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[Help Thread] How many cube rotation during the F2L is best?

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TDM

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If you want to solve with <L, U, R, y> only then you can solve any F2L (after cross) with only one y rotation.

However, you'll find that most of the time this adds on a couple extra moves, so anywhere between 1-3 is best in a speedsolve.
 

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How is 0 rotations not speed optimal?

0 rotations is definitely not speed optimal, but it is optimal. And if you don't want any rotations in your solves, you can always keep the pseudo pair in the F face and do d and d' moves.
Sometimes rotating is faster, for example F U' F' U F U F' is not as fast as y' R U' R' U R U R'

Or you can do F U' F' d' R U R'
 
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0 rotations is definitely not speed optimal, but it is optimal. And if you don't want any rotations in your solves, you can always keep the pseudo pair in the F face and do d and d' moves.


Or you can do F U' F' d' R U R'

Better yet, start doing edge control while doing f2l. Learn rotationless solving, use empty slots more. Having no rotations in f2l seems very doable but I would say try to aim for 2 rotations or anywhere between 1-3. I do lots of rotations and sometimes it is inefficient.

While I was away, I made a video doing "optimal" aka zero rotation f2l.

 
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