F2L algorithms

All 41 F2L algorithms: every way a corner and its edge can sit when you insert them into the front-right slot. Each case has a diagram, a description in words and a 3D cube that plays it.

What F2L is

These F2L algorithms solve the first two layers after the cross. F2L means first two layers: you pair a white corner with the edge that goes above it and put the pair into its slot, four times. The 41 cases below are every way that corner and edge can sit when both are in the top layer or in their own slot, for the front-right slot (our test lists all 42 placements, turns of the top aside, and finds 41 cases plus solved). For the other slots, turn the whole cube (y) so the slot is at the front right, or use the same idea mirrored.

Every algorithm here is tested. Each one was replayed move by move on a virtual cube: starting from a solved cube, undoing the algorithm must give exactly the case it is listed under, with the rest of the cube untouched, and every alternative must solve the same case. The case lists were also checked for completeness by listing every possible position of the pieces involved, so no case is missing and none appears twice.

Learn F2L by understanding, not only by heart

Many cubers solve F2L intuitively: they look at the pair, bring the corner and edge together in the top layer, then insert them with three or four moves. The first four cases (basic inserts) are the building blocks; the others mostly move one piece so the pair joins up, then end with one of those inserts. Play a case slowly on the 3D cube and watch where the pair forms. Learning the algorithms is still useful for the cases where the pieces are stuck in the slot (cases 25 to 41) and for faster, shorter solutions.

How to read the cases

The diagram shows the top, front and right faces, held with yellow on top and green in front, so the slot is between the green and orange centers. Pieces of the last layer are gray, so only the corner (white, green, orange) and its edge (green, orange) stand out. The text on each card says where the two pieces are and which way they face. The groups follow the usual order: both pieces on top (cases 1 to 24), the corner in the slot (25 to 30), the edge in the slot (31 to 36) and both in the slot but wrong (37 to 41).

Practice and print

Practice these cases shows a random case on the 3D cube and times you until you press Done; open Your times per case for your best and average time on each case, slowest first. Print sheet puts all 41 cases, with diagram and main algorithm, on one page (choose Save as PDF in the print dialog for a PDF). Everything stays in this browser.

All F2L algorithms in one list

Cases 1 to 36 follow the speedsolving.com wiki numbering; its cases 38 to 42 are 37 to 41 here, because the wiki keeps a number for the solved pair.

No.GroupAlgorithmMoves
1Basic insertsU R U' R'4
2Basic insertsU' F' U F4
3Basic insertsF' U' F3
4Basic insertsR U R'3
5Reposition the edgeU' R U R' U2 R U' R'8
6Reposition the edgeU' r U' R' U R U r'8
7Reposition the edgeU' R U2 R' U2 R U' R'8
8Reposition the edged R' U2 R U2 R' U R8
9Reposition the edge and flip the cornerU' R U' R' U F' U' F8
10Reposition the edge and flip the cornerU' R U R' U R U R'8
11Reposition the edge and flip the cornerU' R U2 R' U F' U' F8
12Reposition the edge and flip the cornerR U' R' U R U' R' U2 R U' R'11
13Reposition the edge and flip the cornery' U R' U R U' R' U' R8
14Reposition the edge and flip the cornerU' R U' R' U R U R'8
15Split pair by going overR' D' R U' R' D R U R U' R'11
16Split pair by going overR U' R' U2 F' U' F7
17Split pair by going overR U2 R' U' R U R'7
18Split pair by going overy' R' U2 R U R' U' R7
19Pair made on the sideU R U2 R' U R U' R'8
20Pair made on the sidey' U' R' U2 R U' R' U R8
21Pair made on the sideR U' R' U2 R U R'7
22Pair made on the sider U' r' U2 r U r'7
23Weird casesU R U' R' U' R U' R' U R U' R'12
24Weird casesF U R U' R' F' R U' R'9
25Corner in the slot, edge on topU' R' F R F' R U R'8
26Corner in the slot, edge on topU R U' R' F R' F' R8
27Corner in the slot, edge on topR U' R' U R U' R'7
28Corner in the slot, edge on topR U R' U' F R' F' R8
29Corner in the slot, edge on topR' F R F' R' F R F'8
30Corner in the slot, edge on topR U R' U' R U R'7
31Edge in the slot, corner on topU' R' F R F' R U' R'8
32Edge in the slot, corner on topR U R' U' R U R' U' R U R'11
33Edge in the slot, corner on topU' R U' R' U2 R U' R'8
34Edge in the slot, corner on topU R U R' U2 R U R'8
35Edge in the slot, corner on topU' R U R' U F' U' F8
36Edge in the slot, corner on topU F' U' F U' R U R'8
37Both in the slotR2 U2 F R2 F' U2 R' U R'9
38Both in the slotR U' R' U' R U R' U2 R U' R'11
39Both in the slotR U' R' U R U2 R' U R U' R'11
40Both in the slotr U' r' U2 r U r' R U R'10
41Both in the slotR U' R' r U' r' U2 r U r'10

After F2L comes the last layer: OLL and PLL. The whole method is on the CFOP page, and the moves are explained in the notation guide.

Sources: Speedsolving.com wiki: First Two Layers. Rules checked . Found a problem? Tell us.

Questions

How many F2L cases are there?

41 for one slot, counting the cases where the corner and edge are in the top layer or in their own slot. Our test lists every placement of the two pieces and confirms there are 41 plus solved.

Do I need to memorize F2L algorithms?

Not all of them. Many cubers solve most pairs intuitively, using the basic inserts (cases 1 to 4). Algorithms help most when a piece is stuck in the slot and for shorter solutions.

What does the d move mean?

A d turns the bottom two layers together, like a D turn that also takes the middle layer along. Some F2L algorithms use it instead of turning the whole cube; the 3D player shows it.

How do I use these for the other three slots?

Turn the whole cube (a y or y' rotation) so the slot you want is at the front right, then use the same case. You can also learn mirrored versions for the front-left slot.