Solve a 3×3 from memory / personal lessonsLesson 10 of 11
Solve a 3×3 from memory · Lesson 10

Finish corner twists without changing your grip

The lower layers temporarily look wrong. Finish every four-move group and move between corners using U only.

By the end: complete the final stage without interrupting its restoration of earlier work.

Read the whole procedure first

Start only when both lower layers and all yellow edges are solved, and every top corner is in its correct home. Keep yellow up. Choose a front face and keep that grip fixed throughout the entire stage. Use top-front-right as the work position.

At that position, repeat R' D' R D until its yellow sticker faces up. Check only after all four moves. A twisted corner needs two or four complete groups. The last D is mandatory even if yellow appears correct after the third move.

Keep one lower-layer work area

This final procedure depends on a stronger starting condition than a yellow cross. Both lower layers must be solved, the yellow edges must match all four side centers, and every yellow corner must occupy its three-color home. Some yellow corner stickers can still point sideways. Choose a front face now, with white down and yellow up, and keep that physical front throughout the task. Top-front-right is the work slot. Unlike the previous lesson, you will not regrip to bring each next corner there. Only the top layer moves between corners.

R' D' R D uses lower-layer pieces while changing the corner at the work slot. They do not restore the entire lower part after each application. This differs from the white-corner insertion group learned earlier. There, protected bottom pieces return at each complete four-move boundary. Here, finishing four moves gives a valid inspection boundary for the yellow corner, but the lower layers can remain disturbed. Restoration depends on completing the whole final-twist task in the same lower-layer work area, not merely finishing one correctly written group.

Start with a located but twisted target

Start U top, yellow center
YYBYYYYYG
Start F front, green center
GGRGGGGGG
Start R right, red center
YRYRRRRRR
The outlined yellow-green-red corner belongs between these centers. Yellow faces right, so the task concerns its direction rather than location.

Recall the directions from the named faces' outside views. R' turns the right face counterclockwise as seen from the right. D' turns the bottom counterclockwise as seen from below. R reverses that right turn, and D reverses that bottom turn. The turns do not simply cancel in adjacent pairs because the intervening layer turn changes which pieces the following turn affects. Read all four symbols before starting. Keep the bottom face's viewpoint distinct from looking downward through the top, which would make its apparent clockwise direction seem reversed.

In the prepared Two twisted corners example, the yellow-green-red corner begins at top-front-right with green above, yellow facing right, and red facing front. Its three-color home is already correct for this grip. The yellow-red-blue corner at top-back-right is also in its home but twisted. These two wrong directions are the remaining problem. The other top corners need no twist. This state comes from legal moves applied to a solved cube, not from turning one physical corner by hand. It is a controlled example for seeing the restoration obligation through a complete task.

Follow the first target as a physical piece. R' sends the yellow-green-red corner down to bottom-front-right. D' carries it to bottom-front-left. R does not touch it there, and D brings it back to bottom-front-right. After this one group, the original yellow target is below, not in the upper work slot. A different corner occupies top-front-right. Keep the same grip and repeat the group rather than chasing the target with a top turn. The two-group process returns that target upstairs with its yellow sticker facing upward.

The target leaves the upper work slot

Before: target at top-front-right
YRYRRRRRR
One group: target at bottom-front-right
WRYBRRYRW
Two groups: target upstairs, yellow up
RRYRRRWBW
After one complete group, the outlined target is at bottom-front-right. Repeat without a top turn; do not chase the displaced piece.

During the second group, R' takes that target from bottom-front-right to bottom-back-right. D' brings it to bottom-front-right, R lifts it to top-front-right, and D leaves the now-upper target there. Its yellow sticker is already upward after R, but the last D still acts on displaced lower pieces. This explains why judging only the upper yellow square gives an unsafe stopping rule. You must finish D before deciding that this corner is oriented. The next diagrams compare the target's attached stickers with the lower layer that still requires its turn.

Move only the top between corners

After a corner is oriented, turn U to bring another top corner into the same top-front-right work position. Do not regrip the whole cube. Repeat the same four-move group until that corner has yellow up, again finishing the final D.

The lower layers can look scrambled between corners. Do not repair them with other algorithms. Completing all required corner twists with the same grip restores them. If the corner already has yellow up, skip its twisting and move to the next corner with U.

Separate a finished corner from a finished cube

Check the work slot only after a complete four-move group. If its yellow sticker is sideways, repeat the same group without a top turn or a regrip between repetitions. For a twisted corner in the prepared starting condition, two or four complete groups orient it. Each group contains four quarter turns, giving eight or sixteen turns. Inspect at complete-group boundaries, not when a remembered count expires. An incorrect starting state does not acquire correctness merely by reaching eight turns. Always verify the prerequisites before beginning this stage.

Two groups orient the first target. After the first group, the sticker at the top-front-right upper square is red, and the corner currently there includes white. This does not mean a white corner has become yellow or that the original target lost a sticker. Different pieces have exchanged positions temporarily. After the second group's R, the original yellow-green-red corner is back upstairs with yellow above. The final D then completes the group while leaving that upper corner unchanged. The lower-layer state is still unfinished at this point.

Yellow is up before the required D

After seven moves: yellow up
YYBYYYYYY
After seven: D viewed from below
GWBWWGWWO
After eight: required D completed
WWGWWWOGB
The upper target stays identical, but the bottom face changes. Finish the required D even when its yellow sticker faces upward.

Now turn U once. In this grip, U brings the old top-back-right corner into top-front-right. That is the yellow-red-blue corner, the next twisted target in this prepared example. Its yellow sticker now faces front. The already oriented yellow-green-red corner moves to top-front-left and remains yellow-up. The side centers do not move. Consequently, the top pieces no longer all sit above their original side-center homes during this traversal. That temporary offset is expected. Do not rerun the corner-location lesson to correct it while the twist procedure is still in progress.

The second target needs four complete groups. After two of those groups it is back at the work slot but still has yellow facing right. After four, yellow is upward. The lower two layers are then restored in this example, while the upper side rows remain offset by the U used between targets. A final U' aligns those rows with their centers and finishes every face. This route uses six groups and two top turns, twenty-six turns altogether. It illustrates a valid route, not a shortest-sequence claim.

Compare the results after the seventh and eighth twist moves. Both show yellow up on the target. Only the eighth includes the required final D of the second group. The bottom rows differ, so these states cannot be treated as equivalent just because the work corner looks the same. Stopping after seven and using U to fetch the next corner leaves a different lower-layer displacement. Later correct groups are not a general repair for an omitted turn. The procedure's guarantee assumes its actual written moves.

The second target needs its own complete groups

Second target: yellow at front
RRYGGWGGR
Two groups: yellow at right
YBBBRRGRB
Four groups: yellow above
YYYYYYYYY
After U, the yellow-red-blue target faces yellow forward. Two groups change that to rightward; four finish it with the same grip.

Skipping an oriented corner differs from interrupting a group. If a corner has yellow up before twisting starts, use zero groups there and advance with U. If yellow becomes up after the third move of a group you have started, perform the fourth move first. The first situation requires no lower-layer disturbance for that corner. The second already created a disturbance whose matching bottom turn remains necessary. Readiness to move on therefore depends on the completed move boundary as well as the yellow sticker's direction.

Finish with alignment, not another algorithm

After all yellow corners face up, turn U as needed to match the side rows with their centers. Every face should now be one color. Our prepared demonstration uses a final U' because of its particular route; that is not a universal final move.

If the lower layers remain damaged, review whether you skipped a D, changed the grip, or added an unrelated move. In the simulator, Undo can retrace known moves. On a physical cube, if you cannot reconstruct the error, restart from the earliest genuinely correct checkpoint rather than claiming temporary damage must always repair itself.

Understand why the grip cannot change

The lower layers hold displaced pieces while successive yellow corners receive twists. Keeping the front and right centers fixed makes every group operate through the same physical lower-layer positions. The disturbances can then restore one another as the required corner twists finish. This does not treat the cube as independent squares. Whole pieces move through the right and bottom layers, and all their attached stickers move with them. Inspecting only the yellow face conceals the unfinished lower-piece movement that the later groups must still complete.

A U turn and a y regrip can both bring a different upper corner into your view, but they make different lower-layer changes. U leaves every lower-layer piece and center in its physical work position. A y regrip moves all those positions relative to your hands. If you then execute R' D' R D, the new R is a different physical side. You are no longer repeating the operation in the same lower work area. The later groups therefore cannot be assumed to undo the disturbances made before that regrip.

Same first corner, different lower work areas

Before transfer: green front
GGGGGWGGR
After U: green stays front
RRYGGWGGR
Forbidden y: red becomes front
RRYRRRWBW
After the first target is oriented, U preserves the lower work area. A y regrip instead brings different centers into the grip.

Consider a tempting correction after the first target. You regrip until another sideways yellow corner appears at top-front-right, then repeat the group. The yellow stickers may gradually look better, but you have changed the very preparation on which lower-layer restoration depends. In the simulator this lesson omits whole-cube regrip buttons to prevent that choice. On a physical cube, retain the same front and right center colors in your grip. Do not confuse looking at another face with authorizing a new front for the next group.

The safer traversal visits the four upper positions in order with U. At each visit, skip a yellow-up corner or finish complete groups until yellow is up, then advance. Four successive U turns make a full circuit and return the top layer to its original alignment. You may instead advance only to remaining twisted corners and align U at the end, as the two-corner trace does. Both routes follow the same rule. Neither route permits an unrelated extra side turn added between completed corner-twisting tasks.

Do not apply the previous lesson's location test after each U during this task. That test used side-center homes with the yellow edges aligned. A traversal U deliberately shifts all top corners and edges relative to those centers. For this temporary phase, the local question is whether the corner now at the work slot has yellow up after a completed group. Once all yellow corners are up, the final U alignment restores the meaningful whole-cube comparison with the centers. Check the lower layers too before calling the cube solved.

Which observation is valid now?

BoundaryInspectDo not assume
Before startingLower layers, edges, all corner homesA yellow cross alone is enough
After each four movesYellow direction at work slotLower layers are restored
After orienting one cornerComplete final D, then transfer with UA whole-cube regrip is equivalent
After all corners face upAlign U and inspect every faceYellow alone proves completion
Checkpoints change during this procedure. Temporary top offsets and lower-layer disturbance are not permission to add unrelated repair moves between corners.

One twisted corner with every other piece solved is outside this procedure's legal starting cases. Face turns cannot produce that arrangement from solved. More often, an apparent single remaining twist means the view hid another sideways yellow sticker, the starting locations were wrong, or a turn was omitted. Inspect those possibilities before blaming hardware. The lessons do not verify your physical cube's assembly or condition. Never force, peel, or manually twist an individual piece to make the simulator's expected pattern appear on an unverified cube.

What to do

  1. Keep the grip fixed and use top-front-right as the work slot.
  2. Finish R' D' R D groups until that corner’s yellow sticker is up.
  3. Turn only U to bring the next corner to the work slot.
  4. Continue until all four yellow corners are oriented, then align U to the centers.

R' D' R D

Practice the entire restoration, not one corner

Read the prepared demonstration's full route before following it. The starting cube must match both its stickers and its grip if you use a physical cube beside it. Pause and use Next step rather than trying to match automatic playback speed. After the first four moves, locate the original yellow-green-red target below. After eight, verify its yellow sticker is up and notice that the lower layers still look wrong. This observation prevents the mistaken expectation that one oriented corner should leave the whole cube almost solved.

Use the independent practice cube's Two twisted corners preset for an execution trial. Its state is separate, so stepping the demonstration has not done any practice turns. Keep Show a recall cue closed if you are testing retrieval. Press R', D', R, and D in that order twice, waiting for each turn to finish. Do not press Check my progress expecting partial credit for the first corner. This lesson's checkpoint is the solved cube; the check does not move pieces or complete the unfinished restoration.

Full accounting for the prepared two-corner route

Completed actionTarget resultWhole-cube result
Two groups, eight face turnsYellow-green-red has yellow upLower layers still disturbed
UYellow-red-blue enters work slotCenters and lower work area unchanged
Two more groupsSecond target still needs twistingDo not align or repair yet
Two more groupsBoth targets now yellow upLower layers restored, upper rows offset
U'Top rows align with centersAll faces solved in this prepared route
The first oriented corner is not the final checkpoint. Six groups restore the lower layers here, followed by the upper alignment.

After two groups, press U once to present the second target. Check yellow's direction at the work slot, then execute four complete groups. Even when the target returns upstairs after two groups, keep the inspection rule and continue if yellow is still sideways. After the fourth group, compare the lower side rows with their centers. They should have returned in this prepared route. The upper side rows still require U' to align. Use that final top turn, then inspect all six faces in the net before checking progress.

For a contrasting error trial, restart the prepared attempt and deliberately stop the first target's second group after R, omitting D. Observe that its yellow sticker already looks correct. Do not continue into a second target from this knowingly incomplete state. Either finish D now or use Undo last turn to retrace known moves and restart the comparison. This trial makes the missing-turn error visible without pretending it is a valid alternative method. Restart this attempt replaces the current practice state, clears its history, and returns to the preset's original two twisted corners.

If you lose your place during an ordinary trial, use the last completed group as your reference rather than making a speculative repair. When you know exactly which move was wrong, Undo can retrace that practice turn. When you cannot reconstruct the error, Restart gives a known state for another trial. On a physical solve, inspect the earliest remaining correct checkpoint and resume an earlier stage if necessary. Temporary lower-layer damage during a valid final task is expected; unexplained damage after a broken move sequence has no automatic restoration guarantee.

Restore the lower layers, then align the top

After first target: lower rows wrong
GGGGGWGGR
After second: upper row offset
RRRGGGGGG
After U': every front sticker matches
GGGGGGGGG
After the second target finishes, the lower rows match. The upper row needs U' here; other routes may need different adjustments.

Finish by stating both the result and the action rules. Every face must match its center after the final top alignment, including the faces hidden in the solid view. The grip stayed fixed, every started group included its final D, and only U moves transferred corners into the work slot. Distinguish using the recall cue from retrieving the procedure unaided. Another attempt tests the missing part without a speed target or fixed repetition promise. The method's success condition is an inspected solved cube, not merely four upward yellow corners.

Inspect a prepared example

Prepared states isolate one task. Some examples happen to finish the whole cube; on a general scramble, stop at the stated checkpoint and continue with the next unfinished step.

Watch the pieces move

Keep the grip fixed. Complete every D. Move between corners using U only.

Starting state

CubeYRGYYRGRGBYYYGRGRGYYRGRGGYRU · topF · frontR · rightAll six facesU · topYYBYYYYYGR · rightYRYRRRRRRF · frontGGRGGGGGGD · bottomWWWWWWWWWL · leftOOOOOOOOOB · backRBBBBBBBB

Current state

CubeYRGYYRGRGBYYYGRGRGYYRGRGGYRU · topF · frontR · rightCurrent state after completed turnsU · topYYBYYYYYGR · rightYRYRRRRRRF · frontGGRGGGGGGD · bottomWWWWWWWWWL · leftOOOOOOOOOB · backRBBBBBBBB

Next: R'. right face: counterclockwise quarter turn, viewed directly from outside that face. Completed 0 of 26 moves.

Step 0 / 26

R'D'RDR'D'RDUR'D'RDR'D'RDR'D'RDR'D'RDU'

Read every move without playback
  1. R': right face: counterclockwise quarter turn, viewed directly from outside that face.
  2. D': bottom face: counterclockwise quarter turn, viewed directly from outside that face.
  3. R: right face: clockwise quarter turn, viewed directly from outside that face.
  4. D: bottom face: clockwise quarter turn, viewed directly from outside that face.
  5. R': right face: counterclockwise quarter turn, viewed directly from outside that face.
  6. D': bottom face: counterclockwise quarter turn, viewed directly from outside that face.
  7. R: right face: clockwise quarter turn, viewed directly from outside that face.
  8. D: bottom face: clockwise quarter turn, viewed directly from outside that face.
  9. U: top face: clockwise quarter turn, viewed directly from outside that face.
  10. R': right face: counterclockwise quarter turn, viewed directly from outside that face.
  11. D': bottom face: counterclockwise quarter turn, viewed directly from outside that face.
  12. R: right face: clockwise quarter turn, viewed directly from outside that face.
  13. D: bottom face: clockwise quarter turn, viewed directly from outside that face.
  14. R': right face: counterclockwise quarter turn, viewed directly from outside that face.
  15. D': bottom face: counterclockwise quarter turn, viewed directly from outside that face.
  16. R: right face: clockwise quarter turn, viewed directly from outside that face.
  17. D: bottom face: clockwise quarter turn, viewed directly from outside that face.
  18. R': right face: counterclockwise quarter turn, viewed directly from outside that face.
  19. D': bottom face: counterclockwise quarter turn, viewed directly from outside that face.
  20. R: right face: clockwise quarter turn, viewed directly from outside that face.
  21. D: bottom face: clockwise quarter turn, viewed directly from outside that face.
  22. R': right face: counterclockwise quarter turn, viewed directly from outside that face.
  23. D': bottom face: counterclockwise quarter turn, viewed directly from outside that face.
  24. R: right face: clockwise quarter turn, viewed directly from outside that face.
  25. D: bottom face: clockwise quarter turn, viewed directly from outside that face.
  26. U': top face: counterclockwise quarter turn, viewed directly from outside that face.

Sticker letters are colors: W white, Y yellow, G green, B blue, R red, O orange. Face names are positions: U top, D bottom, F front, B back, R right, L left. Read B and R in context.

The net shows the last completed turn; the solid view shows the turn in progress. Presets replace the starting state and reset playback. Reset keeps the selected example. Do not copy an autoplay demonstration onto your cube unless your starting state and grip match. Use manual steps for following along.

Try it without a move list

Start from a prepared state. These controls change this practice cube only. They do not control the demonstration above or your physical cube. Goal: Solve every face.

Practice cubeYRGYYRGRGBYYYGRGRGYYRGRGGYRU · topF · frontR · rightPractice cube unfoldedU · topYYBYYYYYGR · rightYRYRRRRRRF · frontGGRGGGGGGD · bottomWWWWWWWWWL · leftOOOOOOOOOB · backRBBBBBBBB
U · top
R · right
F · front
D · bottom
L · left
B · back

0 moves in this attempt. Limit 500; undo or restart if reached. Whole-cube regrips are unavailable here because this stage requires a fixed grip.

Show a recall cue

R' D' R D

A cue is help, not a failure. After using it, restart the prepared state and attempt the same task without reopening it.

Sticker letters are colors: W white, Y yellow, G green, B blue, R red, O orange. Face names are positions: U top, D bottom, F front, B back, R right, L left. Read B and R in context.

Face turns and whole-cube regrips animate in the solid view; the net updates when the turn finishes. Reduced motion shows the result immediately. Wait for a turn to finish before starting another. Undo can cancel the current turn. A new preset or Restart cancels motion, replaces the entire attempt and clears its history. Undo reverses only the last practice turn. Check does not move pieces or reveal an automatic solution. State is local to this page and is not saved after reload.

Exercises

Yellow appears after the third move

During R' D' R D, yellow looks correct immediately after R. May you skip D and move the next corner in?

Hint

The restoration depends on the complete group.

Worked answer

Before

CubeYWWYYRGRBBYYYGRGRWYYRGRWYRGU · topF · frontR · rightAll six facesU · topYYBYYYYYYR · rightRRYRRRRRWF · frontGGGGGWWBWD · bottomGWBWWGWWOL · leftOOOOOOGGRB · backRBBBBBBOO

Comparison

CubeYWGYYRGBGBYYYGRGWRYYRGRWYRGU · topF · frontR · rightAll six facesU · topYYBYYYYYYR · rightRRYRRRWBWF · frontGGGGGWGGRD · bottomWWGWWWOGBL · leftOOOOOOBOOB · backRBBBBBRRW
Before: yellow is already up after the third move of this group. The required D still changes the bottom layer. The whole twisting task is not finished yet.

No. Finish D before checking or changing corners. Stopping after three moves changes the sequence and leaves lower-layer pieces displaced. Correct-looking yellow is not permission to omit the last move.

Bring in the next corner

After orienting one corner, should you rotate the whole cube to bring another to front-right?

Hint

The same lower-layer work area must remain fixed.

Worked answer

Before

CubeYWGYYRGBGBYYYGRGWRYYRGRWYRGU · topF · frontR · rightAll six facesU · topYYBYYYYYYR · rightRRYRRRWBWF · frontGGGGGWGGRD · bottomWWGWWWOGBL · leftOOOOOOBOOB · backRBBBBBRRW

Comparison

CubeYWGYYRGBGYYYBRRGWRYYBRRWBRYU · topF · frontR · rightAll six facesU · topYYYYYYYYBR · rightRBBRRRWBWF · frontRRYGGWGGRD · bottomWWGWWWOGBL · leftGGGOOOBOOB · backOOOBBBRRW
Only U brings the next corner to the work slot. The front and right centers and the lower-layer work area retain the same grip.

No. Keep the same front and right centers in your grip and turn only U. Using a whole-cube regrip changes the lower-layer work area and prevents the intended cancellation.

Sources and method boundaries

The explanations, simulator, and diagrams are original. These references support standard notation and beginner procedures. The course keeps white down, including the final twisting stage. Do not mix its final sequence with a tutorial that flips the cube over.

  • Ruwix: move notation. Face-relative clockwise, inverse moves, and half turns.
  • Ruwix: beginner method. Middle insertions and the yellow-edge, corner-location, and fixed-grip corner-twist sequences. Reader comments are not treated as authoritative diagnoses.
  • J Perm: beginner method. Repeated four-move first-layer insertion and case recognition. Its final flipped-cube procedure is not the procedure used here.
  • World Cube Association: notation. Selected notation definitions, not a complete competition-rules review.

These examples use states produced by legal turns. The simulator has no sticker-painting input and does not diagnose physically twisted, reassembled, or damaged cubes. Successful model checks do not establish physical-device usability or long-term recall.