U'2) (R' U R)
This case is very similar to Case #27. Coming
FL: [Dw] (L' U'2 L U2) (L' U L) Soon!

Corner In U-Layer With Cross-Color on F-Face


These cases are just the mirrors of the group above.
# Diagram Algorithm Comments Video

FR: [U'] (R U R' Dw) (R' U' R) Videos


FL: [Dw'] (L U L' Dw) (L' U' L)
33 BR: [Dw'] (R U R' Dw) (R' U' R)
This is just the mirror of Case #24. Coming
BL: [U'] (L U L' Dw) (L' U' L) Soon!

FR: [Dw] (R' U R U') (R' U' R) Videos


FL: [U] (L' U L U') (L' U' L)
34 BR: [U] (R' U R U') (R' U' R)
This is just the mirror of Case #29. Coming
BL: [Dw] (L' U L U') (L' U' L) Soon!

FR: (Lw U L F') (L' U' Lw') Videos


FL: (L' U) (L U'2) y' (R U R') This is just the mirror of Case #30, with a right-
35 BR: (R' U) (R U2) y (R U R') handed optimization at the FL slot.
Coming
BL: (L F) (R U' R') (F' L') Soon!

Videos
FL: (L' U' L)
36 BR: (R' U' R)
This is just the mirror of Case #31. Coming
Soon!

FR: [U'] (R U'2 R' U2) (R U' R') Videos


FL: [Dw'] (L U2 L' U2) (L U' L')
37 BL: [U'] (L U2 L' U2) (L U' L')
This is just the mirror of Case #32. Coming
BR: [Dw'] (R U'2 R' U2) (R U' R') Soon!

FR: [U] (R U' R') Videos


FL: [Dw] (R U' R')
38 BR: [Dw] (L U' L')
This is just the mirror of Case #25. Coming
BL: [U] (L U' L') Soon!

FR: [U'] (R U'2 R' Dw) (R' U' R) Videos


FL: [Dw'] (L U'2 L' Dw) (L' U' L)
39 BR: [Dw'] (R U'2 R' Dw) (R' U' R)
This is just the mirror of Case #26. Coming
BL: [U'] (L U'2 L' Dw) (L' U' L) Soon!
FR: [U'] (R U R' U2) (R U' R') Videos
FL: [Dw'] (L U L' U'2) (L U' L')
40 BR: [Dw'] (R U R' U2) (R U' R')
This is just the mirror of Case #27. Coming
BL: [U'] (L U L' U'2) (L U' L') Soon!

FR: [U'] (R U' R' Dw) (R' U' R) Videos


FL: [Dw'] (L U' L' Dw) (L' U' L)
41 BR: [Dw'] (R U' R' Dw) (R' U' R)
This is just the mirror of Case #28. Coming
BL: [U'] (L U' L' Dw) (L' U' L) Soon!
These are the 57 orientation cases for the last layer and the algorithms I use for them. These algorithms
appear EXACTLY as I perform them when I am solving the last layer, in speedcubing notation with rotations
included in the algorithm. It should be noted that these are the algorithms that I find easiest to
perform. However, you may find other algorithms better-suited for your own hands, so it is recommended to
try many different algorithms for the same situation to find which one works best for your own style of cubing.
In each diagram, yellow is the color of the upper face. A yellow "bar" indicates that the last layer color is
facing that direction in that location. Grey denotes that a particular piece is not oriented correctly.
If you do not understand any of the notation, please visit the notation page.
At the very bottom of the page, I have listed some links to other pages with OLL algorithms.
For a printable page of these algorithms, visit my printable page.

Corners Correct, Edges Flipped


These are easy to recognize because all four corners are correctly oriented. To distinguish between cases,
simply check to see whether all four edges need to be flipped, or if only two need to be flipped, check to see
whether they are opposite or adjacent of each other.
# Diagram Time Algorithm Comments Video
The middle slices should be done with the
left ring finger for M' and the left thumb for slow
01 1.300 (M' U M) U2 (M' U M) M. The (M' U M) group may take some fast
getting used to.

There's nothing too fancy here. The finger slow


tricks used are pretty common. I do the slice
02 1.200 (R U R' U') (M' U R U') Rw' turn as M' now because I think it's a little
fast
faster that way. (old)

Again, I use the slice as Rw2 R'w because it


r' (R U) (R U R' U' Rw2) (R'2 U) (R flows a little nicer. This is the least common slow
03 1.967 U') Rw' OLL case (1/216). The finger tricks here are fast
pretty simple.

All Edges Flipped Correctly


Recognition for these cases is extremely easy because they each have a yellow "cross" already solved. If
three corners need to be twisted, bring the oriented corner to the front so that the other corner in the front
has a yellow sticker on the front side. If two corners are twisted, you can tell which case is given by seeing
only one of them. This set of cases is perhaps (along with the previous three cases) the easiest set to
recognize and distinguish. Recently, I started using COLL, which orients AND permutes the corners, so 1/12
of the time you will be left with a solved cube and the other 11/12 of the time you will be left with an easy
(fast) cycle of edges.
# Diagram Time Algorithm Comments Video

This is one of the most awkward OLLs with


slow
04 1.600 (R'2 D) (R' U2) (R D') (R' U2 R') all correctly flipped edges. It's still pretty
fast, though. fast

This one is pretty fast. The only problem is


slow
05 1.133 (Lw' U') (L U) (R U') (Rw' F) that you have to alternate hands a couple
times. fast

This algorithm is ridiculously fast. Hold


your thumb on the bottom of the cube and
slow
06 0.800 (R' F) (R B') (R' F') (R B) left middle finger holding the S layer on the
upper face. It helps to use your wrist of your fast
left hand to assist in some of the turns.

This is the Sune. Your right hand should


slow
07 0.867 (R U R' U) (R U'2 R') never come off of the cube during the
execution at any time. fast
This is just the mirror of the Sune, called the slow
08 1.000 (L' U' L U') (L' U2 L) Anti-Sune. fast

The execution of this algorithm is pretty


neat. There is a FSC for it called The Air
Jeff that Macky can perform in what appears
to be about a second. The R2 turns should slow
09 1.700 (R U'2) (R'2 U') (R2 U') (R'2 U'2 R) alternate in direction so that they can be fast
performed by the right hand without letting
go of the cube. The left hand holds the cube
and makes the U' turns.

F (R U R' U') (R U R' U') (R U R' U') This is a very easy case. This algorithm has slow
10 1.700 F' the same finger trick three times in a row. fast

No Edges Flipped Correctly


There are four types of cases here. If nothing on the top is yellow except the center, bring the yellow bar of 3
stickers to the left side and perform the algorithm. If there is only a yellow dot on the upper face, choose
your algorithm based on the number of yellow stickers to the left of the dot on the side face. If there are two
dots on the upper face, check to see whether there is a bar of three stickers on one of the sides. If there is,
put that bar on the back face. Otherwise, bring the two dots to the back of the cube and perform the
algorithm. If there are three dots on the top of the cube (a staircase), AUF so that the staircase matches the
diagram below and so that there is only a single yellow sticker on the front face.
# Diagram Time Algorithm Comments Video

slow
Fw (R U R' U') Fw' U' F (R U R' U') This is a clever combination of the two
11 1.833 F' fastest OLL algs.
fast
(old)

slow
Fw (R U R' U') Fw' U F (R U R' U') This is another combination of the two fastest
12 1.967 F' OLL algs.
fast
(old)

This one is very fast. Each of the three slow


13 2.033 (R U R' U) (R' F R F') U2 (R' F R F') triggers should be lightning fast.
fast

The two triggers after the rotation can be


(R' U2) F (R U R' U') y' (R'2 U2) (R kind of awkward because you have to reach slow
14 2.500 B) around the cube to grab for the R'2 and the (R fast
B) is just hard to do.

Here, the R' U2 is much easier to do than in


Case #14 and each of the other two triggers slow
15 2.333 F (R U R' U) y' (R' U2) (R' F R F') are also fast, so this algorithm should be fast
somewhat quick.

This algorithm is just the easy T-orientation


slow
16 1.433 F (R U R' U') S (R U R' U') Fw' followed by the easy d-orientation. The S
can take a little getting used to. fast

The middle trigger looks pretty cool if it's


(R U) B' (Lw U [Lw' R'] U') (R' F R done correctly. If done correctly, the last slow
17 2.233 F') layer should still wind up on top at the end of fast
it.
"T" shapes
Distinguish among the T's by the number of yellow stickers on the front face.
# Diagram Time Algorithm Comments Video
This orientation makes up the second half of
the Y-permutation. Both triggers are slow
18 0.833 (R U R' U') (R' F R F') lightning fast, so this should easily be sub-1 fast
second.

This is the quickest and shortest OLL case. I


slow
19 0.600 F (R U R' U') F' use the left index for the U' and the right
thumb for the F'. fast

"P" Shapes
Distinguish among the b's and d's by looking at the side opposite the solved letter and checking to see
whether there is one or three yellow stickers.
# Diagram Time Algorithm Comments Video

This is very similar to #19 except with a slow


20 0.933 Fw (R U R' U') Fw' double layer turn instead of just F. fast

slow
21 0.900 Fw' (L' U' L U) Fw This is just the mirror of Case #20.
fast

There should be a nice balance between both slow


22 1.433 (R Dw) (L' Dw') (R' U) (Lw U Lw') hands in performing this algorithm. fast

slow
23 1.600 (L' Dw') (R Dw) (L U') (Rw' U' Rw) This is just the mirror of Case #22.
fast

"W" Shapes
The upper face should show an "M" and there will be only one sticker on the front face when you start the
algorithm.
# Diagram Time Algorithm Comments Video

There's nothing difficult about any of these slow


24 1.667 (R U R' U) (R U' R' U') (R' F R F') three triggers. fast

slow
25 1.700 (L' U' L U') (L' U L U) (L F' L' F) This is just the mirror of Case #24.
fast
"L" shapes
If there is a bar of three yellow stickers on any side, bring that bar to the left side of the cube. Then, based
on the number of stickers on the side opposite the little L (front or back), decide which case you have. If
there is no bar of three yellow stickers, put the bar of two yellow stickers in the front of the cube and perform
the appropriate algorithm.

# Diagram Time Algorithm Comments Video

(Rw U) (R' U) (R U') (R' U) (R U'2 The left hand only holds the cube while the slow
26 1.933 Rw') right does everything else. fast

(Rw' U') (R U') (R' U) (R U') (R' U2 This is similar to Case #26, but the first U' is slow
27 1.800 Rw) done with the left index finger. fast

Use the right hand to do the first set of


slow
28 2.167 (R B' R B R'2) U2 (F R' F' R) moves all in one motion. The second trigger
should be very fast. fast

This algorithm is very similar to Case #28


slow
29 2.267 (R' F R' F' R2) U2 y (R' F R F') with an added cube rotation to make the
second trigger easier to perform. fast

This is just the easy T-orientation performed slow


30 1.000 F (R U R' U') (R U R' U') F' twice in a row. fast

slow
31 1.300 F' (L' U' L U) (L' U' L U) F This is just the mirror of Case #30.
fast

Big Lightning Bolts


AUF so that the left and right edges are oriented and so that there are two yellow stickers on the front of the
cube.
# Diagram Time Algorithm Comments Video
The right thumb gets a lot of work done at
the end of this algorithm. The first trigger slow
32 1.900 (R B') (R' U' R U) y (R U') F' can be a little tricky if you don't grip the cube fast
properly.

slow
33 2.733 (L' B) (L U L' U') y' (L' U) F This is just the mirror of Case #32.
fast

"C" Shapes
Decide on the algorithm based on whether the back has one or three yellow stickers.
# Diagram Time Algorithm Comments Video
This case is FAST! it takes a little while to
get used to the R'2 not being just R', but the slow
34 1.533 (R U R'2 U') (R' F) (R U) (R U') F' algorithm flows very nicely. I make the last fast
F' turn with my thumb.
There's nothing fancy here. All the triggers slow
35 1.767 B' (R' U' R) y (R U') (R' U2 R) are fast and easy to perform. fast

Squares
Bring the square to the front-left of the cube and look at the front. One case has a yellow sticker in the front
and the other does not.
# Diagram Time Algorithm Comments Video

This one looks pretty cool. The second half slow


36 1.333 B' (R'2 F) (R F' R B) is very similar to the moves in Case #06. fast

The left hand does quite a bit of work on this slow


37 1.533 (Lw U2) (L' U' L U' Lw') one. fast

Small Lightning Bolts


Line up the lightning bolt so that it is vertical with a front edge oriented. Then, based on whether the front
sticker adjacent to the oriented front edge on the same side as the lightning bolt itself is yellow or not, choose
the appropriate algorithm.
# Diagram Time Algorithm Comments Video

slow
38 1.100 (Lw U L' U) (L U'2 Lw') This case is very similar to Case #37.
fast

slow
This is just the easy T-orientation performed
39 1.767 F (R U R' U') F' U F (R U R' U') F' twice with a cube rotation between them.
fast
(old)

slow
40 1.167 (Rw' U' R U') (R' U2 Rw) This is just the mirror of #38.
fast

slow
This is just the mirror of #39, but slightly
41 2.300 F' (L' U' L U) F U F (R U R' U') F' modified
fast
(old)

Fish Shapes
For these cases, distinguish among them based on whether there is a bar of two yellow stickers only in the
front, only on the right, on the front and the right, or neither.
# Diagram Time Algorithm Comments Video
This is one of the fastest orientations. It's the
first half of the Y-permutation. The last six slow
42 1.000 F (R U') (R' U' R U) (R' F') moves are EXTREMELY FAST (at least 10 fast
tps).

This algorithm takes a bit getting used to


slow
43 2.700 (L U'2) (L'2 B) (L B' L U'2 L') because there are so many changes in grip
and changes in direction. fast
slow
This is the only fish-shape case that I hold
44 1.467 (L U L') yx (L' U) (L F') (L' U' L) from a different angle.
(old)
fast

slow
45 1.700 (R' U' R) y'x' (R U') (R' F) (R U R') This is just the mirror of Case #44.
fast

"I" Shapes
If there is a bar of three stickers, place it on the right side of the cube. If there is a second bar of three
stickers, then you know which case you have immediately. If there is no bar of three stickers, then there is
either a bar of two stickers or no bar of stickers at all.
# Diagram Time Algorithm Comments Video

This is just the easy d-orientation repeated slow


46 1.367 Fw (R U R' U') (R U R' U') Fw' twice. fast

The d' turn eliminates the need for a rotation, slow


47 1.600 (R U R' U R Dw') (R U' R' F') so this algorithm can be done very quickly. fast

The second half of this algorithm is much slow


48 2.600 F (R U R' U' R) y' (R' F) (R B') (R' F') like Case #06.
fast

There are a lot of short triggers in this one,


(R' U2) (R'2 U) (R' U) (R U'2) x' (U' so you lose time due to regripping and slow
49 3.100 R' U) reaching, but this algorithm can still be done fast
at a reasonable speed.

"Knight Move" Shapes


Line up the cube so that the correctly oriented corner is in the back of the cube and the left and right edges
are oriented. Decide on the case based on whether the bar of two yellow stickers on the front is on the same
or opposite side of the correctly twisted corner.
# Diagram Time Algorithm Comments Video

This is fast. The rotation doesn't slow the slow


50 1.833 x' (R U' R' F') (R U R') xy (R' U R) algorithm down much at all. fast

I like all three sets of moves in this slow


51 1.400 (Rw U Rw') (R U R' U') (Rw U' Rw') algorithm. =)
fast

slow
52 1.933 x' (L' U L F) (L' U' L) xy' (L U' L') This is just the mirror of Case #50.
fast

slow
53 1.400 (Lw' U' Lw) (L' U' L U) (Lw' U Lw) This is just the mirror of Case #51.
fast
The "Awkward" Shapes
Line up the lightning bolt vertically so that the dot is at the back of the cube and use the same method of
recognition as the cases of lightning bolts without dots.
# Diagram Time Algorithm Comments Video

(R Uz') (R' U2) (R U) y (R U') (R' U' This case looks difficult, but it's actually slow
54 2.167 F') pretty easy and flows kind of nicely. fast

(R'2 U R' B') (R U') (R'2 U) (Lw U After the first set of moves, everything picks slow
55 1.933 Lw') up a bit and it's easy to finish the algorithm. fast

slow
56 3.167 (L' U) (L U'2) (L' U') y' (L' U) (L U F) This is just the mirror of Case #54.
fast

(L2 U' L B) (L' U) (L2 U') (Rw' U' slow


57 2.433 Rw) This is just the mirror of Case #55.
fast
These are the 21 permutation cases for the last layer and the algorithms I use for them. These algorithms
appear EXACTLY as I perform them when I am solving the last layer, in speedcubing notation with rotations
included in the algorithm. It should be noted that these are the algorithms that I find easiest to
perform. However, you may find other algorithms better-suited for your own hands, so it is recommended to
try many different algorithms for the same situation to find which one works best for your own style of cubing.
I have made fast and slow videos to help demonstrate how I perform each algorithm. The fast algorithms
probably aren't of much help, but I like them because they give a good indication of how fast an algorithm
can be performed.
In each diagram, the edges that are being swapped or moved are denoted by the red arrows, while the
corners that are being swapped are moved are shown with blue arrows.
If you do not understand any of the notation, please visit the notation page.
At the very bottom of the page, I have listed some links to other pages with OLL algorithms.
For a printable page of these algorithms, visit my printable page.

Corners Only
In cases #01 and #02, I first AUF (adjust the U-face) until the "corner block" is permuted. By corner block, I
mean that there is a corner and the two edges adjacent to it belong adjacent to it. Since this is very similar to
case #18, i check to see that the two stickers next to the corner block are the same color (if they are not,
then this is case #18). To distinguish between the two cases, I look at both sides of the corner block. I
rotate the cube so that whichever of those sides shows the sticker of a corner that belongs opposite along
the diagonal of where it is located. I use that as an indicator for which algorithm to use. For example, if
there is a solved blue-red corner block, and the rightmost sticker on the red side is orange, then I know I
have Case #01. Case #03 is obvious to recognize because there are no 1x1x2 (or larger) blocks. Thus, I
just AUF to permute any edge (the other three will be permuted by default), and rotate the cube to match the
diagram below.
# Diagram Time Algorithm Comments Video

This is a basic corner 3-cycle. It is one of my


slow
01 1.300 (Lw' U R') D2 (R U' R') D2 R2 favorite and fastest algorithms. The
algorithm is a lot simpler than it looks. fast

slow
02 1.533 (Rw U' L) D2 (L' U L) D2 L2 This is just the mirror of #01. (old)
fast

The last five turns are usually extremely


x' (R U') (R' D) (R U R') Uw'2 (R' fast. This is easy to recognize because other slow
03 1.933 U) (R D) (R' U' R) than algorithms #04 and #05, it is the only fast
one that does not have any 1x1x2 blocks.

Edges Only
In these cases, I first AUF until the corners are all permuted. Cases #04 and #05 are very easy to recognize
because there are no solved 1x1x3 blocks (hence, no solved faces). Noticing that two adjacent edges need
to be swapped indicates to perform case #04 and if two opposite edges need to be swapped, the case is
#05. I think it is important to be able to recognize Cases #06 and #07 from all angles and be able to execute
them using any grip.
# Diagram Time Algorithm Comments Video
This is a very fast algorithm that Gilles van
(M'2 U) (M'2 U) (M' U2) (M'2 U2) den Peereboom showed me at WC2005. The slow
04 1.800 (M' U2) last U2 is not necessary if you account for it fast
before the algorithm.
This is extremely easy to recognize and can
be performed VERY quickly. The M'2 is
actually performed as (M'M') with rapid
pushing at the back face of the M layer with slow
05 1.133 (M'2 U) (M'2 U2) (M'2 U) M'2 the middle and then ring fingers. Some fast
people call this the "Bob Burton H-perm"
because my discovery of this finger trick
enabled me to perform this algorithm at
insane speeds (at best under one second).

This is just a simple 3-edge cycle. It is slow


06 1.300 (R U' R U) (R U) (R U') (R' U' R2) almost as faster than the corner cycles.
fast

This is the inverse of #06. I place my hands slow


07 1.133 (R2 U) (R U R' U') (R' U') (R' U R') slightly differently for this algorithm.
fast

Swapping Two Adjacent Corners & Two Edges


For cases #08 and #09, I AUF to solve a face and then rotate the cube such that the solved face is in
front. Then, it is easy to determine which of the two cases you have. Case #10 is unlike any other because
it has two 1x1x2 blocks directly across from each other. I recognize it by first AUF such that the blocks are
solved and then rotate the cube such that the blocks are on the left side. Cases #11 and #12 are a bit
trickier than most other cases to recognize. I first AUF to solve the 1x1x2 block. Then, I rotate the cube so
that the two unsolved corners are in the back and then determine which of the two cases I have. For case
#13, first AUF to solve a face. Then, since the edge opposite that face is correct, it is immediately obvious
that the cube must be rotated so that the solved face is at the back so that the algorithm can be performed.
# Diagram Time Algorithm Comments Video
This situation comes up somewhat often and
is quite easy to recognize. I perform the R of
slow
08 1.800 (R' U L') U2 (R U' R') U2 ([L R] U') the Ra a split second after I start the L so that
I can immediately perform the U' when the L fast
face has been moved to where it belongs.

I have to thank Quinn Lewis for this alg. It


(R U R' F') (R U R' U') (R' F) (R2 rocks my world. It is the same as PLL #10 slow
09 1.400 U') (R' U') with the last four moves instead performed at fast
the beginning.
This is the "T" permuation. It is long but
definitely very fast and easy. It is also very
(R U R' U') (R' F) (R2 U') (R' U' R easy to recognize. It can be performed in slow
10 1.500 U) (R' F') almost one swift motion without any fast
readjusting of the fingers. Note that it is a
combination of two easy orientations.
Quinn Lewis showed me an effective
(R' U2) (R U2) (R' F R U R' U') (R' algorithm for this case that I have fallen in slow
11 1.767 F' R2 U') love with. It is about twice as fast as the fast
algorithm I was previously using.

(L U'2) (L' U'2) (L F' L' U' L U) (L slow


12 1.867 F L'2 U) This is just the mirror of Case #11.
fast

(R U') (R' U R'2) y (R U R' U' F' I am going to swith to Stefan Pochmann's slow
13 2.533 Dw) (R'2 F R F') algorith for this case. fast
Cycling Three Corners & Three Edges
Though these look the trickiest to recognize, they are actually quite simple. I first AUF to solve the 1x1x2
block. Then, I rotate the cube such that the two corners that share the same color on the same face are on
the left side. Then, based on whether the block is at the back, front, far part of the right, or close part of the
right, I know whether to apply #14, #15, #16, or #17, respectively.
# Diagram Time Algorithm Comments Video
This is fairly easy to perform at high speeds,
even though it looks the most
(R'2 Uw' R U') (R U R' Uw R2) y slow
14 2.233 (R U' R') confusing. Algorithms #14-#17 are all
performed somewhat similarly because they fast
have some overlapping moves.

Ron showed me a nice modification to this


(R'2 Uw) (R' U R' U' R Uw') R'2 slow
15 1.867 y' (R' U R) algorithm to make it flow a lot nicer. It is
quite easy to perform with a little practice. fast

This is the inverse of #15. Note how similar


(R' U' R) y (R'2 Uw R' U) (R U' R slow
16 2.167 Uw' R'2) they look. I perform this one almost exactly
the same way. fast

This is just the inverse of #14. I execute it


(R U R') y' (R'2 Uw' R U') (R' U slow
17 2.100 R' Uw R2) very similarly because most of the moves
overlap in the same manner. fast

Permutations Of Two Diagonal Corners & Two Edges


Case #18 is recognized in the same manner as #01 and #02, except both sides of the corner block will have
the opposite color in the corners. Then, just rotate the cube to put the corner-block at the front-left side. In
cases #19 and #20, there are two sets of 1x1x2 blocks where the blocks are opposite each other, but "offset"
(ie - not directly across from each other). I first AUF to correctly place either of the two sets of blocks and
then rotate the cube so that the ULB and URF corners are correctly placed. Then, depending on whether the
two edges that need to be swapped from front to back or left to right, it is clear whether I have case #19 or
#20. Finally, case #21. This is one of the easiest to recognize. First, AUF to correctly place the two
perpendicular 1x1x2 blocks. Since no other PLL case has this, rotate the cube and perform the algorithm.
# Diagram Time Algorithm Comments Video

I perform the x rotation as I finish the first


(R' U R' Dw') x (Lw' U R' U') (Lw slow
18 1.767 R U') (R' U R U) group of moves. In the third group of moves,
I start the R turn right after I start the l turn. fast

I got this algorith from Stefan Pochmann. It


(R U') (R' U) (Lw U) (F U') (R' F') slow
19 2.700 (R U' R U) (Lw' U R') only took me a couple minutes to get used to
it. fast

(L' U) (L U') (Rw' U') (F' U) (L F) slow


20 3.033 (L' U L' U') (Rw U' L) This alg blows.
fast

This is the "Y" permutation. It is very quick


(F R U') (R' U' R U) (R' F') (R U R' and can be performed without any slow
21 1.800 U') (R' F R F') adjustments of where the fingers are. It is fast
just a combination of two quick orientations.
Stabilizing Grips
Left standard grip: I grip the cube so that my left thumb is covering the lower 2x2 block on the front. My left
ring and left middle fingers cover the corresponding 2x2 block directly behind the cube.
Right standard grip: This is the same grip as above, except using the right hand to cover the 2x2 blocks (on
the right side of the cube).
Left top grip: This is the same grip as Left standard, except covering the corresponding 2x2 blocks on the
top and bottom faces, instead. My left thumb covers the bottom left back 2x2 block and my left middle and
ring fingers cover the top left back 2x2 block.
Right top grip: This is the same grip as above, except using the right hand to cover the 2x2 blocks (on the
right side of the cube).
Slice grip: I grip the cube so that my left thumb is on the FL and FDL stickers and my left index and middle
fingers are on the BL and BLD stickers, respectively.

(R U) triggers
Trigger Stabilization Grip Execution Video
My right thumb is
placed on the DR
sticker. I place my To perform the R, I rotate my right wrist away from Videos
(R U) Left standard right index, middle, me. After the R-move is complete, I pull the U-move coming
and ring fingers on the with my right index finger. soon!
URF, UR, and UBR
stickers, respectively.
I grip the cube exactly I perform this trigger the same way as I perform (R U),
Videos
the same way as I but as the U-move comes close to completion, I begin to
(R U R') Left standard coming
would for performing rotate my right wrist towards me again to finish the
soon!
(R U). trigger.
I grip the cube exactly
I perform this trigger the same way as I perform (R U R'), Videos
the same way as I
(R U R2') Left standard but I pull my wrist a little further towards me to complete coming
would for performing
the trigger. soon!
(R U).
I grip the cube exactly I perform this trigger the same way as I perform (R U R'),
Videos
the same way as I but after the U-move, I immediately follow through with
(R U2 R') Left standard coming
would for performing my middle finger to perform the second U-move. I finish
soon!
(R U). the trigger in the same manner.
I grip the cube exactly
I perform this trigger the same way as I perform (R U R'), Videos
the same way as I
(R U R' U) Left standard but as the R'-move comes close to completion, I perform coming
would for performing
another U-turn by pulling with ring finger. soon!
(R U).
I grip the cube exactly
I perform this trigger the same way as I perform (R U R'), Videos
the same way as I
(R U R' U') Left standard but after the R'-move is complete, I pull the U' with my coming
would for performing
left index finger. soon!
(R U).
I grip the cube exactly
I perform this trigger the same way as I perform (R U Videos
(R U R2' the same way as I
Left standard R2'), but after the R2'-move is copmlete, I pull the U' with coming
U') would for performing
my left index finger. soon!
(R U).

(R U') triggers
Trigger Stabilization Grip Execution Video
My right thumb is placed on the DFR To perform the R, I rotate my right
sticker. I place my right middle and wrist away from me. As the R-move Videos
(R U') Left standard ring fingers on the UR and UBR comes close to completion, I begin to coming
stickers, respectively. My right index push with my right thumb to perform soon!
finger floats freely in the air. the U'.
I perform this trigger the same way
as I perform (R U'), but I push Videos
I grip the cube exactly the same way
(R U2') Left standard further with my right thumb until the coming
as I would for performing (R U').
U-face has rotated twice, instead of soon!
just once.
I perform this trigger the same way Videos
I grip the cube exactly the same way
(R U' R') Left standard as I perform (R U'), but at the coming
as I would for performing (R U').
completion of the U'-move, I bring soon!
my wrist back towards me. You
cannot cut the corner for final move
in the trigger.
I perform this trigger the same way
as I perform (R U'), but as the U'- Videos
I grip the cube exactly the same way
(R U' R) Left standard move comes close to completion, I coming
as I would for performing (R U').
continue to rotate my wrist away soon!
from me to finish the trigger.
I perform this trigger the same way
as I perform (R U' R'), but instead of
pushing my thumb for only U', I Videos
I grip the cube exactly the same way
(R U2' R') Left standard continue to push until I have coming
as I would for performing (R U').
performed U2', and then I use the soon!
side of my thumb to perform the R'
as I bring my wrist back towards me.
I perform this trigger the same way
Videos
I grip the cube exactly the same way as I perform (R U' R'), but I follow
(R U' R' U') Left standard coming
as I would for performing (R U'). the last R'-move with a pull of my
soon!
left index finger to perform U'.

(R' U) triggers
Trigger Stabilization Grip Execution Video
To perform the R', I rotate my right
My right thumb is placed on the UR
wrist towards me. As the R'-move Videos
sticker. I place my right index,
(R' U) Left standard comes close to completion, I begin to coming
middle, and ring fingers on the DRB,
pull with my right index finger to soon!
DR, and DFR stickers, respectively.
perform the U.
I perform this trigger the same way
as I perform (R' U), but after I pull Videos
I grip the cube exactly the same way
(R' U2) Left standard the first U with my right index finger, coming
as I would for performing (R' U)
I follow through and pull U again soon!
with my right middle finger.
I perform this trigger the same way
Vidoes
I grip the cube exactly the same way as I perform (R' U), but as soon as I
(R' U R) Left standard coming
as I would for performing (R' U) finish pulling the U, I rotate my wrist
soon!
away from me to finish the trigger.
I perform this trigger the same way
Videos
I grip the cube exactly the same way as I perform (R' U2), but after the U2
(R' U2 R) Left standard coming
as I would for performing (R' U). is complete, I rotate my wrist away
soon!
from me to complete the trigger.
I perform this trigger the same way
as I perform (R' U), but as the U- Videos
I grip the cube exactly the same way
(R' U R') Left standard move comes close to completion, I coming
as I would for performing (R' U).
continue to rotate my wrist towards soon!
me to finish the trigger.
I perform this trigger the same way
as I perform (R' U2), but as the U2- Videos
I grip the cube exactly the same way
(R' U2 R') Left standard move comes close to completion, I coming
as I would for performing (R' U).
continue to rotate my wrist towards soon!
me to finish the trigger.

(R' U') triggers


Trigger Stabilization Grip Execution Video
My right thumb is placed on the UBR To perform the R', I rotate my right
Videos
sticker. I place my right index, wrist towards me. After the R'-move
(R' U') Left standard coming
middle, and ring fingers on the DRB, is complete, I push the U'-move with
soon!
DR, and DFR stickers, respectively. my right thumb.
I perform this trigger the same way
Videos
I grip the cube exactly the same way as I perform (R' U'), but as the U'-
(R' U' R) Left standard coming
as I would for performing (R' U'). move comes close to completion, I
soon!
begin to rotate my wrist back away
from me to finish the trigger.
To perform the R', I rotate my wrist
towards me. After the R'-move, I
I place my right thumb on the FR perform U' by pulling with my left
Videos
sticker. I place my right index, index finger. As the U' comes close
(R' U' R U) Left standard coming
middle, and ring fingers on the BRU, to completion, I rotate my wrist back
soon!
BR, and BDR stickers, respectively. away from me to perform the
R. Finally, after the R, I pull with my
right index finger to perform U.
To perform the R', I rotate my wrist
towards me. After the R'-move, I
I place my right thumb on the FR perform U' by pushing with my left
sticker. I place my right index finger index finger. As the U' comes close Videos
(R' U' R U') Left standard on the UBR sticker and I place my to completion, I rotate my wrist back coming
right middle, ring, and pinky fingers away from me to perform the soon!
on the BRU, BR, and BDR stickers. R. Finally, after the R, I push with
my right thumb to perform the last
U'.

(R2 U') and (R2' U) Triggers


Trigger Stabilization Grip Execution Video
To perform the R2, I rotate my right
I place my right thumb on the BDR
wrist away from me. : As the 2nd R- Videos
sticker. I place my right index,
(R2 U') Left standard move comes close to completion, I coming
middle, and ring fingers on the FRD,
begin to push with my right thumb to soon!
FR, and FUR stickers, respectively.
perform the U'.
To perform the R2', I rotate my right
I place my right thumb on the BR
wrist towards me. As the 2nd R'- Videos
sticker. My right index finger hooks
(R2' U) Left standard move comes close to completion, I coming
around the FRD corner, so it is ready
begin to pull with my right index soon!
to push the U face when necessary.
finger to perform the U.
I perform this trigger the same way
as I perform (R2' U), but after I pull Videos
I grip the cube exactly the same way
(R2' U2) Left standard the first U with my right index finger, coming
as I would for performing (R2' U).
I follow through and pull U again soon!
with my right middle finger.
I perform this trigger the same way
as I perform (R2' U), but as the U- Videos
I grip the cube exactly the same way
(R2' U R') Left standard move comes close to completion, I coming
as I would for performing (R2' U).
continue to rotate my wrist towards soon!
me to finish the trigger.

R,F Triggers
Trigger Stabilization Grip Execution Video
(R' F R F')
(M' U), (M' U'), and (M U)Triggers
Trigger Stabilization Grip Execution Video
I place my thumb directly
To perform the M', I pull the BD
opposite my left, covering the FR
sticker with my left middle
and FRD stickers. I place my Videos coming
(M' U) Slice finger. After the M'-move is
right index, middle, and ring soon!
completed, I pull the U with my
fingers on BRU, BR, and BDR
right index finger.
stickers, respectively.
I perform this trigger the same
way as I perform (M' U), but after
I grip the cube exactly the same
I pull the first U with my right Videos coming
(M' U2) Slice way as I would for performing
index finger, I follow through and soon!
(M' U).
pull U again with my right middle
finger.
I perform this trigger the same
way as I perform (M' U), but after
I grip the cube exactly the same
I pull the first M' with my left Videos coming
(M2' U) Slice way as I would for performing
middle finger, I follow through soon!
(M' U).
and pull M' again with my left
ring finger.
I perform this trigger the same
way as I perform (M2' U), but
I grip the cube exactly the same
after I pull the first U with my Videos coming
(M2' U2) Slice way as I would for performing
right index finger, I follow soon!
(M' U).
through and pull U again with my
right middle finger.
I perform this trigger the same
I grip the cube exactly the same way as I perform (M' U), but after
Videos coming
(M' U M) Slice way as I would for performing the U-move is completed, I push
soon!
(M' U). the FD sticker with my left thumb
to complete the trigger.
To perform the M', I pull the BD
I grip the cube exactly the same sticker with my left middle
Videos coming
(M' U') Slice way as I would for performing finger. After the M'-move is
soon!
(M' U). completed, I pull the U' with my
left index finger.
I perform this trigger the same
I grip the cube exactly the same way as I perform (M' U'), but after
Videos coming
(M' U' M) Slice way as I would for performing the U'-move is completed, I push
soon!
(M' U). the FD sticker with my left thumb
to complete the trigger.
To perform the M, I push the FD
I grip the cube exactly the same sticker with my left thumb. After
Videos coming
(M U) Slice was as I would for performing the M-move is completed, I pull
soon!
(M' U). the U with my right index finger
to complete the trigger.

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