# blueknight cubing

## it makes you faster

### First Two Layers (F2L):

Yeah, so this page isn't exactly complete, because I don't know all my F2L cases algorithmically. For the cases which have no algorithm below them, I probably use intuition. These will be updated rapidly as I learn more. So why upload an incomplete page? Because you guys freakin' asked me to, that's why! I've had some requests to see the algorithms that I use for some common F2L cases... so help yourself to the alg's that are up.

There are two ways to solve the F2L in the Jessica Friedrich method: First we have what's called an intuitive F2L, in which the solver identifies all situations as one of three elementary cases. Since this is done by intuition, any variations or mirrors of those elementary cases can be easily taken be accounted for with this method, so there are very few 'difficult' situations. Secondly, we have algorithmic F2L (or Full F2L) in which the solver identifies each situation as one of forty-one possible cases. Most intuitive solvers, given enough time, will eventually find the 'ideal' set of moves for most cases, but there are some algorithms that are non-intuitive that are also very fast. For this reason, advanced solvers tend to trade in their intuitive F2L for a more algorithmic F2L.

The F2L images on this page were created by me, out of my endless spite and pride. For all of the images, it's assumed that green is in front, orange is on the right-hand side, and yellow is on top. Also, we are always placing into the front-right slot although some algorithms will call for an immediate cube rotation.

The 'numbering' of these cases is very arbitrary, but necessary. This is mostly for my benefit, so someone with a question can name the algorithm to me, rather than trying to explain what it looks like. Do not memorize this numbering, as it is not standard and won't help you. I have tried to group them into 4 major cases. Case 1 has corner oriented in the bottom, Case 2 has corner un-oriented in the bottom ("a" white sticker faces front,  "b" white sticker faces right), Case 3 has corner un-oriented in the top ("a" white sticker faces front, "b" white sticker faces right), and Case 4 has corner oriented in the top (with the white sticker facing up). Case 1-1R U' R' U' R U' R' U R U R' Case 2a-1  R U' R' U R U' R' Case 2a-4  R U' R' U' (R U R') U2 (R U' R') Case 2b-3  y (L' U L) U (L' U L) d' (L U L') Case 3a-2 d (R' U R U') (R' U' R) Case 3a-5 U' (R U R') U2 (R U' R') Case 3a-8  y L' U' L Case 3b-1  y (U' L' U L) Case 3b-4  y (L' U' L) U2 (L' U L U') (L' U L) Case 3b-7  U' (R U R' U) (R U R') Case 3b-10 y (L' U' L U) (L' U L) U' (L' U L) Case 4-3  y U' L' U L U L' U L U' L' U L Case 4-6 (R U' R') U2 (R U R') Case 4-9 R U' l U' R' U R' Case 1-2R U R' y' R' U R U' R' U' R Case 2a-2  y (L' U' L U) (L' U' L) Case 2b-1  y (L' U L U') (L' U L) Case 2b-4 y (L' U L) U (L' U' L) U2' (L' U L) Case 3a-3  U' R U2' R' d R' U' R Case 3a-6 U' R U' U' R' U2 (R U' R') Case 3a-9  (R U R') y (L' U' L U) (L' U' L) Case 3b-2  U' (R U' R' U) (R U R') Case 3b-5  d (R' U' R) U2 (R' U R) Case 3b-8R U R' Case 4-1  R U' U' R' U' (R U R') Case 4-4  U R U' R' U' R U' R' U R U' R' Case 4-7  y (L' U L) U2' (L' U' L) Case 4-10(R U R' U') (R U R' U') (R U R') Case 1-3R U' R' d R' U2 R U2 R' U R Case 2a-3 R U' R' d R' U' R U' R' U' R Case 2b-2(R U R' U') (R U R') Case 3a-1U R U' R' Case 3a-4(R U R') U2' ( R U' R' U) (R U' R') Case 3a-7  d R' U' R U' (R' U' R) Case 3a-10 (R U R' U') (R U' R') U R U' R' Case 3b-3 d R' U2 R d' (R U R') Case 3b-6  R' U2 R U R' U R y' R' U2 R Case 3b-9  R U2 R' y' R' U R U' R' U R Case 4-2  y L' U2 L U (L' U' L) Case 4-5  U R U2 R' U R U' R' Case 4-8  y' R' U R U' R' U R U' R' U' R   Goddamn that's a lot of images.*Phew!!!*

### 'Intuitive' F2L (Intermediate):

Intuitive F2L is easy to learn, and much faster compared to the beginner's method. This is the biggest step you will ever take in getting faster at the Rubik's cube. The basic idea is that all cases can be boiled down to just 3 cases and their mirrors.

The rule is that you have to have both the corner and it's corresponding edge together in the top layer, but not touching each other. If these conditions are met, the algorithm that you need to place the pair will be one of the following three cases (or something very similar). Same on Top (Case 3a-6)U' R U' U' R' U2 (R U' R') Opposite on Top (Case 3b-8) R U R' Bottom Color Up (Case 4-5)  U R U2 R' U R U' R'

Please note that this is not an algorithmic method. I provide the algorithms above so that you can do it a few times, and watch why it works. Once you understand how the algorithms above work, you will be able to use similar moves to solve the "3 main cases" (For each of the 3 main cases, there are 4 different possible arrangements, so just knowing the the algorithms above will NOT work. You must do a slightly different moves for each case.)