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A comprehensive guide to the fridrich method for solving a rubik's cube. The method is divided into seven parts: cross, placing of the first layer corners, placing of the second layer edges, permutation of edges, permutation of corners, preparation of the last layer, and orientation of the last layer. The guide includes algorithms and illustrations for each step, making it an excellent resource for both beginners and experienced solvers. Particularly useful for university students studying computer science, mathematics, or engineering, as it involves problem-solving and spatial reasoning.
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Copyright 2013-2015 Ibero Rubik.
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/.
Version 4. Updated on 08th February 2016.
This method is called Fridrich Method, and also CFOP, because of the four parts this method can be divided into:
This subdivision does not come from the Fririch method, but it allows to learn less algorithms. This will be explain clearly later.
To sum up, from four steps (C, F2L, OLL, PLL) we get seven parts the method is subdivided into:
Table 1: Parts of the method
Part Scheme
1 Cross.
2 Placing of the first layer corners.
3 Placing of the second layer edges.
4 Preparation of the last layer.
5 Complete orientation of the last layer.
6 Permutation of edges.
7 Permutation of corners.
As an example to illustrate these explanations, the white face has been chosen to be solved first, and the yellow face will be the last one. However, this can be applied to no matter what couple of opposite colours of the cube.
The aim is to place correctly the corners containing the white colour, to complete the white face and to create some T in the vertical faces (Figure 2):
Figure 2: Situation of the cube once the second part of the method is applied.
Hold the cube with a face in front of you; if the piece of the right upper corner contains a white sticker, there are two cases: the piece is the one which should be in that position (piece well posisitioned; Table 3), or should not be in that position (piece badly positioned; Table 4).
Table 3: Algorithms of the 2nd^ part to orientate the right upper corner (well positioned) Figure Description Algorithms
Trivial case, correct position and orientation.
Correct position, incorrect orientation; white on the right.
Correct position, incorrect orientation; white in the front.
Table 4: Algorithms of the 2nd^ part to orientate the right upper corner (badly positioned) Figure Description Algorithms 1 st^ option R’D’R Incorrect position; white on the top. 2 nd^ option R’DR
Incorrect position; white on the right. R’D’R
Incorrect position; white in the front.
This can be used when the left upper corner contains a white sticker. There are too cases, too (piece well positioned; Table 5, or piece badly posotioned; Table 6).
Table 5: Algorithms of the 2nd^ part to orientate the left upper corner (well positioned) Figure Description Algorithms
Trivial case, correct position and orientation.
Correct position, incorrect orientation; white on the left.
Correct position, incorrect orientation; white in the front.
In this part, we will turn the cube upside down, so that the yellow face is on the top. The steps are the following:
Figure 3: Edge without yellow sticker, with red and blue colours.
Figure 4: Situation of the cube once the edge has been placed in its face, as described above.
Table 7: Possibilities when making the cross
Starting situation Description Movements Final situation The edge is on the right.
U’L’UL - y’ - URU’R’
The first part of the movements is applied on the right face, and the second part, on the left face, with a previous turn of the whole cube. The edge is on the left.
URU’R’ - y - U’L’UL
The first part of the movements is applied on the left face, and the second part, on the right face, with a previous turn of the whole cube.
Everything described above let us place correctly an edge of the upper layer without yellow colour, by moving the “wrong” edge to the middle layer. However, We may not find any edge without a yellow sticker in the upper face. That means at least two edges of the middle layer are exchanged. To solve this problem, we can use the previous algorithms twice: The first time to move the wrong edge to the upper layer, and the second time to place it correctly. This is explained in Figure
Figure 5: Case in which there are no edges without yellow sticker in the upper layer.
Last, an edge can be well positioned, but badly oriented (Figure 6). In this case, instead or moving the edge piece to the upper layer and then place it correctly, there is a faster option: turn the whole cube until the edge is on the right, and do this algorithm:
R2U2FR2F’U2R’UR’
Figure 6: Case of edge well positioned and badly oriented.
What is shown in pictures of Table 8 is the minimum amount of yellow stickers that should be so that the algorithm works. Which means more yellow stickers can be in the upper face, but never less. For instance, in the case of Figure 8, we would use the algorithm 3 of the previous Table.
Figure 8: Particular case of preparation of the last layer.
Table 9: Algorithms of orientation of the last layer Case Figure Algorithms Comments
Identical algorithm to case 1 of the previous part.
The opposite of case 5 (removing the first 180º turn).
8 R’F’LFRF’L’F Very simmilar to case 1.
Table 11: Permutation of edges - 1 edge well positioned Case Figure Description Algorithms
Seen from above, the edges must turn clockwise.
Seen from above, the edges must turn counterclockwise.
In this case, there is only a possibility (Table 12):
Table 12: Permutation of edges - 2 edges well positioned Case Figure Description Algorithm
Seen from above, the correct edges must be on the right and on the left. To get that, turn the upper layer (or the whole cube, to see it better).
Once the edges have been placed correctly, just the corner remain to be solved. The possibilities are (Table 13):
Table 13: Permutation of corners Case Figure Description Algorithms
With a 180º turn of the upper layer it turns out to be an edges permutation (forming a cross):
3 The opposite to the previous case. R’FR’ - B2R - F’R’B2R
After applying these steps, the cube will be solved.