Rubik's Cube Guide魔方入门与进阶教程
From your first solve to CFOP — plus the 2×2 and the 4×4.从第一次还原到 CFOP 速拧,兼顾二阶与四阶魔方。
A hand-written tutorial built around the 3×3: an easy layer-by-layer method that keeps memorisation to a minimum, then the much faster CFOP method. The 2×2 and 4×4 are covered along the way, reusing what you learn on the 3×3.
这是自己总结的中文魔方入门教程,介绍解魔方的初级方法。主要以三阶(3×3)魔方为主,也顺便介绍二阶魔方和四阶魔方。想要了解快速解法,可以继续学习 CFOP 法,或参考“有用链接”里的网站。
Basics基本知识
Colours颜色
A cube has six faces of different colours. The six centre pieces never move relative to each other, however you turn; only the 8 corner pieces and 12 edge pieces move.
魔方有不同颜色的六个面。其中六面的中心块是无论怎么转都保持不变的。转动时变化的只有 8 个角块和 12 个边块。
The colours of a standard cube are fixed: white is opposite yellow, red is opposite orange, and blue is opposite green.
标准魔方的颜色也是固定的:白面对着黄面,红面对着橙面,蓝面对着绿面。
For most steps it is convenient to hold the cube with white facing down and yellow facing up, with red, green, orange and blue around the sides. With yellow on top, looking down from above, the side colours run red → green → orange → blue counter-clockwise.
为了方便起见,在大多数操作时可以将白面朝下,黄面朝上,红绿橙蓝四面朝侧方。黄上白下时,侧面颜色(从上往下看)逆时针依次为红、绿、橙、蓝。
Notation标记方法
A solution is a sequence of turns, and each turn is written with a letter. The six faces are named after the first letter of their English names:
魔方解法由一系列旋转步骤组成,通常我们用字母来标记每一个步骤。六个基本面(一层)用英文单词的首字母大写表示:
| R · L | Right · LeftR (right) 右 · L (left) 左 |
| U · D | Up · DownU (upper) 上 · D (down) 下 |
| F · B | Front (the face toward you) · Back (the face away from you)F (front) 前,指面对自己的一面 · B (back) 后,指背对自己的一面 |
The basic move is a face turn: one face turns around its centre, clockwise as seen when looking straight at that face.
基本的旋转方法是面旋转,就是将一个面沿着其中心轴转动。转动可以顺时针(从面外向里看)或者逆时针。
| R | Capital letter: turn that face 90° clockwise.大写字母:顺时针转单个面 90 度。 |
| R' | A prime (') means counter-clockwise.字母后带 ' 就是逆时针转。 |
| R2 | A 2 means turn 180°.字母后带 2 是旋转 180 度。 |
| r | Lowercase: turn that face together with the layer behind it (two layers). On the 4×4 this guide uses a different convention — see the 4×4 chapter.小写字母跟大写对应字母类似,但是同时转同一面的两层。四阶魔方中小写字母含义不同,见四阶一章。 |
| M | The middle layer between L and R, turned in the same direction as L.L 和 R 之间的中间层,转动方向与 L 相同。 |
| x y z | Whole-cube rotations: turn the entire cube 90° clockwise around the left–right, up–down and front–back axes (in the direction of R, U and F).体旋转(不太常用):将整个魔方分别围着水平、竖直和前后轴顺时针转 90°(方向分别与 R、U、F 相同)。 |
Try them on the 3D cube:
在 3D 魔方上试一试:
Some moves flow together naturally and are good for muscle memory, for example:
有时候可以将几个步骤组合起来,一组动作可以很连贯很顺手地做,也适合于肌肉记忆。例如:
Right wrench右扳手 Left wrench左扳手
3×3 Beginner method (layer by layer)三阶魔方层先法
This method finishes the bottom layer first, then the middle layer, then the top layer. It is a simplified version that stresses understanding each step and keeps the number of things to memorise as small as possible — it is the method I first used to teach my daughter.
本方法首先完成底层,然后完成中层,然后完成上层。该方法为简化版,强调了每一步的理解,最大限度地减少了需要记忆的数量。这也是我最初教女儿解魔方的方法。
Step 1 · White cross第一步:白十字
First hold the cube with the yellow centre on top and bring the four white edges up to the yellow face, forming a little "flower" around the yellow centre.
首先将黄中心块放在上方,把四个白边块转到黄面,形成一朵十字小花。
Then turn the top layer until one white edge's side colour matches the side centre below it, and turn that side 180° so the white sticker goes to the bottom (white) face. Repeat for every white edge to finish the white cross on the bottom (turn the cube over to check).
然后转动带有十字小花的上层,使得某一白色边块的侧面匹配侧面中心块颜色,将这个侧面下转 180 度,使边块白色一面转到底面(白面)。依次重复上述步骤,使得所有白边块转到底面,完成底面白十字(这时可以看看底面检查一下)。
A faster way更快的方法
Skip the flower and send each white edge straight to the bottom with white facing down. While doing so, keep the order of the four side colours in mind: seen from below, red → green → orange → blue clockwise. Look at where the white sticker of each edge is:
完成白十字有个更快的方法,就是不再首先将白边块放到黄色面,而是直接将它们转到底层,而且白面朝下方。在向下转的同时要注意白边块四种侧面颜色的相对位置,即顺时针(从下往上看)依次为红绿橙蓝。将白边块转到底层的方法是查看各目标边块的白面。若白面在:
- On the bottom, but in the wrong place → turn it up to the top face, then continue.底面但位置不正确 → 转到顶面,继续。
- On the side of the bottom layer → turn it up to the upper layer or the top face, then continue.下层 → 转到上层或顶面,继续。
- On the top face → turn the top layer to the matching position, then turn that side down 180°.顶面 → 转顶层到对应位置,然后转到底层。
- On the side of the upper layer → turn the top layer so the edge sits just to the right of its target, then do上层侧面 → 转顶层到对应位置右方,用
- In the middle layer → turn the top two layers to a suitable position, then turn the edge down to the bottom.中层 → 转上中两层到适合位置,下转到底层。
When all four white edges are on the bottom, turn the bottom layer so the four side colours match their centres.
四个白边块都转到底层后,转动底层使四个侧面颜色与侧面中心块一致。
Step 2 · White corners第二步:白角块
Look for corners that contain white. If a white corner is in the upper layer with white facing sideways (not up), turn the top layer so the corner's other side colour lines up with its side centre, then use a wrench:
检查带有白色的角块。如果有白色角块在上层,且白面在侧方(不在上面),则转动上层使白色角块另一侧面对准目标侧面,然后用扳手:
- White facing right →白面在右侧面 → (right wrench)(右扳手)
- White facing left →白面在左侧面 → (left wrench)(左扳手)
If white faces up, first use a long wrench to move the white sticker to the side of the upper layer, then use the method above:
若白面在顶面,则先使用一下长扳手将白面移到上层侧面,再用上述白面在侧方的方法:
(right long wrench)(右长扳手) (left long wrench)(左长扳手)
If the white corner is in the bottom layer (in the wrong place or twisted), use R U R' or L' U' L as appropriate to bring it to the side of the upper layer, then use the method above.
若白面在下层或底层,则酌情选择 R U R'(右扳手)或 L' U' L(左扳手)将白面移到上层侧面,再用上述白面在侧方的方法。
Step 3 · Middle layer第三步:中间层
Pick a middle-layer edge slot (the target), note the colours of the two centres on either side of it, and find the edge piece with those two colours.
选择侧面一棱(目标棱),检查棱两边中心块的颜色,然后找到带有这两种颜色的边块。
If that edge is in the upper layer, turn the top layer until the edge's side colour matches its side centre, and hold that centre facing you. Both algorithms start from this position:
若找到的边块在上层,则转动上层,使得该边块侧面颜色与侧面中心块一致。两个公式都基于已对号侧面面对自己的位置:
- The edge needs to go to the left (it is to the right of its slot) — right return边块在目标棱右方(需要放到左边)— 右回归
- The edge needs to go to the right (it is to the left of its slot) — left return边块在目标棱左方(需要放到右边)— 左回归
If the edge you need is already in the middle layer (in the wrong slot or flipped), do the other slots first. If you get stuck, do one right return to pull the edge out to the top, then insert it properly with a second return.
若找到的边块在中层,则先做其他棱。如果无法继续,则先做一次右回归将目标块移出,再按照上述方法做第二次右回归让目标块归位。
Step 4 · Yellow cross第四步:黄十字
This step has two parts: first make a yellow cross on the top face without worrying about the side colours, then move the yellow edges so their side colours match the side centres.
本步骤有两小步,首先完成顶面黄块十字架而不考虑色块位置,然后调整黄边块位置使其侧面颜色与侧面中心块一致。
Make the cross十字
Look at the four edge stickers around the yellow centre on top.
查看顶面四个十字棱块位置的黄块。
Match the side colours调整
Turn the top layer so that as many yellow edges as possible match their side centres. If two adjacent edges are correct, hold them at the right (R) and back (B), then do the R formula, which swaps the front and left edges:
转动上层,使得黄边块侧面颜色与侧面中心块一致的个数尽量多。如果有两个相邻的侧面颜色已经正确,则将这两面放在 R(右)面和 B(后)面,做 R 公式(交换前面和左面的边块):
If no two adjacent edges are correct (two opposite ones are), do the R formula once from any position first, then use it again as above.
如果没有两个正确相邻侧面,则先在任意位置做一次 R 公式满足要求。
Step 5 · Yellow corners第五步:黄角块
Also two parts: first put the four corners in the right positions (ignoring how they are twisted), then twist them so yellow faces up.
本步骤也有两小步,首先将角块位置放好,无论朝向,然后将各块朝向调整好。
Position位置
Check which yellow corners are already in the right position (its three colours match the three centres around it, in any orientation). If exactly one is correct, hold the cube so that corner is at the front-right of the top layer and do the U formula. The other three corners cycle counter-clockwise; do it once or twice until all four are in place. In any other situation, do the U formula once from any position until exactly one corner is correct.
检查已有的黄色角块位置是否正确。若有一块正确,三块不正确,则转动整个魔方,使得位置正确块放在 R 面和 F 面相交棱(右前上角),做 U 公式使另外三个角块做逆时针交换。做一次或两次后其它三块会到正确位置。其它情况,则先任意做 U 公式使得黄色角块位置一块正确三块不正确。
Orientation朝向
Hold the cube so any corner with yellow not facing up is at the front-right of the top layer, and do the RD formula two or four times until that corner's yellow faces up. If other corners are still wrong, turn only the top layer to bring the next one to the front-right (don't move anything else), and repeat. The lower layers look scrambled in between; they come back once every corner is done.
检查黄角块的颜色朝向。将任意不正确块放在 RF 棱(右前上角),然后做 RD 公式两次或四次。若还有不正确块,继续转动上层将其放至 RF 棱(其它不要动),继续做上述口诀两次或四次。中间过程中下面两层看起来会被打乱,所有角块完成后会自动恢复。
3×3 CFOP method三阶魔方 CFOP 法
CFOP needs more algorithms, but solves the cube much faster. It is the most popular advanced method and has four steps.
CFOP 方法需要记忆更多的公式,但是用该法完成魔方的速度可以大大加快,是流行的一种进阶方法。CFOP 主要包含四个步骤:
Step 1 · Cross第一步:CROSS 完成底层白十字
Same as step 1 of the beginner method.
与层先法相同。
Step 2 · F2L — first two layers第二步:F2L 完成棱边下两层
F2L completes the first two layers together (beginner steps 2 and 3 at once). Insert one corner–edge pair at a time. For each pair, turn the cube so the target slot is at the front-right. Move the corner and edge until they form one of the basic cases — the two pieces next to each other in the upper layer with matching colours — then insert them:
同时完成层先法第二步和第三步。方法为一个角一个角插入。对于每个角,将目标位置棱朝向自己(放在右前方)。通过旋转目标角块和中间块,转化为上层两块位置相连且颜色匹配的基本情况,然后转到目标棱:
Check where the corner and edge are:
查看角块和中间块,若:
- Not adjacent, different top colours → with white kept on the side, turn the corner down out of the way; turn the upper layer to put the edge opposite the corner; bring the corner back up (white on the side) so it lines up with the edge.角块与中间块不相邻,顶面异色 → 以白面为侧转角块闪开到底层,转上层中块至角块对面,以白面为侧转角块,与中块对齐。
- Not adjacent, same top colour → with white on the side, turn the corner down out of the way, and turn the edge next to where the corner was.角块与中间块不相邻,顶面同色 → 以白面为侧转角块闪开到底层,转中块至原角块相邻。
- Adjacent → keeping white on the side, separate the corner and edge, then choose one of the two cases above by the top colours.角块与中间块相邻 → 在保证角块白色在侧面的前提下,将角块与中间块分开,然后根据顶面颜色选择相应方法如上。
- Not adjacent → turn the upper layer so the edge's top colour matches the side centre, move the edge into the left or right side slot, then bring the corner on top of that slot.角块与中间块不相邻 → 转上层使中间块顶面颜色与对应侧面相同,将中间块转到左右侧棱,再将角块转到该棱顶层。
- Adjacent → turn the corner so its white faces sideways, then use the white-on-the-side cases above.角块与中间块相邻 → 转动角块使其白面朝向侧面,然后用前述角块白色侧面的方法。
- White up, edge colours match the corner角块白面朝上,中间块和角块颜色匹配Lift the matched pair to the top layer, then move it back into place.将对齐两块转到上层然后移回正确位置。
- White up, edge colours don't match角块白面朝上,中间块和角块颜色不匹配
- White on the side, one colour of the edge matches the corner角块白色朝侧面,中间块和角块一侧颜色匹配U so the white becomes the edge's side colour; lift the edge; turn the upper layer so the edge comes next to the corner; bring the corner back.U 转上层让白色成为中块侧边,中块上转,再转上层使中块靠近角块,回角块。
- White on the side, edge colours don't match角块白色朝侧面,中间块和角块一侧颜色不匹配Turn the upper layer so the white becomes the edge's side colour; lift the edge; turn the upper layer so the edge moves away from the corner; bring the corner back.转上层让白色成为中块侧边,然后中块上转,再转上层使中块远离角块,回角块。
- White facing down → just insert the edge with beginner step 3 (middle layer).角块白面朝下 → 只需用层先法第三步归位中间块。
- White facing sideways → turn the upper layer so the edge's side colour matches its side centre, then lift the corner along that side to the upper layer. If they match, line them up directly; if not, move them apart and use the corner-in-the-upper-layer cases.角块白面朝侧方 → 转上层使目标中间块侧面颜色匹配对应侧面,将底面角块沿此侧面上转至上层。若匹配,则直接转到与目标中间块相连。若不匹配,则转开用角块在上层侧面方法。
- White down, colours match → the pair is already solved.角块白面朝下,且角块和中间块颜色匹配 → 已经完成,无需操作。
- Corner twisted in its slot (white facing the side), edge correct角块在目标位置但朝向不对(白面朝侧方),中间块正确Bring both pieces to the top layer, then insert them as a pair.将这两块转到上层,然后作为一对插入。
- White down, edge flipped角块白面朝下,中间块颜色反了Or take both pieces out to the upper layer and use the cases above.也可以先将这两块转到上层,然后用其它方法。
Other cases → first move the pieces into one of the situations above.
其它情况 → 先将两块转成上述某种情况。
Step 3 · OLL — orient the last layer第三步:OLL 对好顶部黄色块朝向(位置先不管)
Make the whole top face yellow; the positions of the pieces don't matter yet. You can use the full set of algorithms, or a simplified two-step version.
该步可以用记忆公式较多的正式法,也可以用简化方法。
Simplified: 2-look OLL简化方法(2-look OLL)
OLL 1 — yellow cross. Same as beginner step 4, or with these three algorithms:
OLL1. 对好顶部的十字架,可用与层先法第四步相同方法,也可用以下三公式:
OLL 2 — orient the corners. Seven “fish” algorithms:
OLL2. 对好顶层角块朝向 — 7 个小鱼公式:
Full OLL: cross and corners in one go正式方法(直接完成顶部十字和角块朝向)
The seven easiest cases — variations of the same few moves, nothing new to memorise:
最简单的几个,不用另外背公式:
My nicknames for other OLL cases (numbered as on Ruwix)其它公式的个人记忆名称(编号参照 Ruwix)
All OLL algorithms on Ruwix →Ruwix 上的全部 OLL 公式 →
- 1-1 Fish, bottom-right (a yellow sticker on the right side). First move: turn the right-side yellow toward the fish head. See [1-2].
- 1-2 Fish, top-right (a yellow sticker on the right side). First move: turn the right-side yellow toward the fish head. See [1-1].
- 1-3 Turtle facing left. The first move separates the body from the head. See [1-4].
- 1-4 Visible double arrow (the two side yellows visible on the left and at the bottom). Like 1-3, but with the last move done first. See [1-3] or [1-5].
- 1-5 Turtle heading up — a longer algorithm. See 2×[1-5].
- 1-6 Jumping cross frog. See [1-6].
- 1-7 Cross frog walking left; the first three moves are the same as 1-6. See [1-7].
- 2-1 Scattered T pointing left (the T's tip points left, four side yellows spread out): F, then the flowing R U R' U'. See [2-2] or [2-3].
- 2-2 Shooting a basket to the left: like 2-1, but the first F becomes f. See [2-1].
- 2-3 Shooting a basket to the right: the left–right mirror of 2-2.
- 2-4 Side T pointing left (tip left, the four side yellows on both sides of the T): like 1-3, but the first r becomes R — slicing the T's head instead of the turtle's body. See 2×[2-4] (→ [4-1]).
- 2-5 Pac-Man, top-left (a small Pac-Man with its head toward the top-left; two connected side stickers form a tail flicking right): like 2-4, with R U R' U' done twice in the middle. See [2-7].
- 2-6 Pac-Man, top-right: the mirror of 2-5. See 2×[2-6].
- 2-7 Bus heading left (a line in the middle, headlights in front): like 2-5, but the first F becomes f. See [2-5] or [2-6].
- 3-1 Point source facing left (three lights shining left): 2-1 followed by 2-2. See [3-4].
- 3-2 Counter-clockwise clock (the hand toward the two yellows on the right turns counter-clockwise): 2-2 (basket to the left), then U' (90° counter-clockwise), then 2-1. See 3-3.
- 3-3 Clockwise clock: 2-2, then U (90° clockwise), then 2-1. See 3-2.
- 3-4 Point source, both sides (lights shining left and right) — hard to memorise.
- 3-5 Fish head, bottom-right (the bottom-right fish without its tail): like 1-1, but the first and last moves turn two layers.
- 3-6 Fish head, top-right (the top-right fish without its tail): like 1-2, but the first and last moves turn two layers.
- 3-7 Basketball hoop facing right: flip the "shadow" up, do the second half of 1-1 (fish, bottom-right), turn the top layer around, then bring the two layers back.
- 3-8 Basketball hoop facing left: the mirror of 3-7 (my own idea).
- 1-1 右下小鱼(右侧有黄片),第一步为将右侧黄片往鱼头转;形成公式 [1-2]
- 1-2 右上小鱼(右侧有黄片),第一步为将右侧黄片往鱼头转;[1-1]
- 1-3 左侧甲鱼,第一步为转身子与头分开;[1-4]
- 1-4 可见双箭头(俩侧黄面在左方和下方可见位置),公式与 1-3 左侧甲鱼类似,只是将最后一步提前到第一步;[1-3] or [1-5]
- 1-5 上行甲鱼,该公式较长;2x[1-5]
- 1-6 弹跳十字蛙;[1-6]
- 1-7 左行十字蛙,前三步与 1-6 弹跳十字蛙一样;[1-7]
- 2-1 左散 T 形(T 形尖头朝左,四个侧黄片散开),F 后做 RUR'U' 连贯;[2-2] or [2-3]
- 2-2 往左投篮,公式与 2-1 左散 T 形类似,第一步将 F 变为 f;[2-1]
- 2-3 往右投篮,公式为 2-2 往左投篮左右镜像
- 2-4 左侧 T 形(T 形尖头朝左,四个侧黄片在 T 形两侧),公式与 1-3 左侧甲鱼类似,只是第一步将 r 变成 R,横切龟身变为横切 T 头;2x[2-4](→[4-1])
- 2-5 左上 pacman(小 pacman 形,头朝左上,侧面连着两片为尾巴,甩向右边),公式与 2-4 类似,中间 RUR'U' 做两遍;[2-7]
- 2-6 右上 pacman,公式为 2-5 左上 pacman 镜像;2x[2-6]
- 2-7 左行巴士(往左行,中间一字,前面车灯),公式与 2-5 左上 pacman 类似,第一步将 F 变为 f;[2-5] or [2-6]
- 3-1 左向点源(三灯光照朝左边),公式为 2-1 加 2-2;[3-4]
- 3-2 逆时针时钟(针往右边两黄块逆时针转动),公式为 2-2 向左投篮加 U'(逆时针 90 度)加 2-1;3-3
- 3-3 顺时针时钟(针往右边两黄块顺时针转动),公式为 2-2 向左投篮加 U(顺时针 90 度)加 2-1;3-2
- 3-4 两边点源(三灯光照左右两边),公式难记
- 3-5 右下鱼头(右下小鱼去掉尾巴),公式跟 1-1 右下小鱼类似,只是第一步和最后一步转两层
- 3-6 右上鱼头(右上小鱼去掉尾巴),公式跟 1-2 右上小鱼类似,只是第一步和最后一步转两层
- 3-7 朝右篮架,公式为将影子上翻,然后做 1-1 右下小鱼后面部分,然后上层转圈,回两层
- 3-8 朝左篮架,公式为 3-7 镜像(这里是自己想的)
Step 4 · PLL — permute the last layer第四步:PLL 完成顶块位置
Move the top-layer pieces to their correct positions. Again you can learn the full set, or use a simplified two-step version.
该步也可以用记忆公式较多的正式法,或者用简化方法。
Simplified: 2-look PLL简化方法(分两步)
PLL 1 — place the corners.
PLL1. 调整顶层角块位置
PLL 2 — place the edges.
PLL2. 调整顶层中间块位置
Full PLL正式方法
2×2 cube二阶魔方
A method that reuses the 3×3 beginner formulas.
这里也只是介绍一种通过三阶公式来完成的方法。
Step 1 · White face, sides matching第一步:还原白色面,对应侧面颜色一致
Fairly easy, no algorithms needed.
此步比较简单,不需记忆公式。
Step 2 · Place the yellow corners第二步:还原黄色面位置
Use the same formula as the first part of beginner step 5 (corner positions): the U formula cycles three corners. Repeat until all four yellow corners are in the right places.
此步公式跟三阶魔方层先法中第五步第一小步(黄色角块位置)中用的公式一样,即 U 公式。使用该公式使得三个角块交换位置,最终可以使四个黄色角块位置均正确。
Step 3 · Twist the yellow corners第三步:还原黄色面朝向
Same as the second part of beginner step 5: put any wrong corner at the front-right of the top layer and do the RD formula two or four times.
此步公式跟三阶魔方层先法中第五步第二小步(黄色角块朝向)中用的公式一样,即将任意不正确块放在 RF 棱,然后做 RD 公式两次或四次。
4×4 reduction method四阶魔方降维法
Each face of a 4×4 has 16 stickers, and there is no fixed centre piece. The reduction method first builds each face's four centre pieces into one big centre, then pairs up the two edge pieces of every edge so each pair acts as one big edge. The 4×4 is then “reduced” to a 3×3 and can be solved with 3×3 methods.
四阶魔方的每一面有 16 个色块,而且没有不动的一个中心块。我们可以用降维法来完成四阶魔方,也就是将每一面的中心四个方块拼成相同颜色,合并成一个大的中心块。然后将各棱的两个边块也按相同颜色组合对齐,将每一个组合视为一个大的边块。这样,整个四阶魔方就“降维”为三阶魔方,可以用三阶魔方的方法来求解。
Step 1 · Centres第一步:中心复原 — 完成各面的中间块
Building the centres is fairly simple; the basic move is
完成中间块的步骤比较简单,基本手法就是
In practice, first adjust where the target piece sits among the four centre pieces, so that turning it into the target face doesn't knock out pieces you have already placed. Finish the faces one by one, and mind the colour order: the finished white, yellow, red, green, blue and orange centres must be arranged exactly like a 3×3 (see Colours).
实际操作的时候,可以先改变目标块在四个中心块的相对位置,使其转动到目标面时,不会把已经对好的块又转出去。一步一步完成各面的中间块。完成过程中也需注意颜色的相对位置,最后完成的白黄红绿蓝橙六面需要与三阶魔方颜色一致(参见基本知识一章)。
Step 2 · Pair the edges第二步:边块配对 — 相同棱边中间块配对
Find two edge pieces that belong together and place them on the same face, one on the top edge and one on the bottom edge, with that face toward you.
边块配对时先找到需要合并的两个边块,并将其放置于同一面相对的上下两边,将此面朝向自己。
If both pieces are in the l layer (second from the left) or both in the r layer (second from the right), first do to put them in different layers, then continue.
如果这两块同在 l 层(左边往内数第二层)或同在 r 层(右边往内数第二层),则先做 将它们转换到不同层,继续下面步骤。
With the two pieces in different layers, pair them with:
若两块不在同一层,则用下面公式合并两个边块:
The last two edges最后两条棱
When only two edges (four pieces) are left unpaired:
最后如果只有两条棱(四块)未配对,则:
- If the two edges are in different layers, first bring them into the same (middle) layer with若两块在不同层,先用 变成同一层,, then continue.继续下面步骤。
- If they are in the same layer, hold them at the front-left and front-right and pair them with若两块在同一层,将它们放在前左和前右两棱,用 完成配对(Dw 即 Dd,下两层)。 (Dw = the bottom two layers).
Repeat until all 12 edges are paired. The 4×4 is now essentially a 3×3.
直到所有 12 对都配对成功。至此,四阶魔方已大致转换成一个三阶魔方。
Step 3 · Solve it like a 3×3第三步:三阶还原 — 用三阶魔方方法解
Treat each big centre and each paired edge as a single piece and use the 3×3 method.
将每个大中心块和配对好的边块视为一个整体,用三阶魔方的方法求解。
Step 4 · Parity fixes第四步:奇偶矫正 — 特殊情况矫正
Unlike a 3×3, a 4×4 sometimes ends up with a parity error, and one step can't be finished with 3×3 algorithms. Use the extra algorithms below. Parity shows up either in the top edges or in the top corners.
跟三阶魔方不同,四阶魔方有时会出现奇偶性异常。这时,用三阶魔方公式不能完成某一步骤,需要用额外口诀来矫正奇偶性。奇偶性问题可以出现在顶面边块,也可能出现在顶面角块。
Edge parity边块矫正
While making the yellow cross, if an odd number of edges have yellow facing up (for example three — one edge looks flipped), the cube has edge parity. Hold the flipped edge toward you and do:
做顶层黄十字时,如果黄面朝上的棱边配对为 3(单数),奇偶性出现异常。此时可以将不正确棱边面对自己,用边块矫正口诀:
Corner parity角块矫正
If only two adjacent corners are in the wrong place (they need to swap), that is also parity. Hold the two wrong corners toward you and do the algorithm below. It swaps two opposite top edges (the top layer also ends up turned 180°), after which the last layer can be finished with normal 3×3 steps (for example the beginner corner step, or a T-perm).
如果遇见只有两个相邻角块位置不对的特殊情况,也是奇偶异常。这时可以将不对两块对准自己,用角块矫正口诀。它会交换顶层两条相对的棱(同时顶层会转过 180 度),之后就可以用三阶的方法完成顶层(例如层先法的角块步骤,或 T 公式)。
Resources有用链接
There are countless cube resources online, including many tutorials on YouTube. Here are a few sites and tools I found most useful.
网上有关魔方的资源不计其数,包括 YouTube 上有很多各种各样的教程。这里只提供几个个人觉得很有用的魔方网站或工具,仅供参考。