How do rubik's cube solving algorithms actually work 
https://www.ryanheise.com/cube/commutators.html
Using commutators to solve Rubik's Cube
2009-06-18
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<div><div>
<p>A <i>commutator</i> is a sequence of the form <b>X.Y.X<sup>-1</sup>.Y<sup>-1</sup></b> which is useful for affecting just a few pieces on the cube while leaving everything else untouched. For two arbitrary sequences <b>X</b> and <b>Y</b>, the commutator will affect only the parts of the cube that are "caught up" in the intersection of <b>X</b> and <b>Y</b>. If <b>X</b> and <b>Y</b> are completely disjoint and affect completely different parts of the cube, then obviously <b>X.Y.X<sup>-1</sup>.Y<sup>-1</sup></b> will do exactly nothing. If <b>X</b> and <b>Y</b> overlap, then <b>X.Y.X<sup>-1</sup>.Y<sup>-1</sup></b> will affect only the parts of the cube where <b>X</b> and <b>Y</b> overlapped. The idea is to make the overlap as small as possible but not zero.</p>
<ul>
<li><a href="https://www.ryanheise.com/cube/corner_3_cycles.html">Corner 3-cycles</a></li>
<li><a href="https://www.ryanheise.com/cube/pair_3_cycles.html">Pair 3-cycles</a></li>
<li><a href="https://www.ryanheise.com/cube/edge_3_cycles.html">Edge 3-cycles</a></li>
<li><a href="https://www.ryanheise.com/cube/corner_twists.html">Corner twists</a></li>
</ul>
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 A commutator is a sequence of the form X.Y.X-1.Y-1 which is useful for affecting just a few pieces on the cube while leaving everything else untouched. For two arbitrary sequences X and Y, the commutator will affect only the parts of the cube that are "caught up" in the intersection of X and Y. If X and Y are completely disjoint and affect completely different parts of the cube, then obviously X.Y.X-1.Y-1 will do exactly nothing. If X and Y overlap, then X.Y.X-1.Y-1 will affect only the parts of the cube where X and Y overlapped. The idea is to make the overlap as small as possible but not zero.

 * Corner 3-cycles
 * Pair 3-cycles
 * Edge 3-cycles
 * Corner twists
 Return to " Fundamental techniques " ↵
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A commutator is a sequence of the form X.Y.X-1.Y-1  which is useful for affecting just a few pieces on the cube while leaving everything else untouched. For two arbitrary sequences X and Y, the commutator will affect only the parts of the cube that are "caught up" in the intersection of X and Y. If X and Y are completely disjoint and affect completely different parts of the cube, then obviously X.Y.X-1.Y-1  will do exactly nothing. If X and Y overlap, then X.Y.X-1.Y-1  will affect only the parts of the cube where X and Y overlapped. The idea is to make the overlap as small as possible but not zero.
 Corner 3-cycles 
 Pair 3-cycles 
 Edge 3-cycles 
 Corner twists
Using commutators to solve Rubik's Cube
https://www.ryanheise.com/cube/commutators.html
https://ruwix.com/the-rubiks-cube/commutators-conjugates/
Commutators and conjugates on the Rubik's Cube
2018-04-01
None
<div><article>
<p>Commutators and conjugates are very simple ways of building sequences of moves that can, for example, permute pieces or orientate them.</p>
<p>Before getting started, you should know, at least, <a href="/the-rubiks-cube/how-to-solve-the-rubiks-cube-beginners-method/">how to solve the cube</a> by any method and maybe, have basic intuition in solving other cube variants.</p>
<p>Using these tools, you will be able to solve almost any cube you come across.</p>
<h2>Commutators</h2>
<p>Commutators are of the form:</p>
<p>X Y X’ Y’</p>
<p>where X,Y are sequences of moves and X’,Y’ are its inverse (the inverse of an algorithm are the moves you have to make to undo it: RUR’ is the inverse of RU’R’)</p>
<p><strong>Three-cycle</strong></p>
<p>A three-cycle is a rotation of the place of three pieces. They have to be obviously of the same kind. For instance, three corners or three edges.</p>
<p>You need to meet two conditions:</p>
<ol>
<li>Two of the three pieces must be in the same level. We will call this, the reference level.</li>
<li>The third piece cannot be in the reference level.</li>
</ol>
<p></p>
<p>Many people tend to place the reference level in the bottom face of the cube.</p>
<p>In this kind of commutator, <strong>X </strong>will be any moves you need to do to insert the piece which does not belong to the reference level in its objective place within it. This place has to be one of the two pieces you are involving in the three-cycle, obviously.</p>
<p>This algorithm cannot modify anything in the reference level (except for the change of one piece for another).</p>
<p><strong>Y </strong>will be whatever move or moves you need, in order to put the piece in the reference level you have not yet exchanged, to that slot you just inserted a piece using algorithm X. Usually, Y is just a move or a double move and it’s really intuitive.</p>
<p><strong>X’</strong> and<strong> Y’ </strong>are simply the inverses of the algorithms you have just done.</p>
<p><strong>Orientation swap</strong></p>
<p>An orientation swap changes the orientaion of exactly two pieces and is also really easy.</p>
<p>Both pieces must be in the reference level so, unlike the three cycle, we don’t have a piece outside the reference layer to put into it.</p>
<p></p>
<p>What we will do with algorithm <strong>X</strong> is to take one of the pieces out and eventually place it back in its right orientation. Remember that you cannot modify anything else from the reference level.</p>
<p><strong>Y </strong>is also the moves you need to place the piece you haven’t yet oriented to the place of the other.</p>
<p><strong>Y’ </strong>and <strong>X’ </strong>are just the inverse algorithms of X and Y.</p>
<p><strong>Pair swap</strong></p>
<p>This kind of commutator swaps two pairs of two pieces. They are not very useful because in many cases you will just need a bunch of three-cycles to solve a big part of most of the cubes. Even though, they are very easy to work out and may be useful sometimes.</p>
<p>The only requirement you need to meet is that all four pieces have to be in the reference level.</p>
<p></p>
<h2>Conjugates</h2>
<p>Conjugates are based upon a ‘setup’ move A and its inverse A’ which you apply before and after any other algorithm. In general, A B A’, where B is also an algorithm.</p>
<p>A conjugate is the perfect tool you need if you have come up with a commutator. For example, if you know a commutator which cycles three pieces in the same layer, but the pieces you want to cycle aren’t in the same layer, you can use a conjugate.</p>
<p>Z X Y X’ Y’ Z’</p>
<p>They are very simple; you first do the moves you need to do to place the pieces you want to swap in the desired place or orientation. It can completely mess up your cube. Then, you execute the algorithm and afterwards, you undo the moves you did in the first place.</p>
<p>If you want to do a three-cycle and orientate the pieces, you can do both at the same time using a conjugate.</p>
<h3>Comments</h3>
</article>||||I|||| Home » Rubik's Cube » Commutators and conjugates on the Rubik's Cube

 Commutators And Conjugates

 Commutators and conjugates are very simple ways of building sequences of moves that can, for example, permute pieces or orientate them.

 Before getting started, you should know, at least, how to solve the cube by any method and maybe, have basic intuition in solving other cube variants.

 Using these tools, you will be able to solve almost any cube you come across.

 Commutators

 Commutators are of the form:

 X Y X’ Y’

 where X,Y are sequences of moves and X’,Y’ are its inverse (the inverse of an algorithm are the moves you have to make to undo it: RUR’ is the inverse of RU’R’)

 Three-cycle

 A three-cycle is a rotation of the place of three pieces. They have to be obviously of the same kind. For instance, three corners or three edges.

 You need to meet two conditions:

 1. Two of the three pieces must be in the same level. We will call this, the reference level.
 2. The third piece cannot be in the reference level.

 Many people tend to place the reference level in the bottom face of the cube.

 In this kind of commutator, X will be any moves you need to do to insert the piece which does not belong to the reference level in its objective place within it. This place has to be one of the two pieces you are involving in the three-cycle, obviously.

 This algorithm cannot modify anything in the reference level (except for the change of one piece for another).

 Y will be whatever move or moves you need, in order to put the piece in the reference level you have not yet exchanged, to that slot you just inserted a piece using algorithm X. Usually, Y is just a move or a double move and it’s really intuitive.

 X’ and Y’ are simply the inverses of the algorithms you have just done.

 Orientation swap

 An orientation swap changes the orientaion of exactly two pieces and is also really easy.

 Both pieces must be in the reference level so, unlike the three cycle, we don’t have a piece outside the reference layer to put into it.

 What we will do with algorithm X is to take one of the pieces out and eventually place it back in its right orientation. Remember that you cannot modify anything else from the reference level.

 Y is also the moves you need to place the piece you haven’t yet oriented to the place of the other.

 Y’ and X’ are just the inverse algorithms of X and Y.

 Pair swap

 This kind of commutator swaps two pairs of two pieces. They are not very useful because in many cases you will just need a bunch of three-cycles to solve a big part of most of the cubes. Even though, they are very easy to work out and may be useful sometimes.

 The only requirement you need to meet is that all four pieces have to be in the reference level.

 Conjugates

 Conjugates are based upon a ‘setup’ move A and its inverse A’ which you apply before and after any other algorithm. In general, A B A’, where B is also an algorithm.

 A conjugate is the perfect tool you need if you have come up with a commutator. For example, if you know a commutator which cycles three pieces in the same layer, but the pieces you want to cycle aren’t in the same layer, you can use a conjugate.

 Z X Y X’ Y’ Z’

 They are very simple; you first do the moves you need to do to place the pieces you want to swap in the desired place or orientation. It can completely mess up your cube. Then, you execute the algorithm and afterwards, you undo the moves you did in the first place.

 If you want to do a three-cycle and orientate the pieces, you can do both at the same time using a conjugate.

 Comments

 /the-rubiks-cube/commutators-conjugates/
 Hello
➤
Commutators and conjugates are very simple ways of building sequences of moves that can, for example, permute pieces or orientate them.
Before getting started, you should know, at least, how to solve the cube by any method and maybe, have basic intuition in solving other cube variants.
Using these tools, you will be able to solve almost any cube you come across.
Commutators
Commutators are of the form:
X Y X’ Y’
where X,Y are sequences of moves and X’,Y’ are its inverse (the inverse of an algorithm are the moves you have to make to undo it: RUR’ is the inverse of RU’R’)
 Three-cycle 
A three-cycle is a rotation of the place of three pieces. They have to be obviously of the same kind. For instance, three corners or three edges.
You need to meet two conditions:
Two of the three pieces must be in the same level. We will call this, the reference level.
The third piece cannot be in the reference level.
 
Many people tend to place the reference level in the bottom face of the cube.
In this kind of commutator, X will be any moves you need to do to insert the piece which does not belong to the reference level in its objective place within it. This place has to be one of the two pieces you are involving in the three-cycle, obviously.
This algorithm cannot modify anything in the reference level (except for the change of one piece for another).
 Y will be whatever move or moves you need, in order to put the piece in the reference level you have not yet exchanged, to that slot you just inserted a piece using algorithm X. Usually, Y is just a move or a double move and it’s really intuitive.
 X’ and Y’ are simply the inverses of the algorithms you have just done.
 Orientation swap 
An orientation swap changes the orientaion of exactly two pieces and is also really easy.
Both pieces must be in the reference level so, unlike the three cycle, we don’t have a piece outside the reference layer to put into it.
 
What we will do with algorithm X is to take one of the pieces out and eventually place it back in its right orientation. Remember that you cannot modify anything else from the reference level.
 Y is also the moves you need to place the piece you haven’t yet oriented to the place of the other.
 Y’ and X’ are just the inverse algorithms of X and Y.
 Pair swap 
This kind of commutator swaps two pairs of two pieces. They are not very useful because in many cases you will just need a bunch of three-cycles to solve a big part of most of the cubes. Even though, they are very easy to work out and may be useful sometimes.
The only requirement you need to meet is that all four pieces have to be in the reference level.
 
Conjugates
Conjugates are based upon a ‘setup’ move A and its inverse A’ which you apply before and after any other algorithm. In general, A B A’, where B is also an algorithm.
A conjugate is the perfect tool you need if you have come up with a commutator. For example, if you know a commutator which cycles three pieces in the same layer, but the pieces you want to cycle aren’t in the same layer, you can use a conjugate.
Z X Y X’ Y’ Z’
They are very simple; you first do the moves you need to do to place the pieces you want to swap in the desired place or orientation. It can completely mess up your cube. Then, you execute the algorithm and afterwards, you undo the moves you did in the first place.
If you want to do a three-cycle and orientate the pieces, you can do both at the same time using a conjugate.
Comments
Commutators and conjugates on the Rubik's Cube
https://ruwix.com/the-rubiks-cube/commutators-conjugates/
https://ruwix.com/twisty-puzzles/4x4x4-rubiks-cube-rubiks-revenge/
How to solve the 4x4 Rubik's Cube - Beginner's method
None
None
<div><article>
<h2>4x4x4 Rubik's Cube - The Easiest Solution</h2>
<p><strong>The Rubik's Revenge is the 4x4 version of <a href="/the-rubiks-cube/">the Rubik's Cube</a>. This is also a Hungarian invention, designed by Sebestény Péter. This <a href="/twisty-puzzles/">twisty puzzle</a> can be used as a <a href="/twisty-puzzles/2x2x2-rubiks-cube-pocket/">2x2x2</a>, not turning the outer layers or can be used as a 3x3x3 if we rotate only the outer layers. There are about 7.4×10<sup>45</sup> possible permutations for this puzzle.</strong></p>
<p>It has 24 edges, 24 centers and 8 corner fields. It has similar <a href="/the-rubiks-cube/how-take-apart-disassemble-the-rubiks-cube-and-put-back-together/">core mechanism as a Rubik's Cube</a> but in this case the 4 center pieces are held together by a hidden center. To take it apart pop out a center piece with a screwdriver.Reassembling can be hard unless you have four spare hands.</p>
<a href="/online-puzzle-simulators/4x4x4-rubiks-revenge-cube-simulator.php">Play with the Rubik's Revenge simulator</a>
<p><br /><em>2x2, 4x4 and 5x5 cube puzzles</em></p>
<h2>Variations</h2>
<p>Just like the Rubik's Cube, the 4x4 has many <a href="/twisty-puzzles/3x3x3-rubiks-cube-shape-mods-variations/">shape mods</a>, built on the same inner mechanism.</p>
<p></p>
<p><strong>Axis Cube</strong> – cube in solved position but it changes its shape as you scramble it.<br /> <strong>Octahedron</strong> – the centers become corners and the corners become centers.<br /> <strong><a href="/twisty-puzzles/3x3x3-rubiks-cube-shape-mods-variations/fisher-cube/">Fisher Cube</a></strong> – the mother of shape mods.<br /> <strong><a href="/twisty-puzzles/bandaged-cube-puzzles/">Bandaged Cube</a></strong> – with some pieces attached together.<a href="/twisty-puzzles/2x2x2-rubiks-cube-pocket/">2x2</a> in a 2x2 by Meffert's.<br /> <strong>Windmill</strong> – with a slightly twisted core. <br /> <strong>Mastermorphix</strong> – 4 colored pillowed shape shifter.<br /> 4 colored shape-shifter. We have to mention the 4x4 Ghost and <a href="/twisty-puzzles/3x3x3-rubiks-cube-shape-mods-variations/mirror-blocks-cube/">Mirror cubes</a> too.</p>
<p><strong>The solution is more complicated than the classic <a href="/the-rubiks-cube/how-to-solve-the-rubiks-cube-beginners-method/">Rubik's Cube method</a>, but if you know how to solve a 3x3x3 then you shouldn't have difficulties with this one either. We solve the 4x4 grouping the 4 centers and the edge-pairs together, and finally solving it like a 3x3. Some speedcubers can solve this cube under 30 seconds so it can't be that hard!</strong></p>
<h2>Notation</h2>
<p>We use letters to mark the rotations on the cube, similar to the <a href="/the-rubiks-cube/notation/">the Rubik's Cube notation</a>. Deep turns come in when we move two letters together, but we can define slice turns when we move the second layer only. We are going to use the <a href="/the-rubiks-cube/notation/advanced/">official NxNxN notation</a>:</p>
<p><strong>F</strong> – Outer front face clockwise<br /><strong>U'</strong> – Outer up face anticlockwise<br /><strong>L2</strong> – Double turn of the left face (180<sup>o</sup>)<br /><strong>Fw</strong> – Outer block move: the two front faces together clockwise. For NxNxN cubes we mark how many layers to grab but we can ignore this for a 4x4 cube since the numbers is always 2: <strong>2Rw'</strong>. Other tutorials use lowercase letters to mark double turns.<br /><strong>f</strong> – Lowercase letters mark inner slice turns. <strong>u'</strong> = <strong>Uw' U</strong></p>
<h3>Step 1: Two adjacent centers</h3>
<p>Since the 4x4 has no fixed center piece which determines the color of each face we have to calculate the <a href="/the-rubiks-cube/japanese-western-color-schemes/">color scheme</a> from the colors of the corner pieces.</p>
<p>The image shows the most common color scheme, which is copyrighted by the Rubik's brand so other manufacturers avoid it by replacing the orange with purple or reorganizing the faces. If you have a Rubik's logo on your cube then this is the one you have to use.</p>
<p>Let's solve the <strong>white and yellow</strong> adjacent centers first. If you can't find any corners having these two colors next to each other then these should be fine.</p>
<p>This step shouldn't be a problem because there are no solved pieces that we can mess up. Use this short algorithm to insert a piece from the top to the front layer.</p>
<p><br /><strong>Dw' Rw' Dw</strong></p>
<p>When the white face is complete, Try to build the yellow 2x2 block on the opposite side with the white face moved to the bottom. </p>
<p><br />With the completed white center at the bottom: <strong>Rw U Rw'</strong> and <strong>Rw U2 Rw'</strong></p>
<h3> Step 2: Remaining four centers</h3>
<p>Move the completed centers to the left and right sides to keep them out of the way. Build the first block then keep an eye on the color scheme for the next ones.</p>
<p><br />Use the same algorithms as above, with the white and yellow centers on the left and right: <strong>Rw U Rw'</strong></p>
<h3>Step 3: Pairing the edges</h3>
<p>The center blocks are done and now we have to pair the edges. Use the algorithms below to attach two edges from the front-left and front-right edges. Depending on their position we have to use two mirrored algorithms. Make sure there's no complete edge above the lower edge piece (marked with arrows) because this algorithm would break that.</p>
<p>When the matching pieces are side by side on the same level (3rd picture) you need to turn the one on the right upside down to be able to perform one of the moves.</p>
<p><br />First case: <strong>Uw L' U' L Uw'</strong><strong>     </strong>Second case: <strong>Uw' R U R' Uw</strong>     Side by side: <strong>R U' B' R2</strong></p>
<p>When you reach the last two edges then you won't be able to use any non-matching edge pairs in the top layer because they all have been paird already. We have a separate algorithm to solve the last two edges. Use the <strong>R U' B' R2</strong><strong> </strong>trick above if the pieces are not aligned correctly.</p>
<p><br />Last edges: <strong>Dw R F' U R' F Dw'</strong></p>
<h3>Step 4: Solve it like a 3x3</h3>
<p>From this point we can finish the cube solving it like a 3x3, turning the outer layers only. Read here <a href="https://cubesolve.com/">how to solve the Rubik's Cube</a> if you need further help but don't close this page yet because you might be facing one of the parity cases as you go further.</p>
<p><br /><em>The 4x4 reduced to a 3x3</em></p>
<h3>Step 5: Parity cases</h3>
<p>As you reach the last layer you might find yourself in a situation where the cube seems to be <a href="/the-rubiks-cube/unsolvable-rubiks-cube-invalid-scramble/">unsolvable</a>. For example when you reach the <a href="/the-rubiks-cube/how-to-solve-the-rubiks-cube-beginners-method/step-4-yellow-cross/">yellow cross</a> and one edge seems to be oriented wrong or you find two pieces on the correct spot when you are <a href="/the-rubiks-cube/how-to-solve-the-rubiks-cube-beginners-method/step-6-position-yellow-corners/">positioning the last layer corners</a>. See which of the long algorithms below solves your situation. </p>
<p>Reorient <strong>2</strong> and <strong>3</strong>:<br /><strong>r2 B2 U2 l – U2 r' U2 r – U2 F2 r F2 – l' B2 r2 </strong></p>
<p>The same without slice moves: <br /><strong>Rw2 R2 B2 U2 – Lw L' U2 Rw' – R U2 Rw R' – U2 F2 Rw R' – F2 Lw' L – B2 Rw2 R2</strong></p>
<p>Swap<strong> 4</strong> and <strong>5</strong>:<br /><strong>Rw2 f2 U2 Fw2 – D Rw2 U2 Fw2 – U’ Fw2 L2 U2 – B2 Lw2 U</strong><br />The same algorithm without slice moves: <br /><strong>Rw2 Fw2 F2 U2 Fw2 – D Rw2 U2 Fw2 – U’ Fw2 L2 U2 – B2 Lw2 U</strong></p>
<p>Swap<strong> 1</strong> and <strong>4</strong>:<br /><strong>F2 R2 B' - D' B R2 F' U  - Fw2 F L2 - f2 Lw2 - f2 l2 U' (ok)</strong><br />The same algorithm without slice moves: <br /><strong>F2 R2 B' - D' B R2 F' U - Fw2 F L2 - Fw2 F2 Lw2 - Fw2 F2 Lw2 L2 U'</strong></p>
<p><a href="/twisty-puzzles/4x4x4-rubiks-cube-rubiks-revenge/parity/">More about the 4x4 Parity</a></p>
<p><a href="/twisty-puzzles/big-cubes-nxnxn-solution/">Solve any NxNxN cube</a></p>
<h3>Comments</h3>
</article>||||I|||| Home » Puzzles » How to solve the 4x4 Rubik's Cube - Beginner's method

 4x4x4 Rubik's Cube - The Easiest Solution


 4x4 Cube Patterns

 The Rubik's Revenge is the 4x4 version of the Rubik's Cube. This is also a Hungarian invention, designed by Sebestény Péter. This twisty puzzle can be used as a 2x2x2, not turning the outer layers or can be used as a 3x3x3 if we rotate only the outer layers. There are about 7.4×1045 possible permutations for this puzzle.

 It has 24 edges, 24 centers and 8 corner fields. It has similar core mechanism as a Rubik's Cube but in this case the 4 center pieces are held together by a hidden center. To take it apart pop out a center piece with a screwdriver.Reassembling can be hard unless you have four spare hands.

 Play with the Rubik's Revenge simulator


 2x2, 4x4 and 5x5 cube puzzles

 Variations

 Just like the Rubik's Cube, the 4x4 has many shape mods, built on the same inner mechanism.

 Axis Cube – cube in solved position but it changes its shape as you scramble it.
 Octahedron – the centers become corners and the corners become centers.
 Fisher Cube – the mother of shape mods.
 Bandaged Cube – with some pieces attached together.2x2 in a 2x2 by Meffert's.
 Windmill – with a slightly twisted core.
 Mastermorphix – 4 colored pillowed shape shifter.
 4 colored shape-shifter. We have to mention the 4x4 Ghost and Mirror cubes too.

 How to solve a 4x4

 The solution is more complicated than the classic Rubik's Cube method, but if you know how to solve a 3x3x3 then you shouldn't have difficulties with this one either. We solve the 4x4 grouping the 4 centers and the edge-pairs together, and finally solving it like a 3x3. Some speedcubers can solve this cube under 30 seconds so it can't be that hard!

 Notation

 We use letters to mark the rotations on the cube, similar to the the Rubik's Cube notation. Deep turns come in when we move two letters together, but we can define slice turns when we move the second layer only. We are going to use the official NxNxN notation:

 F – Outer front face clockwise
 U' – Outer up face anticlockwise
 L2 – Double turn of the left face (180o)
 Fw – Outer block move: the two front faces together clockwise. For NxNxN cubes we mark how many layers to grab but we can ignore this for a 4x4 cube since the numbers is always 2: 2Rw'. Other tutorials use lowercase letters to mark double turns.
 f – Lowercase letters mark inner slice turns. u' = Uw' U

 Step 1: Two adjacent centers

 Since the 4x4 has no fixed center piece which determines the color of each face we have to calculate the color scheme from the colors of the corner pieces.

 The image shows the most common color scheme, which is copyrighted by the Rubik's brand so other manufacturers avoid it by replacing the orange with purple or reorganizing the faces. If you have a Rubik's logo on your cube then this is the one you have to use.

 Let's solve the white and yellow adjacent centers first. If you can't find any corners having these two colors next to each other then these should be fine.

 This step shouldn't be a problem because there are no solved pieces that we can mess up. Use this short algorithm to insert a piece from the top to the front layer.


 Dw' Rw' Dw

 When the white face is complete, Try to build the yellow 2x2 block on the opposite side with the white face moved to the bottom.


 With the completed white center at the bottom: Rw U Rw' and Rw U2 Rw'

 Step 2: Remaining four centers

 Move the completed centers to the left and right sides to keep them out of the way. Build the first block then keep an eye on the color scheme for the next ones.


 Use the same algorithms as above, with the white and yellow centers on the left and right: Rw U Rw'

 Step 3: Pairing the edges

 The center blocks are done and now we have to pair the edges. Use the algorithms below to attach two edges from the front-left and front-right edges. Depending on their position we have to use two mirrored algorithms. Make sure there's no complete edge above the lower edge piece (marked with arrows) because this algorithm would break that.

 When the matching pieces are side by side on the same level (3rd picture) you need to turn the one on the right upside down to be able to perform one of the moves.


 First case: Uw L' U' L Uw' Second case: Uw' R U R' Uw Side by side: R U' B' R2

 When you reach the last two edges then you won't be able to use any non-matching edge pairs in the top layer because they all have been paird already. We have a separate algorithm to solve the last two edges. Use the R U' B' R2 trick above if the pieces are not aligned correctly.


 Last edges: Dw R F' U R' F Dw'

 Step 4: Solve it like a 3x3

 From this point we can finish the cube solving it like a 3x3, turning the outer layers only. Read here how to solve the Rubik's Cube if you need further help but don't close this page yet because you might be facing one of the parity cases as you go further.


 The 4x4 reduced to a 3x3

 Step 5: Parity cases

 As you reach the last layer you might find yourself in a situation where the cube seems to be unsolvable. For example when you reach the yellow cross and one edge seems to be oriented wrong or you find two pieces on the correct spot when you are positioning the last layer corners. See which of the long algorithms below solves your situation.

 Reorient 2 and 3 :
 r2 B2 U2 l – U2 r' U2 r – U2 F2 r F2 – l' B2 r2

 The same without slice moves:
 Rw2 R2 B2 U2 – Lw L' U2 Rw' – R U2 Rw R' – U2 F2 Rw R' – F2 Lw' L – B2 Rw2 R2

 Swap 4 and 5 :
 Rw2 f2 U2 Fw2 – D Rw2 U2 Fw2 – U’ Fw2 L2 U2 – B2 Lw2 U
 The same algorithm without slice moves:
 Rw2 Fw2 F2 U2 Fw2 – D Rw2 U2 Fw2 – U’ Fw2 L2 U2 – B2 Lw2 U

 Swap 1 and 4 :
 F2 R2 B' - D' B R2 F' U - Fw2 F L2 - f2 Lw2 - f2 l2 U' (ok)
 The same algorithm without slice moves:
 F2 R2 B' - D' B R2 F' U - Fw2 F L2 - Fw2 F2 Lw2 - Fw2 F2 Lw2 L2 U'

 More about the 4x4 Parity

 Solve any NxNxN cube

 Comments

 /twisty-puzzles/4x4x4-rubiks-cube-rubiks-revenge/
 Hello
➤
4x4x4 Rubik's Cube - The Easiest Solution
 The Rubik's Revenge is the 4x4 version of the Rubik's Cube. This is also a Hungarian invention, designed by Sebestény Péter. This twisty puzzle can be used as a 2x2x2, not turning the outer layers or can be used as a 3x3x3 if we rotate only the outer layers. There are about 7.4×1045 possible permutations for this puzzle. 
It has 24 edges, 24 centers and 8 corner fields. It has similar core mechanism as a Rubik's Cube but in this case the 4 center pieces are held together by a hidden center. To take it apart pop out a center piece with a screwdriver.Reassembling can be hard unless you have four spare hands.
Play with the Rubik's Revenge simulator
  2x2, 4x4 and 5x5 cube puzzles 
Variations
Just like the Rubik's Cube, the 4x4 has many shape mods, built on the same inner mechanism.
 
 Axis Cube – cube in solved position but it changes its shape as you scramble it. Octahedron – the centers become corners and the corners become centers.  Fisher Cube  – the mother of shape mods.  Bandaged Cube  – with some pieces attached together.2x2 in a 2x2 by Meffert's. Windmill – with a slightly twisted core.  Mastermorphix – 4 colored pillowed shape shifter. 4 colored shape-shifter. We have to mention the 4x4 Ghost and Mirror cubes too.
 The solution is more complicated than the classic Rubik's Cube method, but if you know how to solve a 3x3x3 then you shouldn't have difficulties with this one either. We solve the 4x4 grouping the 4 centers and the edge-pairs together, and finally solving it like a 3x3. Some speedcubers can solve this cube under 30 seconds so it can't be that hard! 
Notation
We use letters to mark the rotations on the cube, similar to the the Rubik's Cube notation. Deep turns come in when we move two letters together, but we can define slice turns when we move the second layer only. We are going to use the official NxNxN notation:
 F – Outer front face clockwise U' – Outer up face anticlockwise L2 – Double turn of the left face (180o) Fw – Outer block move: the two front faces together clockwise. For NxNxN cubes we mark how many layers to grab but we can ignore this for a 4x4 cube since the numbers is always 2: 2Rw'. Other tutorials use lowercase letters to mark double turns. f – Lowercase letters mark inner slice turns. u' = Uw' U 
Step 1: Two adjacent centers
Since the 4x4 has no fixed center piece which determines the color of each face we have to calculate the color scheme from the colors of the corner pieces.
The image shows the most common color scheme, which is copyrighted by the Rubik's brand so other manufacturers avoid it by replacing the orange with purple or reorganizing the faces. If you have a Rubik's logo on your cube then this is the one you have to use.
Let's solve the white and yellow adjacent centers first. If you can't find any corners having these two colors next to each other then these should be fine.
This step shouldn't be a problem because there are no solved pieces that we can mess up. Use this short algorithm to insert a piece from the top to the front layer.
  Dw' Rw' Dw 
When the white face is complete, Try to build the yellow 2x2 block on the opposite side with the white face moved to the bottom. 
 With the completed white center at the bottom: Rw U Rw' and Rw U2 Rw' 
 Step 2: Remaining four centers
Move the completed centers to the left and right sides to keep them out of the way. Build the first block then keep an eye on the color scheme for the next ones.
 Use the same algorithms as above, with the white and yellow centers on the left and right: Rw U Rw' 
Step 3: Pairing the edges
The center blocks are done and now we have to pair the edges. Use the algorithms below to attach two edges from the front-left and front-right edges. Depending on their position we have to use two mirrored algorithms. Make sure there's no complete edge above the lower edge piece (marked with arrows) because this algorithm would break that.
When the matching pieces are side by side on the same level (3rd picture) you need to turn the one on the right upside down to be able to perform one of the moves.
 First case: Uw L' U' L Uw'      Second case: Uw' R U R' Uw     Side by side: R U' B' R2 
When you reach the last two edges then you won't be able to use any non-matching edge pairs in the top layer because they all have been paird already. We have a separate algorithm to solve the last two edges. Use the R U' B' R2  trick above if the pieces are not aligned correctly.
 Last edges: Dw R F' U R' F Dw' 
Step 4: Solve it like a 3x3
From this point we can finish the cube solving it like a 3x3, turning the outer layers only. Read here how to solve the Rubik's Cube if you need further help but don't close this page yet because you might be facing one of the parity cases as you go further.
  The 4x4 reduced to a 3x3 
Step 5: Parity cases
As you reach the last layer you might find yourself in a situation where the cube seems to be unsolvable. For example when you reach the yellow cross and one edge seems to be oriented wrong or you find two pieces on the correct spot when you are positioning the last layer corners. See which of the long algorithms below solves your situation. 
Reorient 2 and 3: r2 B2 U2 l – U2 r' U2 r – U2 F2 r F2 – l' B2 r2  
The same without slice moves:  Rw2 R2 B2 U2 – Lw L' U2 Rw' – R U2 Rw R' – U2 F2 Rw R' – F2 Lw' L – B2 Rw2 R2 
Swap 4 and 5: Rw2 f2 U2 Fw2 – D Rw2 U2 Fw2 – U’ Fw2 L2 U2 – B2 Lw2 U The same algorithm without slice moves:  Rw2 Fw2 F2 U2 Fw2 – D Rw2 U2 Fw2 – U’ Fw2 L2 U2 – B2 Lw2 U 
Swap 1 and 4: F2 R2 B' - D' B R2 F' U  - Fw2 F L2 - f2 Lw2 - f2 l2 U' (ok) The same algorithm without slice moves:  F2 R2 B' - D' B R2 F' U - Fw2 F L2 - Fw2 F2 Lw2 - Fw2 F2 Lw2 L2 U' 
 More about the 4x4 Parity 
 Solve any NxNxN cube 
Comments
How to solve the 4x4 Rubik's Cube - Beginner's method
https://ruwix.com/twisty-puzzles/4x4x4-rubiks-cube-rubiks-revenge/
https://jperm.net/4x4
How To Solve the 4x4 Rubik's Cube
2023-01-01
None
<div><div>
 <h2>How To Solve the 4x4 Rubik's Cube</h2>
 
 <div><p></p></div>
 <p>Solving the 4x4 Rubik's Cube is not too much harder than solving a 3x3. The concepts of the steps are as follows:</p>
 <ul>
 <li>Solve the center pieces</li>
 <li>Pair similar edge pieces</li>
 <li>Turn only the outer layers, and solve it like a 3x3!</li>
 </ul>
 <p>In this video I teach the Yau Method, which roughly follows this outline. The Yau method is the most popular 4x4 method and was used to set the <a href="https://www.worldcubeassociation.org/results/regions.php">current world record.</a></p>
 <h2>Example Solve</h2>
 <div><p></p></div>
 <p>Here is a full solve where I go through some more possibilities of what can happen.</p>
 <h2>Step 1. White Center</h2>
 
 <h3>Pair up 2 white center pieces to form a bar.</h3>
 
 <h3>Make another white center bar somewhere else on the cube, and then join the 2 bars together.</h3>
 
 <h3>This step should be completely intuitive, although you may need to experiment a bit to get used to how pieces move.</h3>
 <h2>Step 2. Yellow Center</h2>
 
 <h3>Hold the white center on the bottom, and make a yellow center bar anywhere on the cube.</h3>
 <h3>Make sure to fix the white center if you ever destroy it. Examples:</h3>
 
 <br />
 
 <h3>If the yellow bar is not on the top face, move it onto the top by doing this:</h3>
 
 <h3>Make another yellow bar, and then place it under the first bar to move it to the top:</h3>
 
 <h3>The tutorial video and example solve videos above show some trickier cases for this step.</h3>
 <h2>Step 3. Partial White Cross</h2>
 
 <h3>This step completes 3 out of the 4 cross pieces in the <u>correct color order</u>.</h3>
 <h3>Hold the white center on the left.</h3>
 <h3>The correct color order going <u>upwards</u> is Blue, Orange, Green, Red (BOGR)</h3>
 <h3>Example of a finished cross and centers:</h3>
 
 <h3>Find 2 white edge pieces that have the same colors on them.</h3>
 <h3>Put one in the left slice layer, and one in the right slice layer (the slice layers are the middle 2 layers).</h3>
 <h3>Join them, and add it to the cross.</h3>
 
 <h3>Repeat this step for a total of 3 (not 4) cross pieces solved, and follow the <u>color scheme</u> shown above.</h3>
 <h3>Be careful not to destroy other cross pieces or the 2 solved centers.</h3>
 <h2>Step 4. Centers</h2>
 
 <h3>Make 1 center bar of any color, and turn it to be vertical.</h3>
 <h3>Be careful not to destroy the partial cross (tips explained in the video tutorial).</h3>
 <h3>If you have completed any other centers already, make sure you also fix them any time you break them (just like fixing the white center when making the yellow center).</h3>
 
 <h3>Make another center bar of the same color.</h3>
 <h3>If this is the first center you've made, you can just join them together.</h3>
 
 <h3>If other centers have already been made, put the 2 bars on the same side to join them:</h3>
 
 <h3>Solve the rest of the centers.</h3>
 <h3>Some trickier cases for the last 2 centers are shown in the example solve video above.</h3>
 <h2>Step 5. Edge Pairing</h2>
 
 <h3>Hold the cross on the bottom, with the unsolved part at the front.</h3>
 <h3>Look for the last 2 white edge pieces. If one is in the bottom, turn the front so that it's not.</h3>
 <h3>Put both white pieces in the front/left and front/right without breaking the partial cross.</h3>
 
 <h3>Each piece is either on the top or bottom slice layer.</h3>
 <h3><b>Case 1:</b> If they are in different slices:</h3>
 <div>
 <ul>
 <li>Join the pieces</li>
 <li>Replace it with an unsolved edge pair</li>
 <li>Fix the centers</li>
 </ul>
 </div>
 
 <h4><b>Note:</b> the edge pair coming down must be an unsolved pair.</h4>
 <h3><b>Case 2:</b> If they are in the same slice:</h3>
 <div>
 <ul>
 <li>Slice piece 1 towards piece 2.</li>
 <li>Flip piece 1 (with the flipping algorithm: R U R' F R' F' R)</li>
 <li>Fix the centers</li>
 </ul>
 </div>
 <h4>The flipping algorithm R U R' F R' F' R is written in <a href="/3x3/moves">move notation</a>. Make sure you hold the piece you want to flip at the front/right.</h4>
 
 <h3>Insert the cross edge into the bottom layer to complete the cross.</h3>
 <h3>Solve the rest of the edge pairs one at a time using the same method as for the first edge. If you are ever confused, you can watch the example solve video above as it shows the full process.</h3>
 <h4><b>Note:</b> If all the top layer edges are solved already, you can only do case 2. If you get case 1 and this happens, flip either of the pieces with the flipping algorithm to turn it into case 2.</h4>
 <h2>Step 6. Solve Like a 3x3! (mostly)</h2>
 
 <h3>If you only turn the outer layers, the cube acts like a 3x3 with corner pieces, edge pieces, and center pieces.</h3>
 <h3>From here you can <a href="/3x3">solve the cube like a 3x3</a>, but there are a few problems you might run into:</h3>
 <h3><b>OLL Parity</b> is when you have a flipped edge that is impossible on a 3x3, and happens on 50% of solves. You can flip the front/top edge to fix this, by doing the OLL Parity Algorithm:</h3>
 <h3>Rw U2 x Rw U2 Rw U2 Rw' U2 Lw U2 Rw' U2 Rw U2 Rw' U2 Rw'</h3>
 <h4>Make sure you know how to read <a href="/3x3/moves">move notation</a>. This algorithm is also shown at the end of the tutorial video.</h4>
 
 <h3><b>PLL Parity</b> is when you have 2 pieces swapped in a way that is impossible on a 3x3, and happens on 50% of solves. This could be 2 corners or 2 edges. To fix this, do the PLL Parity Algorithm once:</h3>
 <h3>2R2 U2 2R2 Uw2 2R2 Uw2</h3>
 <h4>2R (big cube notation) means to turn the 2nd layer from the right side. 2R2 means to turn that layer twice. This algorithm is also shown at the end of the tutorial video.</h4>
 <h4><b>Note:</b> this probably will not solve your case, but doing the algorithm once makes the cube solvable like a 3x3.</h4>
 <h3>Example (<a href="/3x3">beginner method</a> step 6 impossible position):</h3>
 
 <h3>Example (<a href="/3x3/cfop">PLL</a> impossible position):</h3>
 
 <h3><b>Incorrect centers</b> can lead to a weird situation shown below. Even if you follow this tutorial correctly, it's possible that your cube has a different color scheme. You can look at any corner piece to determine how the center colors should be positioned relative to other centers.</h3>
 
 <h3>To swap the U/F centers: Rw' F2 Rw2 U2 Rw'</h3>
 <h3>To swap the U/D centers: Rw2 U2 D2 Rw2</h3>
 <h4>Make sure you know how to read <a href="/3x3/moves">move notation</a>.</h4>
 <h2>Next Steps</h2>
 <div><p></p></div>
 <p>Congrats on solving a 4x4! The better you get at solving a new puzzle, the more fun it will get. I highly encourage putting in some practice when you learn new things, to give it a fair shot at whether or not you'll enjoy it.</p>
 <p>4x4 doesn't have a huge amount of advanced techniques, but 3-2-3 edge pairing is one of the most important ones. Instead of pairing one edge at a time, this method solves many edges at once.</p>
 <h3><a href="/4x4/faster">How To Get Faster at 4x4</a></h3>
 </div>||||I|||| * 3x3 Tutorials
 + How To Solve a 3x3
 + CFOP Method
 + Move Notation
 + Finger Tricks
 + Advanced CFOP
 o Advanced Cross
 o Advanced F2L
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 * Other Tutorials
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 o How To Solve Blindfolded
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 o How To Solve a 4x4
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 + 4x4
 o 4x4 OLL
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 * 3x3 Tutorials
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 o How To Solve Blindfolded
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 + 4x4
 o How To Solve a 4x4
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 * Algorithms
 + CFOP
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 o OH OLL
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 + 4x4
 o 4x4 OLL
 o 4x4 PLL
 J PERM

 How To Solve the 4x4 Rubik's Cube

 Solving the 4x4 Rubik's Cube is not too much harder than solving a 3x3. The concepts of the steps are as follows:

 * Solve the center pieces
 * Pair similar edge pieces
 * Turn only the outer layers, and solve it like a 3x3!

 In this video I teach the Yau Method, which roughly follows this outline. The Yau method is the most popular 4x4 method and was used to set the current world record.

 Example Solve

 Here is a full solve where I go through some more possibilities of what can happen.

 Step 1. White Center

 Pair up 2 white center pieces to form a bar.

 Make another white center bar somewhere else on the cube, and then join the 2 bars together.

 This step should be completely intuitive, although you may need to experiment a bit to get used to how pieces move.

 Step 2. Yellow Center

 Hold the white center on the bottom, and make a yellow center bar anywhere on the cube.

 Make sure to fix the white center if you ever destroy it. Examples:


 If the yellow bar is not on the top face, move it onto the top by doing this:

 Make another yellow bar, and then place it under the first bar to move it to the top:

 The tutorial video and example solve videos above show some trickier cases for this step.

 Step 3. Partial White Cross

 This step completes 3 out of the 4 cross pieces in the correct color order.

 Hold the white center on the left.

 The correct color order going upwards is Blue , Orange , Green , Red ( B O G R )

 Example of a finished cross and centers:

 Find 2 white edge pieces that have the same colors on them.

 Put one in the left slice layer, and one in the right slice layer (the slice layers are the middle 2 layers).

 Join them, and add it to the cross.

 Repeat this step for a total of 3 (not 4) cross pieces solved, and follow the color scheme shown above.

 Be careful not to destroy other cross pieces or the 2 solved centers.

 Step 4. Centers

 Make 1 center bar of any color, and turn it to be vertical.

 Be careful not to destroy the partial cross (tips explained in the video tutorial).

 If you have completed any other centers already, make sure you also fix them any time you break them (just like fixing the white center when making the yellow center).

 Make another center bar of the same color.

 If this is the first center you've made, you can just join them together.

 If other centers have already been made, put the 2 bars on the same side to join them:

 Solve the rest of the centers.

 Some trickier cases for the last 2 centers are shown in the example solve video above.

 Step 5. Edge Pairing

 Hold the cross on the bottom, with the unsolved part at the front.

 Look for the last 2 white edge pieces. If one is in the bottom, turn the front so that it's not.

 Put both white pieces in the front/left and front/right without breaking the partial cross.

 Each piece is either on the top or bottom slice layer.

 Case 1: If they are in different slices:

 * Join the pieces
 * Replace it with an unsolved edge pair
 * Fix the centers

 Note: the edge pair coming down must be an unsolved pair.

 Case 2: If they are in the same slice:

 * Slice piece 1 towards piece 2.
 * Flip piece 1 (with the flipping algorithm: R U R' F R' F' R)
 * Fix the centers

 The flipping algorithm R U R' F R' F' R is written in move notation. Make sure you hold the piece you want to flip at the front/right.

 Insert the cross edge into the bottom layer to complete the cross.

 Solve the rest of the edge pairs one at a time using the same method as for the first edge. If you are ever confused, you can watch the example solve video above as it shows the full process.

 Note: If all the top layer edges are solved already, you can only do case 2. If you get case 1 and this happens, flip either of the pieces with the flipping algorithm to turn it into case 2.

 Step 6. Solve Like a 3x3! (mostly)

 If you only turn the outer layers, the cube acts like a 3x3 with corner pieces, edge pieces, and center pieces.

 From here you can solve the cube like a 3x3, but there are a few problems you might run into:

 OLL Parity is when you have a flipped edge that is impossible on a 3x3, and happens on 50% of solves. You can flip the front/top edge to fix this, by doing the OLL Parity Algorithm:

 Rw U2 x Rw U2 Rw U2 Rw' U2 Lw U2 Rw' U2 Rw U2 Rw' U2 Rw'

 Make sure you know how to read move notation. This algorithm is also shown at the end of the tutorial video.

 PLL Parity is when you have 2 pieces swapped in a way that is impossible on a 3x3, and happens on 50% of solves. This could be 2 corners or 2 edges. To fix this, do the PLL Parity Algorithm once:

 2R2 U2 2R2 Uw2 2R2 Uw2

 2R (big cube notation) means to turn the 2nd layer from the right side. 2R2 means to turn that layer twice. This algorithm is also shown at the end of the tutorial video.

 Note: this probably will not solve your case, but doing the algorithm once makes the cube solvable like a 3x3.

 Example (beginner method step 6 impossible position):

 Example (PLL impossible position):

 Incorrect centers can lead to a weird situation shown below. Even if you follow this tutorial correctly, it's possible that your cube has a different color scheme. You can look at any corner piece to determine how the center colors should be positioned relative to other centers.

 To swap the U/F centers: Rw' F2 Rw2 U2 Rw'

 To swap the U/D centers: Rw2 U2 D2 Rw2

 Make sure you know how to read move notation.

 Next Steps

 Congrats on solving a 4x4! The better you get at solving a new puzzle, the more fun it will get. I highly encourage putting in some practice when you learn new things, to give it a fair shot at whether or not you'll enjoy it.

 4x4 doesn't have a huge amount of advanced techniques, but 3-2-3 edge pairing is one of the most important ones. Instead of pairing one edge at a time, this method solves many edges at once.

 How To Get Faster at 4x4

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 © 2023 J Perm
How To Solve the 4x4 Rubik's Cube
 
    
 Solving the 4x4 Rubik's Cube is not too much harder than solving a 3x3. The concepts of the steps are as follows:
 
 Solve the center pieces
 Pair similar edge pieces
 Turn only the outer layers, and solve it like a 3x3!
 
 In this video I teach the Yau Method, which roughly follows this outline. The Yau method is the most popular 4x4 method and was used to set the current world record. 
 Example Solve
    
 Here is a full solve where I go through some more possibilities of what can happen.
 Step 1. White Center
 
 Pair up 2 white center pieces to form a bar.
 
 Make another white center bar somewhere else on the cube, and then join the 2 bars together.
 
 This step should be completely intuitive, although you may need to experiment a bit to get used to how pieces move.
 Step 2. Yellow Center
 
 Hold the white center on the bottom, and make a yellow center bar anywhere on the cube.
 Make sure to fix the white center if you ever destroy it. Examples:
 
 
 
 If the yellow bar is not on the top face, move it onto the top by doing this:
 
 Make another yellow bar, and then place it under the first bar to move it to the top:
 
 The tutorial video and example solve videos above show some trickier cases for this step.
 Step 3. Partial White Cross
 
 This step completes 3 out of the 4 cross pieces in the correct color order.
 Hold the white center on the left.
 The correct color order going upwards is Blue, Orange, Green, Red (BOGR)
 Example of a finished cross and centers:
 
 Find 2 white edge pieces that have the same colors on them.
 Put one in the left slice layer, and one in the right slice layer (the slice layers are the middle 2 layers).
 Join them, and add it to the cross.
 
 Repeat this step for a total of 3 (not 4) cross pieces solved, and follow the color scheme shown above.
 Be careful not to destroy other cross pieces or the 2 solved centers.
 Step 4. Centers
 
 Make 1 center bar of any color, and turn it to be vertical.
 Be careful not to destroy the partial cross (tips explained in the video tutorial).
 If you have completed any other centers already, make sure you also fix them any time you break them (just like fixing the white center when making the yellow center).
 
 Make another center bar of the same color.
 If this is the first center you've made, you can just join them together.
 
 If other centers have already been made, put the 2 bars on the same side to join them:
 
 Solve the rest of the centers.
 Some trickier cases for the last 2 centers are shown in the example solve video above.
 Step 5. Edge Pairing
 
 Hold the cross on the bottom, with the unsolved part at the front.
 Look for the last 2 white edge pieces. If one is in the bottom, turn the front so that it's not.
 Put both white pieces in the front/left and front/right without breaking the partial cross.
 
 Each piece is either on the top or bottom slice layer.
  Case 1: If they are in different slices:
 
 
 Join the pieces
 Replace it with an unsolved edge pair
 Fix the centers
 
 
 
  Note: the edge pair coming down must be an unsolved pair.
  Case 2: If they are in the same slice:
 
 
 Slice piece 1 towards piece 2.
 Flip piece 1 (with the flipping algorithm: R U R' F R' F' R)
 Fix the centers
 
 
 The flipping algorithm R U R' F R' F' R is written in move notation. Make sure you hold the piece you want to flip at the front/right.
 
 Insert the cross edge into the bottom layer to complete the cross.
 Solve the rest of the edge pairs one at a time using the same method as for the first edge. If you are ever confused, you can watch the example solve video above as it shows the full process.
  Note: If all the top layer edges are solved already, you can only do case 2. If you get case 1 and this happens, flip either of the pieces with the flipping algorithm to turn it into case 2.
 Step 6. Solve Like a 3x3! (mostly)
 
 If you only turn the outer layers, the cube acts like a 3x3 with corner pieces, edge pieces, and center pieces.
 From here you can solve the cube like a 3x3, but there are a few problems you might run into:
  OLL Parity is when you have a flipped edge that is impossible on a 3x3, and happens on 50% of solves. You can flip the front/top edge to fix this, by doing the OLL Parity Algorithm:
 Rw U2 x Rw U2 Rw U2 Rw' U2 Lw U2 Rw' U2 Rw U2 Rw' U2 Rw'
 Make sure you know how to read move notation. This algorithm is also shown at the end of the tutorial video.
 
  PLL Parity is when you have 2 pieces swapped in a way that is impossible on a 3x3, and happens on 50% of solves. This could be 2 corners or 2 edges. To fix this, do the PLL Parity Algorithm once:
 2R2 U2 2R2 Uw2 2R2 Uw2
 2R (big cube notation) means to turn the 2nd layer from the right side. 2R2 means to turn that layer twice. This algorithm is also shown at the end of the tutorial video.
  Note: this probably will not solve your case, but doing the algorithm once makes the cube solvable like a 3x3.
 Example (beginner method step 6 impossible position):
 
 Example (PLL impossible position):
 
  Incorrect centers can lead to a weird situation shown below. Even if you follow this tutorial correctly, it's possible that your cube has a different color scheme. You can look at any corner piece to determine how the center colors should be positioned relative to other centers.
 
 To swap the U/F centers: Rw' F2 Rw2 U2 Rw'
 To swap the U/D centers: Rw2 U2 D2 Rw2
 Make sure you know how to read move notation.
 Next Steps
    
 Congrats on solving a 4x4! The better you get at solving a new puzzle, the more fun it will get. I highly encourage putting in some practice when you learn new things, to give it a fair shot at whether or not you'll enjoy it.
 4x4 doesn't have a huge amount of advanced techniques, but 3-2-3 edge pairing is one of the most important ones. Instead of pairing one edge at a time, this method solves many edges at once.
  How To Get Faster at 4x4
How To Solve the 4x4 Rubik's Cube
https://jperm.net/4x4