This post collects the F2L algorithms for all 41 cases of a single slot, split into 7 groups by how you see them on the cube. Each case has a picture, one line to help you spot it, and one algorithm. Every algorithm has been tested on the EasyRubic Rubik's Cube simulator.
Find your case fast
Look at your cube from above and tap the picture that matches it to see how to solve it. Grey cells are stickers you can ignore.
This is part four of the CFOP series, after Cross CFOP, X-cross and Intuitive F2L. If you don't know what CFOP is yet, read What is CFOP first.
Do you need to memorise all 41 F2L algorithms?
No, and you shouldn't try to take them all on at once. The SpeedSolving Wiki recommends solving F2L intuitively and only using algorithms for the cases where your own way is slow (SpeedSolving Wiki). If you can't solve all four pairs yet without looking at a guide, read Intuitive F2L first.
Use this post as a lookup book. When you hit a case you tend to solve slowly, find it here, get the hang of the algorithm, then go back to solving by hand.
According to the SpeedSolving Wiki, the last F2L slot has exactly 41 cases. The lists of 41 cases on SpeedCubeDB and SpeedCube.com.au give the same number (SpeedCubeDB, SpeedCube.com.au).
How to hold the cube and read the pictures
Throughout this post, hold the cube like this:
- White face on the bottom, cross already done. The yellow face is on top: that is layer 3 (the top layer).
- Green face in front, orange on the right.
- The slot to solve is the front-right slot. Its pair is the white-green-orange corner and the green-orange edge.
- "Above the slot" means the front-right corner position of the top layer, right above the slot.
Each picture has two cubes. The left cube is the case you have, just before you do the algorithm. Only the cross, the F2L pairs and the centres are coloured; the top layer is grey. The right cube is the result, flipped over so the white face is on top and you can see the two finished layers.
To solve a different slot, turn the whole cube so that slot is at the front right, then swap green and orange for that slot's two colours. F2L algorithms use the R, U and F faces. If you're not used to the notation yet, see Rubik's Cube notation for beginners.
The numbers F2L 1 to F2L 41 in this post follow the SpeedCubeDB list exactly, so you can compare them easily. Each algorithm was picked from the ones SpeedCubeDB gives for that case. For F2L 6, 8, 13, 22, 29, 40 and 41, the post takes a SpeedCubeDB algorithm that turns the whole cube (y') and rewrites exactly the same moves with the F face, so you don't have to turn the cube. J Perm also advises turning the whole cube as little as possible (J Perm).
Three questions to spot the case
Before looking for an algorithm, look at the cube and answer three questions:
- Where is the corner? In the top layer, or already in the slot?
- Which way does the corner's white sticker face? Front, right, up or down?
- Where is the edge, and which colour faces up? If the edge is in the top layer, check whether the green or the orange sticker faces up. If the edge is in the slot, check whether it is the right way round or flipped.
These three answers are enough to pin down a case; you only need to turn U to bring the corner above the front slot. The groups below follow exactly those three questions.
Mirror trick: get one, know two
The cases come in mirror pairs. Put a mirror along the diagonal of the front-right slot: the front and right faces swap places, and the turning direction flips too. To get the algorithm for the mirror case, swap each move:
- R becomes F', R' becomes F, R2 becomes F2.
- F becomes R', F' becomes R, F2 becomes R2.
- U becomes U', U' becomes U, U2 stays the same.
For example, the mirror of U R U' R' (F2L 1) is U' F' U F (F2L 2). The two pictures below are F2L 1 and then F2L 2: the corner and the edge swap roles across the slot's diagonal.
See it in 3D, before and after
- You start with (input)
- After the formula
See it in 3D, before and after
- You start with (input)
- After the formula
On the simulator, this swap turns each case's algorithm into a correct algorithm for its mirror case. Only F2L 31, 32 and 37 are their own mirror. So really you only need to understand 22 shapes.
Contents
- Group 1: the four basic cases, F2L 1 to 4
- Group 2: white sticker facing sideways, edge not touching the corner, F2L 5 to 10
- Group 3: white sticker facing sideways, edge touching the corner, F2L 11 to 16
- Group 4: white sticker facing up, F2L 17 to 24
- Group 5: corner in the slot, F2L 25 to 30
- Group 6: edge in the slot, F2L 31 to 36
- Group 7: both in the slot, F2L 37 to 41
- Summary table: all 41 algorithms with pictures, for a quick review
Group 1: the four basic cases
The corner is above the slot, white sticker facing sideways. In F2L 1 and 2, the corner and edge are already joined as a pair and just need inserting. In F2L 3 and 4, the two pieces are apart and meet right as they go in. Every other case comes back to these four.
F2L 1
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: right side of the top layer, green sticker facing up.
Algorithm U R U' R', mirror of F2L 2.
F2L 2
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: front of the top layer, orange sticker facing up.
Algorithm U' F' U F, mirror of F2L 1.
F2L 3
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: left side of the top layer, orange sticker facing up.
Algorithm F' U' F, mirror of F2L 4.
F2L 4
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: back of the top layer, green sticker facing up.
Algorithm R U R', mirror of F2L 3.
Group 2: white sticker facing sideways, edge not touching the corner
The corner is above the slot, white sticker facing front or right. The edge is at the back or on the left of the top layer, not touching the corner.
F2L 5
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: back of the top layer, green sticker facing up.
Algorithm U' R U R' U2 R U' R', mirror of F2L 6.
F2L 6
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: left side of the top layer, orange sticker facing up.
Algorithm U F' U' F U2 F' U F, mirror of F2L 5.
F2L 7
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: left side of the top layer, green sticker facing up.
Algorithm U' R U2 R' U2 R U' R', mirror of F2L 8.
F2L 8
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: back of the top layer, orange sticker facing up.
Algorithm U F' U2 F U2 F' U F, mirror of F2L 7.
F2L 9
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: back of the top layer, orange sticker facing up.
Algorithm U' R U' R' U F' U' F, mirror of F2L 10.
F2L 10
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: left side of the top layer, green sticker facing up.
Algorithm U' R U R' U R U R', mirror of F2L 9.
Group 3: white sticker facing sideways, edge touching the corner
The corner is still above the slot with its white sticker facing sideways, but the edge sits right next to it: at the front or on the right of the top layer. The two pieces touch but are not a correct pair yet.
F2L 11
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: right side of the top layer, orange sticker facing up.
Algorithm U' R U2 R' U F' U' F, mirror of F2L 12.
F2L 12
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: front of the top layer, green sticker facing up.
Algorithm R' U2 R2 U R2 U R, mirror of F2L 11.
F2L 13
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: front of the top layer, orange sticker facing up.
Algorithm U F' U F U' F' U' F, mirror of F2L 14.
F2L 14
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: right side of the top layer, green sticker facing up.
Algorithm U' R U' R' U R U R', mirror of F2L 13.
F2L 15
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: front of the top layer, green sticker facing up.
Algorithm F' U F U2 R U R', mirror of F2L 16.
F2L 16
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: right side of the top layer, orange sticker facing up.
Algorithm R U' R' U2 F' U' F, mirror of F2L 15.
Group 4: white sticker facing up
The corner is above the slot, white sticker facing straight up. You can't insert it right away: the algorithm has to turn the white sticker to the side before pairing up. In F2L 17, 18, 23 and 24, the edge touches the corner; in F2L 19 to 22, the edge is at the back or on the left.
F2L 17
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: right side of the top layer, green sticker facing up.
Algorithm R U2 R' U' R U R', mirror of F2L 18.
F2L 18
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: front of the top layer, orange sticker facing up.
Algorithm F' U2 F U F' U' F, mirror of F2L 17.
F2L 19
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: back of the top layer, green sticker facing up.
Algorithm U R U2 R' U R U' R', mirror of F2L 20.
F2L 20
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: left side of the top layer, orange sticker facing up.
Algorithm U' F' U2 F U' F' U F, mirror of F2L 19.
F2L 21
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: left side of the top layer, green sticker facing up.
Algorithm R U' R' U2 R U R', mirror of F2L 22.
F2L 22
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: back of the top layer, orange sticker facing up.
Algorithm U2 F' U' F U' F' U F, mirror of F2L 21.
F2L 23
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: front of the top layer, green sticker facing up.
Algorithm U2 R2 U2 R' U' R U' R2, mirror of F2L 24.
F2L 24
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: right side of the top layer, orange sticker facing up.
Algorithm F U R U' R' F' R U' R', mirror of F2L 23.
Group 5: corner in the slot
The corner is already in the front-right slot, and the edge is in the top layer. The corner can be the right way round (white sticker facing down) or twisted.
F2L 25
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing down (right way round).
- Edge: right side of the top layer, green sticker facing up.
Algorithm U' F' U F U R U' R', mirror of F2L 26.
F2L 26
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing down (right way round).
- Edge: front of the top layer, orange sticker facing up.
Algorithm U R U' R' U' F' U F, mirror of F2L 25.
F2L 27
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing front.
- Edge: right side of the top layer, green sticker facing up.
Algorithm R U' R' U R U' R', mirror of F2L 28.
F2L 28
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing right.
- Edge: front of the top layer, orange sticker facing up.
Algorithm F' U F U' F' U F, mirror of F2L 27.
F2L 29
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing front.
- Edge: front of the top layer, orange sticker facing up.
Algorithm F' U' F U F' U' F, mirror of F2L 30.
F2L 30
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing right.
- Edge: right side of the top layer, green sticker facing up.
Algorithm R U R' U' R U R', mirror of F2L 29.
Group 6: edge in the slot
The edge is already in the front-right slot, and the corner is above the slot. "Right way round" means the edge's green sticker is on the front face; "flipped" means the green sticker is on the right face.
F2L 31
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: in the slot, flipped (green sticker on the right face).
Algorithm F' U F R U2 R', its own mirror.
F2L 32
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing up.
- Edge: in the slot, right way round (green sticker on the front face).
Algorithm R U R' U' R U R' U' R U R', its own mirror.
F2L 33
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: in the slot, right way round (green sticker on the front face).
Algorithm U' R U' R' U2 R U' R', mirror of F2L 34.
F2L 34
See it in 3D, before and after
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: in the slot, right way round (green sticker on the front face).
Algorithm U R U R' U2 R U R', mirror of F2L 33.
F2L 35
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing front.
- Edge: in the slot, flipped (green sticker on the right face).
Algorithm U' R U R' U F' U' F, mirror of F2L 36.
F2L 36
- You start with (input)
- After the formula
- Corner: above the slot, white sticker facing right.
- Edge: in the slot, flipped (green sticker on the right face).
Algorithm U F' U' F U' R U R', mirror of F2L 35.
Group 7: both in the slot
The corner and the edge are both in the front-right slot, but at least one of them is the wrong way round. You have to take both out and pair them up again, so four of the five algorithms in this group are 11 moves long.
F2L 37
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing down (right way round).
- Edge: in the slot, flipped (green sticker on the right face).
Algorithm R2 U2 F R2 F' U2 R' U R', its own mirror.
F2L 38
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing front.
- Edge: in the slot, right way round (green sticker on the front face).
Algorithm R U' R' U' R U R' U2 R U' R', mirror of F2L 39.
F2L 39
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing right.
- Edge: in the slot, right way round (green sticker on the front face).
Algorithm R U' R' U R U2 R' U R U' R', mirror of F2L 38.
F2L 40
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing front.
- Edge: in the slot, flipped (green sticker on the right face).
Algorithm R U' R' U' R U' R' U F' U' F, mirror of F2L 41.
F2L 41
- You start with (input)
- After the formula
- Corner: in the slot, white sticker facing right.
- Edge: in the slot, flipped (green sticker on the right face).
Algorithm R U R' U' R U' R' U2 F' U' F, mirror of F2L 40.
F2L algorithms summary table
All 41 algorithms in one place, for a quick review. Each line is the case number and its algorithm, with the picture of that case right below.
Group 1: basic
F2L 1: U R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 2: U' F' U F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 3: F' U' F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 4: R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
Group 2: white sideways, edge not touching the corner
F2L 5: U' R U R' U2 R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 6: U F' U' F U2 F' U F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 7: U' R U2 R' U2 R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 8: U F' U2 F U2 F' U F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 9: U' R U' R' U F' U' F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 10: U' R U R' U R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
Group 3: white sideways, edge touching the corner
F2L 11: U' R U2 R' U F' U' F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 12: R' U2 R2 U R2 U R
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 13: U F' U F U' F' U' F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 14: U' R U' R' U R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 15: F' U F U2 R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 16: R U' R' U2 F' U' F
See it in 3D, before and after
- You start with (input)
- After the formula
Group 4: white sticker facing up
F2L 17: R U2 R' U' R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 18: F' U2 F U F' U' F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 19: U R U2 R' U R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 20: U' F' U2 F U' F' U F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 21: R U' R' U2 R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 22: U2 F' U' F U' F' U F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 23: U2 R2 U2 R' U' R U' R2
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 24: F U R U' R' F' R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
Group 5: corner in the slot
F2L 25: U' F' U F U R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 26: U R U' R' U' F' U F
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 27: R U' R' U R U' R'
- You start with (input)
- After the formula
F2L 28: F' U F U' F' U F
- You start with (input)
- After the formula
F2L 29: F' U' F U F' U' F
- You start with (input)
- After the formula
F2L 30: R U R' U' R U R'
- You start with (input)
- After the formula
Group 6: edge in the slot
F2L 31: F' U F R U2 R'
- You start with (input)
- After the formula
F2L 32: R U R' U' R U R' U' R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 33: U' R U' R' U2 R U' R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 34: U R U R' U2 R U R'
See it in 3D, before and after
- You start with (input)
- After the formula
F2L 35: U' R U R' U F' U' F
- You start with (input)
- After the formula
F2L 36: U F' U' F U' R U R'
- You start with (input)
- After the formula
Group 7: both in the slot
F2L 37: R2 U2 F R2 F' U2 R' U R'
- You start with (input)
- After the formula
F2L 38: R U' R' U' R U R' U2 R U' R'
- You start with (input)
- After the formula
F2L 39: R U' R' U R U2 R' U R U' R'
- You start with (input)
- After the formula
F2L 40: R U' R' U' R U' R' U F' U' F
- You start with (input)
- After the formula
F2L 41: R U R' U' R U' R' U2 F' U' F
- You start with (input)
- After the formula
In what order should you tackle the F2L algorithms?
This is the order we suggest if you can already solve F2L intuitively:
- Group 1. You already know these four cases. Make them really smooth.
- Group 4 (white sticker facing up). You can't insert right away, so an algorithm you already know saves you thinking time.
- Groups 5, 6 and 7 (a piece stuck in the slot). You have to get the piece out of the slot first, which can easily make you pause.
- Groups 2 and 3. You can usually solve these by intuition already; just swap in the shorter algorithms bit by bit.
Take on just two mirror cases at a time. The algorithms in this post are 3 to 11 moves long. For comparison, the SpeedSolving Wiki says an F2L slot takes about 6.7 moves on average (SpeedSolving Wiki).
How to practise each case
- Set up the case yourself. From a solved cube (white face on the bottom), do the algorithm backwards: read it from the end to the start and reverse each move. For example, do R U' R' to set up F2L 4. Then solve it again with the algorithm.
- Say the group name before you start. Answer the three questions out loud, then start turning.
- Go slowly but don't stop. J Perm advises practising until the steps feel natural, and only then thinking about looking ahead (J Perm).
- Time yourself. Once you know a group well, solve the whole cube with the 3x3 timer and see whether your average drops.
The picture below is the example from step 1: on the left is F2L 4 that you just set up with R U' R', on the right is the result after solving it again with R U R'.
See it in 3D, before and after
- You start with (input)
- After the formula
What's next
Once you have the hang of the groups, the next post in the CFOP series covers advanced F2L tips: choosing a slot, using an empty slot and looking ahead. After F2L come OLL and PLL; the overall route is in What is CFOP.
With the EasyRubic app, you can scan your real cube with the camera and see the solution step by step on a 3D cube. Get EasyRubic to practise your own F2L pairs.
Video
Prefer to see it in motion? The short video below from the Đạt Trần channel on YouTube shows more of what this post covers (in Vietnamese). The video belongs to that channel and is embedded straight from YouTube.
Sources
Frequently asked questions
How many F2L cases are there?
One F2L slot has 41 cases, not counting the one that is already solved. The SpeedSolving Wiki, SpeedCubeDB and SpeedCube.com.au all use this number.
Do you need to memorise all 41 F2L algorithms?
No, you don't have to. The SpeedSolving Wiki recommends solving F2L intuitively and only using algorithms for the cases where your own way is slow.
How can I remember so many F2L algorithms?
Go by mirror pairs: swap R for F', F for R' and U for U' (and the other way round) and you have the algorithm for the mirror case. That way, 41 cases come down to just 22 shapes to understand.
What if the slot isn't at the front right?
Turn the whole cube so that slot is at the front right, then use the algorithm as normal, swapping green and orange for that slot's two colours.
Why do the algorithms in this post use F moves?
Some of the original algorithms turn the whole cube (y'). This post rewrites the same moves with the F face so you don't have to turn the cube; the simulator confirms both ways give the same result.


