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CFOP F2L Tutorial

From layer-by-layer to F2L

The Cross is already done on the bottom face. When you learned layer-by-layer (LBL), you next solved the four bottom corners, then the four middle-layer edges — eight pieces handled one at a time.

F2L does not change where these eight pieces end up; it changes the unit of work from a single piece to four target Pairs. Solve one Pair at a time, and after four Pairs the first two layers are done.

Goal: complete the first two layers

Cross done
F2L done

F2L is done if and only if: all four F2L Pairs sit in their Slots; the side stickers of the bottom two layers align with their matching centres; the Cross is still solved; and there is no orientation or position requirement on the top layer — that is OLL's job.

Pair, Slot, and the F2L loop

The basic units of F2L are the Pair and the Slot. This section only builds the abstract concepts: the ownership model, the Pair's current relationship (Separated or Paired), and one round of the abstract observation loop.

  • Slot: the target region made of a bottom-layer corner position and the middle-layer edge position directly above it.
  • Pair: the corner and edge that belong to the same Slot; ownership does not change with their current position.
  • Pair ≠ two pieces that happen to be adjacent: two pieces sitting next to each other visually is not the same as forming a Pair.
  • Pairing: the process of adjusting a Pair so its internal relative relationship is correct and it can be inserted as a unit.
  • Insertion: sending a paired Pair into its target Slot so that the Slot is solved at the end of the solution.

The progression of a Pair (left to right): Separated → Paired → Solved. The rightmost cell is a solved Slot — both the corner and edge seated, the anatomy endpoint of one Pair.

Separated

Same Pair, currently not adjacent

Paired

Currently adjacent with the correct relationship, ready to insert as a unit

Solved

Both pieces seated, the Slot is solved

After locating the Pair that belongs to the same Slot, judge the two pieces' current relationship (Separated or Paired):

  • Separated: the two pieces belong to the same Pair but are not currently adjacent.
  • Paired: currently adjacent with the correct internal relationship, so the Pair can be inserted as a unit.

The beginner's default F2L observation loop (stated at the capability level, repeated four times):

Find Pair/SlotJudge statePair/adjustInsertCheck next×4
  1. Locate the target Pair and Slot with the fixed lookup method;
  2. Judge position first, then relationship — corner/edge in the U layer or already at the target slot, landing in which cell of the position matrix;
  3. Reduce the current relationship to Paired — separated or adjacent-but-mismatched, both must first be adjusted into a group that can be inserted;
  4. Insert, restoring the Cross and any previously solved Slots;
  5. Confirm the target Slot is solved, and move your eyes to the next Pair ahead.

Solution-boundary invariant: at the end of every solution, the Cross and all previously solved Slots are restored to a solved state, the current target Slot is newly solved, and the count of solved Slots goes from n to n+1. The four Pairs may be handled in any order; a solution may temporarily move already-solved pieces mid-way — "preserved" describes the end state of the solution, not that every individual turn leaves things unchanged. Note: not every advanced solution has a distinct "paired" intermediate state.

This reactive see→respond loop is the beginner's default tempo; the growth direction is to pull the reaction forward into planning — see the advanced section.

Recognition: find the Pair first, then read position

Recognition starts by locating the target Pair: first use the fixed lookup method below to find the corner and edge that belong to the same Slot, then read their position and relationship — first whether the target corner is in the U layer or its target position, then whether the target edge is in the U layer or its target position, landing in one of the four cells of the 2×2 position matrix; only the "both in the U layer" cell enters the U/U expansion tree below.

Teaching figures use a standard observation frame: the target Slot is placed at F-R, and if the target corner is in the U layer, use U/U2/U' to normalise it to U-F-R. This is only a recognition coordinate system — it does not change the Case's identity, it is not a forced starting move, and it does not require a fluent solver to actually turn; a beginner may align for real, then transfer the same relationship to any Slot once fluent.

The fixed lookup method — face names and directions only, no colour names:

  1. Find an unsolved corner that carries a D-face sticker.
  2. Read its two side stickers.
  3. Use the matching side centres to identify the target Slot.
  4. Find the edge that carries the same pair of side stickers.
Find the target Pair: is the corner in the U layer or in its target position?
Corner in the U layer — is the edge in the U layer or in its target position?
Corner in its target position — is the edge in the U layer or in its target position?
Both in the U layer: does the D sticker face up or to a side?
D sticker up: is the edge adjacent or far?
D sticker to a side: is the edge adjacent or far?
Edge adjacent: is the up sticker on the same side as the edge position, or the opposite side?
Edge adjacent: which sticker faces up?
Edge far: which sticker faces up?
Corner-side sticker up: which side is the edge position on?
Other-side sticker up: which side is the edge position on?

Coarse recognition signatures and Case counts for the nine Families (when one Family is reachable via several tree leaves, the signatures are joined with " / "; the finer up-sticker / edge-position split lives in the decision tree above):

FamilyRecognition signatureCases
Basic InsertsD sticker side · edge adjacent / D sticker side · edge far4
Reposition EdgeD sticker side · edge far4
Reposition Edge and Flip CornerD sticker side · edge adjacent / D sticker side · edge far6
Split Pair by Going OverD sticker up · edge adjacent / D sticker side · edge adjacent4
Pair Made on SideD sticker up · edge far4
WeirdD sticker up · edge adjacent2
Corner in Place, Edge in Ucorner in place · edge in U6
Edge in Place, Corner in Ucorner in U · edge in place6
Edge and Corner in Placecorner in place · edge in place6

Learning path: master 41 Cases in five stages

The five stages are ordered by the prerequisite capabilities each reduction needs. The roadmap percentages express "cumulative Cases / 41" as catalogue completion.

Stage 1 · Direct InsertsBasic Inserts

This stage is the entry point to F2L: learn to send a Pair that is already in an insertable relationship straight into its target Slot. Every later stage ultimately reduces to the step "insert the correct Pair", so direct insertion is the terminal capability of every reduction. It adds 4 Cases (F2L 01–04), covering all of basic-inserts.

Graduation check — Judge whether the pair can be inserted directly; complete the four basic relationships without first splitting or extracting.

Practise up to this stage
Stage 2 · Pair by RepositioningReposition Edge, Reposition Edge and Flip Corner

Depends on Stage 1's insertion capability. When both pieces are in the U layer but the edge is not in a directly pairable relationship, reposition the edge first — possibly changing the corner orientation at the same time — to reduce it to an insertable Pair, then hand it to Stage 1 for insertion. It adds 10 Cases (F2L 05–14), covering reposition-edge and reposition-edge-flip-corner.

Graduation check — State which piece to reposition and whether the corner orientation also changes, then actively build the correct pair.

Practise up to this stage
Stage 3 · Repair U-Layer RelationsSplit Pair by Going Over, Pair Made on Side, Weird

Depends on Stages 1/2. When the two pieces are adjacent in the U layer but the relationship is wrong, or a special geometry appears, repair the U-layer relationship first — split pair by going over, pair made on side, or reduce the special case — then return to the pairing and insertion of Stages 1/2. It adds 10 Cases (F2L 15–24), covering split-pair-over, pair-made-on-side and weird.

Graduation check — Distinguish split-pair-over, pair-made-on-side, and special cases; reduce to a known pattern first instead of forcing a direct insert.

Practise up to this stage
Stage 4 · One Piece In PlaceCorner in Place, Edge in U, Edge in Place, Corner in U

Depends on Stages 1–3. When the corner or edge already has one piece in its target position, temporarily move away or make use of that in-place piece, bring the other piece into the pairing process, and restore and solve the Slot at the end. It adds 12 Cases (F2L 25–36), covering corner-in-place and edge-in-place.

Graduation check — Identify which piece is already in its target slot; temporarily move away only what is necessary and restore the original slot at the end.

Practise up to this stage
Stage 5 · Both Pieces In PlaceEdge and Corner in Place

Depends on Stages 1–4. When both the corner and edge are in their target positions, they are already "stuck" in the Slot and cannot be paired directly — first check whether the Pair is already solved (F2L 37, stop immediately); for the other cases you must first extract one piece to the U layer, then reduce via the corner-in-place or edge-in-place idea, and finally insert and restore. Use an alternative solution only when its preconditions hold. It adds 5 Cases (F2L 38–42), covering the unsolved Cases of both-in-place.

Graduation check — Recognize Solved and stop; for the other five cases, use only solutions whose preconditions hold, never treating a context-dependent solution as a universal solution.

Practise up to this stage

Nine Families and 42 Cases

Below, the position-first recognition tree sorts the 42 Cases into nine Families to compare topology — each Family's family-level strategy and confusion boundary (recognition signatures live in the signature table above). This section only compares structure and relationships; it does not teach per-Case solutions or algorithms — the algorithms are collected in the quick reference at the end of the page. Expand the four position drawers to view the Case card grid; F2L 37 is the first card in the both-in-place Family, serving as the goal reference (the solved Case, excluded from the 41 training Cases).

  • Background dim: non-target stickers are darkened, but the state context stays readable.
  • Target corner stripe: the target corner's visible stickers carry a one-directional stripe overlay.
  • Target edge grid: the target edge's visible stickers carry a cross-hatch grid overlay.
  • Target Slot dashed: the F-R corner and edge positions draw a dashed spatial boundary.
Both in U layer · 24 Cases

Basic Inserts · 4 Cases

F2L 01

corner in U · edge in U · D sticker side · D faces F · edge adjacent · R lane · F sticker up

F2L 02

corner in U · edge in U · D sticker side · D faces R · edge adjacent · F lane · R sticker up

F2L 03

corner in U · edge in U · D sticker side · D faces F · edge far · R lane · R sticker up

F2L 04

corner in U · edge in U · D sticker side · D faces R · edge far · F lane · F sticker up

Insert directly once aligned, without first splitting or extracting.

Shares the "D to a side · edge adjacent · corner-side sticker up" branch with Split Pair by Going Over: an edge position on the opposite side is Basic Inserts, on the corner side is Split Pair by Going Over.

Reposition Edge · 4 Cases

F2L 05

corner in U · edge in U · D sticker side · D faces F · edge far · F lane · F sticker up

F2L 06

corner in U · edge in U · D sticker side · D faces R · edge far · R lane · R sticker up

F2L 07

corner in U · edge in U · D sticker side · D faces F · edge far · R lane · F sticker up

F2L 08

corner in U · edge in U · D sticker side · D faces R · edge far · F lane · R sticker up

Keep the corner's favourable orientation, move the edge into a pairable relationship first, then insert.

Distinguish from Reposition Edge and Flip Corner by the up sticker: a corner-side sticker up only moves the edge, an other-side sticker up also requires flipping the corner.

Reposition Edge and Flip Corner · 6 Cases

F2L 09

corner in U · edge in U · D sticker side · D faces F · edge far · F lane · R sticker up

F2L 10

corner in U · edge in U · D sticker side · D faces R · edge far · R lane · F sticker up

F2L 11

corner in U · edge in U · D sticker side · D faces F · edge adjacent · R lane · R sticker up

F2L 12

corner in U · edge in U · D sticker side · D faces R · edge adjacent · F lane · F sticker up

F2L 13

corner in U · edge in U · D sticker side · D faces F · edge adjacent · F lane · R sticker up

F2L 14

corner in U · edge in U · D sticker side · D faces R · edge adjacent · R lane · F sticker up

Change the corner orientation while repositioning the edge, reducing to a pairable relationship.

When the edge is far and the other-side sticker is up, an edge position on the opposite side is Basic Inserts, on the corner side requires flipping the corner; distinguish from Reposition Edge by whether the up sticker is the corner-side or the other-side sticker.

Split Pair by Going Over · 4 Cases

F2L 15

corner in U · edge in U · D sticker side · D faces F · edge adjacent · F lane · F sticker up

F2L 16

corner in U · edge in U · D sticker side · D faces R · edge adjacent · R lane · R sticker up

F2L 17

corner in U · edge in U · D sticker up · edge adjacent · R lane · F sticker up

F2L 18

corner in U · edge in U · D sticker up · edge adjacent · F lane · R sticker up

The two pieces are adjacent but the relationship is wrong; split them by going over the top layer first, then pair correctly.

When D is up and the edge is adjacent it sits next to Weird (opposite side / same side); when D is to a side, the edge is adjacent and the corner-side sticker is up, it sits next to Basic Inserts (edge position on the corner side / opposite side).

Pair Made on Side · 4 Cases

F2L 19

corner in U · edge in U · D sticker up · edge far · F lane · F sticker up

F2L 20

corner in U · edge in U · D sticker up · edge far · R lane · R sticker up

F2L 21

corner in U · edge in U · D sticker up · edge far · R lane · F sticker up

F2L 22

corner in U · edge in U · D sticker up · edge far · F lane · R sticker up

Use the side to build the correct Pair, then send it into the target Slot.

Weird · 2 Cases

F2L 23

corner in U · edge in U · D sticker up · edge adjacent · F lane · F sticker up

F2L 24

corner in U · edge in U · D sticker up · edge adjacent · R lane · R sticker up

Reduce to a familiar Family first, or use a dedicated solution; do not force a conventional adjacency.

Shares the "D up · edge adjacent" branch with Split Pair by Going Over: an up sticker on the same side as the edge position is Weird, on the opposite side is Split Pair by Going Over.

Corner in target position · 6 Cases

Corner in Place, Edge in U · 6 Cases

F2L 25

corner in place · edge in U · corner oriented · edge adjacent · R lane · F sticker up

F2L 26

corner in place · edge in U · corner oriented · edge adjacent · F lane · R sticker up

F2L 27

corner in place · edge in U · corner twisted F · edge adjacent · R lane · F sticker up

F2L 28

corner in place · edge in U · corner twisted R · edge adjacent · F lane · R sticker up

F2L 29

corner in place · edge in U · corner twisted F · edge adjacent · F lane · R sticker up

F2L 30

corner in place · edge in U · corner twisted R · edge adjacent · R lane · F sticker up

Temporarily move away or make use of the corner, bring the edge into the pairing process, and restore and solve the Slot at the end.

Edge in target position · 6 Cases

Edge in Place, Corner in U · 6 Cases

F2L 31

corner in U · edge in place · D sticker up · edge flipped

F2L 32

corner in U · edge in place · D sticker up · edge oriented

F2L 33

corner in U · edge in place · D sticker side · D faces F · edge oriented

F2L 34

corner in U · edge in place · D sticker side · D faces R · edge oriented

F2L 35

corner in U · edge in place · D sticker side · D faces F · edge flipped

F2L 36

corner in U · edge in place · D sticker side · D faces R · edge flipped

Temporarily move away or make use of the edge, bring the corner into the pairing process, and restore and solve the Slot at the end.

Both in target position · 6 Cases (5 training Cases)

Edge and Corner in Place · 6 Cases · 5 training Cases

Solved · goal referenceF2L 37

solved · goal reference

F2L 38

corner in place · edge in place · corner oriented · edge flipped

F2L 39

corner in place · edge in place · corner twisted F · edge oriented

F2L 40

corner in place · edge in place · corner twisted R · edge oriented

F2L 41

corner in place · edge in place · corner twisted F · edge flipped

F2L 42

corner in place · edge in place · corner twisted R · edge flipped

If Solved, stop; otherwise both pieces are already "stuck" in the Slot — first extract one piece to the U layer, then reduce and pair via the corner-in-place / edge-in-place idea, and finally insert and restore. Use an alternative solution only when its preconditions hold.

Both pieces in their target positions does not mean solved: first check F2L 37 (stop if solved), then whether orientation and relative relationship match the Slot.

Advanced: from reliable to fluid

Advanced F2L has two dimensions. The fluency core: making your existing F2L faster and smoother — Lookahead (while executing the current move, the eyes are already locked on the next Pair) and algorithmic F2L (pre-picking a clear, preservable efficient solution for each of the 41 Cases rather than re-deriving it every time). Advanced techniques: beyond intuitive solutions, changing how you insert with Keyhole, Multislotting, Pseudo-slotting or Back-slot, or influencing the top layer from the last slot with VHLS/ZBLS. This section first builds the execution foundations (the prerequisites for these techniques), then unfolds the technique landscape.

Inspection planning
Definition — During inspection — after the Cross is planned but before you start — use the fixed lookup method to fix at least the first target Pair and Slot, and pre-pick a clear, preservable solution; once fluent, extend it to the second Pair.
Benefit — You start with a target already in mind, removing the "stop to find" pause and leaving a continuous field of view for lookahead.
Practice — In inspection, first locate a target corner, read its two side stickers to pin the Slot, then find the edge carrying the same side-sticker pair; aim to choose the first Pair's solution before the timer starts.
When to learn — You can already execute the basic relationships across all four Slots on a random case.
Risk — Inspection time is limited; the goal is "a clear plan for the first Pair", not planning all four. When the prediction is uncertain, prefer a clear, stable solution over the theoretical optimum.
Unlocks — X-cross
Rotation reduction
Definition — When a Pair can be handled in the current viewing direction, do not habitually rotate just to bring the Slot to F-R; gradually migrate to side and back-slot execution.
Benefit — Fewer regrips and observation breaks, keeps unsolved pieces visible, and leaves a stable field of view for lookahead.
Practice — Place the same topology randomly across the four Slots; before each rotation, state the specific problem it solves; when a sensible solution exists for the current view, do not force F-R execution.
When to learn — You can already transfer the core relationships to a random Slot.
Risk — Zero rotation is not the goal; an awkward move, a poor fingertrick or a blocked view can be slower than one sensible rotation. The standard observation frame (F-R) is only a recognition coordinate, not a mandatory starting move.
Unlocks — Back-slot
Lookahead
Definition — Once the current solution is decided, the hand keeps executing the current move while the eyes start locating the next target corner or the next Pair.
Benefit — Fewer pauses between Pairs, turning four separate searches into a continuous flow.
Practice — Lower your turn speed, prioritising continuity; once the solution is decided, let your eyes leave the current Pair.
When to learn — Family/solution decisions and the current execution no longer need step-by-step watching.
Risk — Raising TPS is not lookahead; if execution is not yet automatic, forcing your eyes away harms both the current Pair and the next recognition.
Unlocks — Multislotting
Algorithmic F2L
Definition — Pre-pick a clear, preservable efficient solution for the Cases where the intuitive path is long or error-prone, rather than re-deriving it every time. Algorithmic does not mean memorising all 41 as formulas — most stay intuitive; the point is to fill in the ones you handle inefficiently.
Benefit — Fewer pauses and misjudgements per Case, giving lookahead and the advanced techniques a stable execution foundation.
Practice — Identify weak Cases from a random pool and note a clear, fingertrick-friendly solution for each; you need not chase the theoretical minimum.
When to learn — You can already handle all 41 Cases intuitively and want to cut pauses on specific Cases.
Risk — You need not memorise every formula; prioritise filling in the Cases where intuition is inefficient, and keep the solutions transferable.
Unlocks — the execution foundation for all advanced techniques
Empty-Slot use
Definition — Treat an unsolved Slot as temporary working space, used to extract, hide, reposition or build a Pair.
Benefit — Less needless protection and detouring, and a foundation for Keyhole, Multislotting and Pseudo-slotting.
Practice — Before executing, point out which Slots are open; after executing, check the solution-boundary invariant of the Cross, prior Slots and the target Slot.
When to learn — You can accurately distinguish open Slots from solved Slots and reliably restore temporarily moved structure.
Risk — Never treat a solved Slot as a workspace; "may be disturbed mid-way" does not mean "no need to restore at the end".
Unlocks — Keyhole, Multislotting, Pseudo-slotting
Pair-order
Definition — When several Pairs are visible at once, choose the order by solution clarity, rotation need, visibility, open Slots and the transition to the next Pair, rather than a fixed Slot order.
Benefit — Fewer rotations and re-searches, keep the easier-to-track next Pair, and avoid breaking another good Pair.
Practice — Before starting, compare at least two candidates' field of view, solution and Slot impact, then pick the stable option.
When to learn — You can handle random Slots and identify candidate Pairs without a Family filter.
Risk — Do not pause too long hunting the theoretically optimal Pair; when the prediction is uncertain, a stable solution beats the theoretically shortest solution; during practice you still need to cover weak spots.
Unlocks — Multislotting, Last-slot influence

If you do go deep, the dependency-derived suggested learning order (each step builds on the previous one):

  1. First make the execution foundations solid: rotation reduction, Empty-Slot use, Lookahead, Pair-order, inspection planning;
  2. Use the foundations to unlock single-Slot techniques: rotation reduction → Back-slot; Empty-Slot → Keyhole; Lookahead + Pair-order → Multislotting;
  3. Combine multiple Slots: Keyhole + Multislotting → Pseudo-slotting;
  4. The last-slot chain (each step progressively harder; recognition and algorithm load grow): Last-slot influence → VHLS → ZBLS;
  5. A parallel track: inspection planning → X-cross (independent of the ZBLS chain; use it when an opportunity appears).
Optional landscape: the advanced F2L term map (not a must-learn list)

Below is the advanced-techniques landscape — methods beyond intuitive F2L. Each answers "what it is, what problem it solves, when not to use it, and what it depends on"; no algorithm tables are provided. Most learners need not go deep into these before the fluency core is solid.

Back-slot
Definition — Insert a Pair into a back Slot without rotating the cube to a new front.
Benefit — Fewer rotations, keeping the front unsolved pieces visible.
When to learn — After the basic relationships can transfer across the four Slots.
Risk — A back Slot is hard to view directly; do not force a poor move or blindly damage a prior Slot for the sake of rotationless execution.
Prerequisite — Slot transfer, rotation-reduction awareness, boundary invariant.
Keyhole
Definition — Treat an unsolved Slot as a working hole, often placing target pieces in separately via a temporary D-layer alignment, then restoring the D-layer relationship.
Benefit — On a suitable open Slot, you can avoid first building a conventional Paired Pair.
When to learn — You can track D-layer changes and reliably judge which Slots remain unsolved.
Risk — Highly context-dependent, not a universal solution for every Case; skipping the restore breaks Cross side alignment or another Slot.
Prerequisite — Empty-Slot use, D-layer tracking, solution applicability.
Multislotting
Definition — When choosing the current Pair's solution, also consider where it sends another set of F2L pieces; a stronger form can advance or solve two Pairs in one continuous plan.
Benefit — Improves the next Pair's state, reducing re-search and extra starting move.
When to learn — You already have stable lookahead and can track the current solution's effect on other pieces.
Risk — Observation load rises; failing the current Pair also breaks the next Pair's plan.
Prerequisite — Lookahead, Pair-order, Empty-Slot use.
Pseudo-slotting
Definition — In a context with at least two usable Slots, temporarily offset the D layer so a corner and edge belonging to different Slots form a pseudo pair; after insertion, restore the D layer so both Slots land at once.
Benefit — Certain last-two-Slot cases can merge two sets of work.
When to learn — You have mastered Keyhole and multislotting and can track the ownership of two Slots.
Risk — A pseudo pair is not a real Pair of the same Slot; a wrong restore swaps or breaks Slots.
Prerequisite — Keyhole + multislotting.
Last-slot influence
Definition — When solving the fourth Pair, among several legal solutions choose one that improves the subsequent top-layer state.
Benefit — May yield an OLL that is easier to recognise/execute, and improves the F2L→OLL transition.
When to learn — F2L is stable and you can recognise basic OLL features.
Risk — Do not significantly increase F2L pauses to chase a particular OLL; it is an umbrella concept, not a single algorithm set.
Prerequisite — Stable last slot, solution choice, OLL recognition.
VHLS
Definition — A restricted subset of ZBLS; when the last Pair is already paired or close to directly insertable, it solves the last Slot while completing top-layer edge orientation.
Benefit — On entering OLL, all top-layer edges are already oriented.
When to learn — First understand last-slot influence, and prefer to start from the restricted entry.
Risk — Adds last-slot recognition and algorithm load; it should not replace ordinary F2L that is not yet stable.
Prerequisite — Last-slot influence.
ZBLS
Definition — Under a more general last-slot state, solves the last F2L Pair while completing top-layer edge orientation.
Benefit — Merges last slot with LL edge orientation.
When to learn — VHLS and ordinary last-slot execution are stable, and the learner is willing to take on a larger recognition/algorithm load.
Risk — This is a large algorithm and recognition system; this page provides no Case count, algorithm table or training course.
Prerequisite — VHLS.
X-cross
Definition — Complete the first F2L Pair during the Cross stage — Cross + 1.
Benefit — On formally entering F2L, one Slot is already done, possibly improving the first-Pair transition.
When to learn — You can stably plan the Cross during inspection and track the first Pair.
Risk — Forcing an X-cross can make the Cross longer, overload inspection or destabilise execution; without a clear opportunity, an ordinary Cross is better.
Prerequisite — Cross planning + F2L Pair tracking; not part of the ZBLS dependency chain.

Common pitfalls

The cross-section traps most likely to trip up F2L learning and execution:

  • Treating two adjacent pieces as a Pair: a Pair is the corner and edge that belong to the same target Slot; you must use the target corner's two side stickers to find the target edge and Slot.
  • Looking at adjacency before the position: recognition must first judge whether the corner/edge is in the U layer or its target position; as soon as one piece is in its target position, enter the corresponding in-place trunk.
  • Treating adjacency as paired: only when the internal relative relationship matches the target Slot is it a Paired Pair; an adjacent-but-mismatched Pair must first be split or reduced.
  • Treating the standard observation frame as a forced starting move: F-R and U-F-R only stabilise recognition; the actual solution can transfer to any Slot and current viewing direction.
  • Misreading the preservation boundary: neither stop just because a prior Slot is temporarily moved mid-way, nor solve only the target Pair without restoring the prior structure. "Preserved" describes the solution's end state.
  • Mechanically extracting when both pieces are in their target positions: both pieces in place does not mean solved — first check whether it is already solved before extracting (see the both-in-place Family).
You can already do F2L, so why do you still pause or detour?
  • Treating zero rotation as the goal: a sensible rotation beats a poor fingertrick, a blocked view or an unstable rotationless solution.
  • Treating lookahead as raising TPS: first let the current solution execute automatically and lower your turn speed, then move your eyes; a fast hand does not mean seeing the next Pair.
  • Treating a solved Slot as empty workspace: Keyhole/multislotting and the like must satisfy their context preconditions; an advanced solution is not a universal solution.
  • Hunting the theoretically optimal Pair until analysis paralysis: when the prediction is uncertain, a clear, stable, preservable solution takes priority.
  • Stacking advanced tricks before core F2L is automatic: advanced terms cannot replace Family recognition, random-Slot execution and boundary restoration.

Practice 41 Cases, then continue to OLL

Algorithm quick reference · all F2L cases
Basic Inserts · 4 Cases
F2L 01
U R U' R'
F2L 02
U' F' U F
F2L 03
F' U' F
F2L 04
R U R'
Reposition Edge · 4 Cases
F2L 05
U' R U R' U2 R U' R'
F2L 06
U F' U' F U2 F' U F
F2L 07
U' R U2 R' U2 R U' R'
F2L 08
U F' U2 F U2 F' U F
Reposition Edge and Flip Corner · 6 Cases
F2L 09
U F' U' F U' F' U' F
F2L 10
U' R U R' U R U R'
F2L 11
F' U F U' F' U F U2 F' U F
F2L 12
R U' R' U R U' R' U2 R U' R'
F2L 13
U F' U F U' F' U' F
F2L 14
U' R U' R' U R U R'
Split Pair by Going Over · 4 Cases
F2L 15
R U R' U2 R U' R' U R U' R'
F2L 16
F' U' F U2 F' U F U' F' U F
F2L 17
R U2 R' U' R U R'
F2L 18
F' U2 F U F' U' F
Pair Made on Side · 4 Cases
F2L 19
U R U2 R' U R U' R'
F2L 20
U' F' U2 F U' F' U F
F2L 21
U2 R U R' U R U' R'
F2L 22
U2 F' U' F U' F' U F
Weird · 2 Cases
F2L 23
U R U' R' U' R U' R' U R U' R'
F2L 24
U' F' U F U F' U F U' F' U F
Corner in Place, Edge in U · 6 Cases
F2L 25
U' R' F R F' R U R'
F2L 26
U F R' F' R F' U' F
F2L 27
R U' R' U R U' R'
F2L 28
F' U F U' F' U F
F2L 29
F' U' F U F' U' F
F2L 30
R U R' U' R U R'
Edge in Place, Corner in U · 6 Cases
F2L 31
U' R' F R F' R U' R'
F2L 32
U R U' R' U R U' R' U R U' R'
F2L 33
U' R U' R' U2 R U' R'
F2L 34
U R U R' U2 R U R'
F2L 35
U2 R U R' F R' F' R
F2L 36
U2 F' U' F U R U' R'
Edge and Corner in Place · 6 Cases · 5 training Cases
F2L 38
R' F R F' R U' R' U R U' R' U2 R U' R'
F2L 39
R U' R' U' R U R' U2 R U' R'
F2L 40
R U' R' U R U2 R' U R U' R'
F2L 41
r U' r' U2 r U r' R U R'
F2L 42
R U' R' r U' r' U2 r U r'

This page only teaches the Pair/Slot model, position-first recognition, the five-stage path, the nine Families and the efficiency checks. All 41 cases' algorithms are in the folded quick reference above (grouped by position drawer, look them up any time); to drill them to fluency and speed, practise on the drill page. While still in a stage, return to the learning path to practise with "practise up to this stage" (cumulative review); after completing the five stages, enter the full 41-Case mixed pool. F2L is done when all four Slots and the Cross are solved, while the top layer's orientation and position may still be anything — OLL only orients the top layer and preserves the first two layers.

Practice all 41 F2L CasesContinue to OLL: orient the last layer