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If you’re solving anything larger than a 4x4, however, then the 5x5 edges section may be better suited for this part of the solve. The last four edges are mostly intuitive for bigger cubes, just try and use logic and what you already know about edge pairing and the flipping algorithm to learn some of the most common cases and how to recognise and solve them quickly and efficiently. To solve this case, a Uw’ move would push the incorrectly placed orange-blue piece out of the way and match the correct orange-blue piece with the centre edge piece (shown in Figure 6).

Try finding one (if not, simply build it by doing at most 2 moves), and then find another to insert next to it. The method involves a few simple steps that are used to “reduce” the puzzle to the equivalent of a 3x3. Last two centres – Use commutators and puzzle knowledge to solve one of the last two centres, leaving the last centre solved. I have added spaces in the "Combinations" numbers so that they would wrap properly with your web browser.

The first step involves building two opposite centres; these are normally white and yellow as these are the top and bottom faces for most people who know how to solve a 3x3. However, because there are no empty spaces in the top or bottom layers, we can’t connect them using the above method, we have to get creative.

There is no way of knowing on a 4x4 (or any even layered cube) if you’ve solved the centres correctly in relation to the core mechanism. If you are familiar with the notation of a classic 3x3x3 Rubik's Cube then you must know that this affects only the outer layers of the puzzle. Some have changed the shape completely from a cube to a cuboid (and various other shapes), some have only seen simple sticker modifications. On even layered cubes, these parities are noticeable during the OLL and PLL stages, hence the names OLL parity and PLL parity.You can connect pieces by putting them next to one another in the middle layer and doing a Uw’ move (this will disturb your centres, but this is fine).

The original puzzle has been expanded outwards to create bigger and more challenging alternatives: the 4x4, 5x5, 6x6 and 7x7. e. if the centre to the left of red with yellow on top must be blue), or the cube will not be solvable. Note: The r2 notation refers to the Inner-R layer ONLY (an R move would be the outer R layer, and a Rw would be both the outer and inner layers). Everything is exactly the same as the previous 4, just construct each edge and push it into the top layer. Next, construct another bar of the same colour, but make sure that this one has two corner centres and one inner centre.This is one of the simplest stages due to the low number of combinations, hence the necessity for only one algorithm (this algorithm can also be utilized throughout the first 8 edges stage to correctly position an edge piece). The best way to approach the last 4 edges on big cubes is look for pairs of pieces, whether they’re flipped or not.

After you’ve completed all eight of the first edges (shown in Figure 4), you need to solve the last four edges.If you’ve built the green centre and you’re moving on to the centre adjacent to its left, just look at the defined centre and build that colour using bars. In this case, the correct set of moves would be R U’ R’ which places the solved edge in the top layer and preserves the centre positions). As long as the centre bars are kept horizontal and aren’t rotated (an example of this would be if you did an R2 on the cube shown, the blue and green centre bars would be swapped, disturbing the centres), they will be easily restorable upon completion of the first 8 edges. On official WCA competitions they use not only the classic 3x3x3 Rubik's Cube but other cubes like the 2x2x2 Pocket Cube, the 4x4x4 Rubiks Revenge, the 5x5x5 Professor's Cube up to the 7x7x7 cube. For bigger puzzles like the 11x11x11 you'll need more turns to scramble it properly so you can increase this number to up to 999 moves.

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