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Joined
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As stated, these cases are best avoided by choosing a different slot to solve.
I would choose to solve this case with the combination:
L' U' L R' U' R2 U R'

... and the other two corner-orientation cases you mentioned:
L' U2 L R' U R2 U' R' or L' U2 L R2 F R2 F'

F U2 F' R' U R2 U' R' or F U2 F' R2 F R2 F'
L' U L U2 etc as above
If you want to view some further reading on these odd cases, take a look at what is called Jeff2L, Makky's site has some algorithms:
http://cubefreak.net/speed/advancedf2l/jeff2l.php
 
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Joined
Mar 25, 2019
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As stated, these cases are best avoided by choosing a different slot to solve.
I would choose to solve this case with the combination:
L' U' L R' U' R2 U R'
If you want to view some further reading on these odd cases, take a look at what is called Jeff2L, Makky's site has some algorithms:
http://cubefreak.net/speed/advancedf2l/jeff2l.php
Thanks, I'm liking the avoidance approach. I'm trying to be thorough (not lazy) learning my f2l cases but I need to be careful not to unnecessarily over complicate things. I'm doing lots of slow solves trying to get familiar with all cases, knowing that I can/should avoid these jeff2l's is good to know.
 
Joined
Feb 20, 2018
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I'd finish f2l by using a different pair.

Orange-Blue:
R' U' R U L' U' L

And that also incidentally solved red-green so then you can just solve the blue-red.
Blue-Red:
R U R'
 
Joined
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What I think you should be doing is 'backing up' your algorithmic method with some 'intuitive' solving techniques. Learn how to make a pair when one of the pair is on the top layer, and it's mate is in any of the slots. You only need to know ONE way of doing this for each case, initially, to put it into action. Adding one or two more pair-making algs can be worked up to as you progress ... it would give you more flexibility, reducing move-count, cube rotations, and allowing you to make either the '2x1x1 block' type pair, or the 'distant pair'.

This will be more beneficial than extending algorithmic solving to include numerous 'odd' cases.

And Aprzn ..... please be serious. All you've done is reverse the 'scramble' he gave to illustrate the case ......
 
Joined
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What I think you should be doing is 'backing up' your algorithmic method with some 'intuitive' solving techniques. Learn how to make a pair when one of the pair is on the top layer, and it's mate is in any of the slots. You only need to know ONE way of doing this for each case, initially, to put it into action. Adding one or two more pair-making algs can be worked up to as you progress ... it would give you more flexibility, reducing move-count, cube rotations, and allowing you to make either the '2x1x1 block' type pair, or the 'distant pair'.

This will be more beneficial than extending algorithmic solving to include numerous 'odd' cases.

And Aprzn ..... please be serious. All you've done is reverse the 'scramble' he gave to illustrate the case ......
That was unintentional, that was how I would have solved it.

EDIT: Also forgot to mention that since the corners are in multiple different slots, there will always be another pair you can solve in that case.
 
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Apr 4, 2019
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Hello,

a bit of back story. I don't know much algorithms but the ones I know are cemented into me. One of them was the double fish OLL.

This morning while solving my cube after a while I got dumb struck when I encountered double fish and at the moment I forgot the OLL. Then I remembered it and did:
r U R' U' L' U R U'

But it was incorrect. I was dumbfounded as I was 100% sure that that was the algorithm for that and I'm still are. Even worse is returning from work I was messing with cube just solving it and without realisation I encountered the double fish again and completed it using that algorithm but it was pure muscle memory and I forgot how I did it and even now after scavanging the Internet I am unable to find the alghoritm I used. Maybe it's similar to the one I posted but it should be that.

Can anyone help me find the algorithm? :D
 
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Joined
Nov 21, 2018
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well here's my list of 2x2 t perms algs

1. J perm {(R U R') F' (R U R' U') R' F R2 U' R'}
2. T perm {(R U R' U') R' F R2 U' R' U' (R U R') F'}
3. y' Rb perm {(R' U2 R) U2 R' F (R U R' U') R' F' R2 U'}
4. Ra perm {(R U R') F' (R U2 R') U2 R' F R U (R U2 R')} or {R U' R' U' R U R D R' U' R D' R' U2 R'}
5. F perm {R' U' F' (R U R' U') R' F R2 U' R' U' (R U R' U) R}

or you can use G and A perms but those are slow and are for U offsets
 
Joined
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well here's my list of 2x2 t perms algs

1. J perm {(R U R') F' (R U R' U') R' F R2 U' R'}
2. T perm {(R U R' U') R' F R2 U' R' U' (R U R') F'}
3. y' Rb perm {(R' U2 R) U2 R' F (R U R' U') R' F' R2 U'}
4. Ra perm {(R U R') F' (R U2 R') U2 R' F R U (R U2 R')} or {R U' R' U' R U R D R' U' R D' R' U2 R'}
5. F perm {R' U' F' (R U R' U') R' F R2 U' R' U' (R U R' U) R}

or you can use G and A perms but those are slow and are for U offsets
Thank you! ^^
 
Joined
Feb 12, 2019
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Hello All,
I've recently been creating a computer program to solve a Rubik's cube for fun and i'm using a list of know algorithms to solve the cube.
I've got onto the F2L section of my code and have only found some of the algorithms online, they don't include any where the corner cube is in the wrong corner on the bottom face layer.
1556143288828.png this is an example of a corner that can't be easily solved with a single algorithm. I know that I can move in other corners/edges however if they are all in the corners but the wrong way around then none of the algorithms will apply. I could sort this with a some more coding but I would like to know there is no list I could use to make it a lot easier for me.
Any help would be greatly appreciated
 
Joined
Mar 21, 2019
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under your bed.
Hello All,
I've recently been creating a computer program to solve a Rubik's cube for fun and i'm using a list of know algorithms to solve the cube.
I've got onto the F2L section of my code and have only found some of the algorithms online, they don't include any where the corner cube is in the wrong corner on the bottom face layer.
View attachment 10283 this is an example of a corner that can't be easily solved with a single algorithm. I know that I can move in other corners/edges however if they are all in the corners but the wrong way around then none of the algorithms will apply. I could sort this with a some more coding but I would like to know there is no list I could use to make it a lot easier for me.
Any help would be greatly appreciated
Maybe make it take the corner out with R U R' a proceed with the f2l case?
 
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