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If you don't have 2 corners that are correctly permuted, just execute the following algorithm below from any angle that you want. Look for the same color in 2 adjacent corners). The way to solve this method is by looking for 2 corners that are correctly permuted in relation to each other (can be easily recognized by the fact that 2 correctly solved corners in relation to each other has the same color on their mutual face. This step is very similar to step 5 of the 3x3 solution (beginner's method) (-also the same algorithm can be applied, it is just that the one I show here permutes the corners clockwise and not counter-clockwise). In this step the goal is to permute the last layer pieces so they will be also correctly solved in relation to each other, and not only correctly oriented. Step 3 (and last): Permuting the last layer pieces For the seventh case best algorithm is the first Fish (OLL algorithm #37).For the sixth case best algorithm is the second T (OLL algorithm #33).For the fifth case best algorithm is the first T (OLL algorithm #45).For the fourth case best algorithm is the easiest L (OLL algorithm #48).The third case is special: a shorter algorithm can be applied, which does exist in the 3x3 OLL, however OLL algorithm #21 is very nice).For the second case best algorithm is the Sune (OLL algorithm #27).For the first case best algorithm is the anti-Sune (OLL algorithm #26).However, since there are no edges to preserve, we can use shorter algorithms from other cases of the traditional OLL of the 3x3 Rubik's cube, as long as they rotate the corners as we need: You can see it is the same 7 possible cases when all the edges of the 3x3 are oriented: OLL algorithms page. Note that 6 of these 7 algorithms are exactly the same algorithms being used in the speedsolving method of the Rubik's cube. Doing counter-clockwise twice for the corners will be just like doing a clockwise orientation, which will solve them.) You can execute algorithm #1 twice instead of the using #2 algorithm when it's needed (in a case a clockwise rotation needed (case#2). Before executing, try to think from which angle executing this algorithm will leave only 1 oriented corner (can be done within 1 execution from all cases), than just apply the suitable algorithm (case #1 or #2).
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The first algorithm orients 3 corners counter-clockwise and leaves the 4th corner intact (its mirror algorithm, case #2, does the same, but clockwise). It is possible to solve all possible cases within 3 executions, or 2 if you use also its mirror algorithm (case #2). The idea is to execute this algorithm from different angles until its suitable case shows up, then execute it one more time and solve the step. However, it is possible to completely solve this step using only 1 algorithm – the first algorithm.
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It is best to learn all the 7 algorithms. For 2x2, the notations are exactly the same (same faces, same letters, same cube rotations, just without the "middle layer moves" – as there aren't such in the 2x2 cube) You will be surprised that some of the algorithms you'll have to know are identical to those you'll need in order to solve the 2x2 cube, and you already know all of them if you are familiar with the speedsolving method.īefore starting the solution guide, make sure you know the Rubik's cube move notations. So basically solving the 2x2 cube will be identical to solving only the corners of the 3x3.
#Cubo rubik 2x2 how to#
If you can already solve the classic Rubik's cube, then lucky you- you already know how to solve a 2x2 cube! Here is a nice perspective of the puzzle: the 2x2 cube is actually a regular 3x3 cube, without the edges and the center pieces. If you already know how to solve the 3x3 Rubik's cube. You will find out that solving the 2x2 cube is much easier than solving the classic 3x3x3 cube. It is considered the "easy" version of the Rubik's cube. It appears that the back face is the problem.The 2x2x2 Rubik's cube, or in its official name- the Pocket Cube, is another puzzle in the Rubik's cube series, invented by Erno Rubik. I have made a app to visualize what is happening and here is what it looks like. The cube: cube = Īs you can see in the library, the "right" face is incorrect. I have read through it and I can't find the problem, anyone know how to solve this? Thanks in advance! So, as the title says, I am trying to simulate a 2x2 Rubik's cube, however the r() function does not appear to be working.
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