Corner Solving
Corners work just like edges, but the buffer is UBL and we use a Y-perm to swap UBL with UFR. Setup moves bring the target corner to UFR without disturbing UBL.
The Corner Cycle
- Look at the UBL corner. Read its letter.
- Find the target corner and set it up to UFR.
- Execute the Y-perm to swap UBL and UFR.
- Undo the setup.
- Repeat until corners are solved.
Corner Swap Algorithm (Y-Perm)
Swaps UBL and UFR corners. It also swaps two edges, but edges are already solved at this point — which is why we do corners last.
Corner Setup Examples
Special Case: Twisted Corners
Just like a flipped edge, a corner that sits in its own slot but twisted is not solved. Tracing skips only fully solved corners, so a twisted-in-place corner never appears in your main cycle — you pick it up afterwards as a new cycle (cycle break).
- Start a new cycle on the twisted corner and read through its stickers. Shooting them rotates the corner back into its solved orientation.
- Which sticker you start from changes how many shots it takes — the simulator on this site always starts at the alphabetically-first sticker, which is one valid choice, not always the shortest. (The full-solve simulator notes the same caveat.)
- Beginner trap: corners are the last step, so it's easy to forget that a corner can be home but mis-twisted. Always check orientation before removing the blindfold.
Scramble the cube and look at the UFL corner (its stickers are D / L / Q). It is in its slot but twisted:
The twisted UFL corner appears as its own run through the piece's stickers — D, L, Q— instead of being skipped as “already home.”