How to Solve QiYi Axis Cube
Complete solving guide for QiYi Axis Cube and every cube from 2x2 to 9x9 with detailed algorithms.
How to Solve QiYi Axis Cube (and Every Cube from 2×2 to 9×9)
The QiYi Axis Cube is “just” a 3×3 shape‑mod: if you can solve a regular 3×3 and understand big‑cube reduction, you can solve the Axis and every cube from 2×2 up to 9×9 using the same ideas. The key is to recognize piece types, then reuse familiar algorithms.
This guide first explains how to solve QiYi Axis Cube step by step, then gives compact but complete roadmaps for 2×2, 3×3, 4×4, 5×5, 6×6, 7×7, 8×8 and 9×9.
1. Understanding the QiYi Axis Cube
The QiYi Axis Cube is a 3×3 shape‑shifting mod: the internal mechanism is exactly a 3×3; only the cuts and shapes are distorted. When scrambled, it becomes a chaotic spiky shape, but every algorithm that works on a 3×3 also works here.
1.1 Piece types on the Axis Cube
Compared with a normal 3×3:
| Piece type | How it looks on QiYi Axis Cube | Notes |
|---|---|---|
| Centers | 2‑color diamond / kite shapes | Define face orientation, not a single solid color. |
| Edges | Two kinds: long 2‑color “sticks” and rhombus‑like pieces | All behave as 3×3 edges. |
| Corners | Either flat single‑color triangles or large 3‑color pyramids | Still 8 corners total. |
1.2 Recommended visual resources (no links, just titles)
For visual orientation and shape recognition, search these exact titles on YouTube:
- •“Solve the Axis Cube (Using Beginner 3×3 Method)”
- •“Axis Cube EASIEST Method! (3×3 Shape Mod)”
- •“How to Solve an Axis Cube (Axel Cube) | Easiest Tutorial”
- •“Axis cube 3×3 the best tutorial lesson | CubeArea.FUN”
2. How to Solve QiYi Axis Cube (Beginner 3×3 Method)
The practical answer to how to solve qiyi axis cube is:
Treat it as a 3×3 cube. Use the exact same beginner method (cross → first layer → second layer → last layer), with one extra final step to fix center orientation if necessary.
Before starting, it is strongly recommended to be comfortable with a beginner 3×3 method (layer‑by‑layer or CFOP).
2.1 Step 0 – Find a “home orientation” and identify centers
- 1.Restore a rough cube shape. Gently turn layers until the puzzle looks mostly cubic; avoid deep shape‑shifts at first.
- 2.Locate all 6 centers. Each center is a 2‑color diamond/kite. All pieces around a center share one of its colors.
- 3.Choose a reference top color. Many tutorials use an “all‑flat” side (often white or yellow on stickered versions) as “top”.
- 4.Memorize the color order. The color scheme is the same as a normal 3×3 (e.g., white opposite yellow, red opposite orange, etc.). Use any solved 3×3 or online color diagrams for reference.
2.2 Step 1 – Build the first‑layer “cross” (shape‑based cross)
Goal: build a 4‑edge “plus” around one center, exactly like a 3×3 cross, but using shape to see when pieces are flush.
- 1.Choose a center as the “bottom” (for example, the one whose pieces form the flattest face).
- 2.For each adjacent side:
- 3.Find the matching edge piece (correct colors and shape) in the puzzle.
- 4.Bring it to the middle or top layer using intuitive turns.
- 5.Use standard 3×3 moves (like $F$, $R$, $U$) to place it beside the bottom center.
- 6.Check that the edge is flush with the center and that its side color matches the adjacent side center.
- •To bring an edge from the top into the front‑right of the bottom layer without breaking the cross: - $U\; R\; U'\; R'$ or mirror on $L$ side.
2.3 Step 2 – Complete the first‑layer corners
Corners can be either flat single‑color triangles or large 3‑color pyramids, but they still behave as 3×3 corners.
- 1.Hold the completed cross on the bottom.
- 2.For each unsolved corner that belongs in the bottom layer:
- 3.Bring it to the top layer above its target position (matching the two side colors with the side centers).
- 4.Use the right‑hand algorithm until it drops into place with correct orientation: - $R\; U\; R'\; U'$ (repeat as needed).
- 5.For left‑side corners use the mirror: - $L'\; U'\; L\; U$.
2.4 Step 3 – Solve the middle layer edges
This is standard 3×3 second‑layer edge insertion. The main difficulty is recognition (deciding which shape is an edge, and which colors belong where).
- 1.Hold the solved first layer on the bottom.
- 2.Look in the top layer for an edge that: - Does not contain the top color, and - Has two colors that match adjacent side centers.
- 3.Position that edge so its front color matches the center on the front face.
- 4.Determine where the other color must go (left or right).
- 5.Use the usual 3×3 edge‑insertion algorithms: - Edge from top to right:
- 6.$U\; R\; U'\; R'\; U'\; F'\; U\; F$ - Edge from top to left:
- 1.$U'\; L'\; U\; L\; U\; F\; U'\; F'$
2.5 Step 4 – Last layer: treat it exactly like a 3×3
At this point the Axis Cube is effectively a 3×3 with weird shapes. The last layer is solved using the same four phases as CFOP beginners: orient edges → permute edges → permute corners → flip corners.
- 1.Orient last‑layer edges (create a cross) - Use the usual algorithms for making a cross (e.g. the “F‑sequence”): - $F\; R\; U\; R'\; U'\; F'$ (add $U$ setup moves as needed).
- 2.Permute last‑layer edges - Swap edges around the ring using basic PLL‑style sequences (e.g. a 3‑cycle with $R\; U\; R'\; U\; R\; U2\; R'$).
- 3.Permute corners - Put the corners in the right places using a corner‑3‑cycle like - $U\; R\; U'\; L'\; U\; R'\; U'\; L$.
- 4.Orient corners - Use the standard beginner algorithm with the unsolved corner at front‑right on top: - $R'\; D'\; R\; D$ repeated until that corner is oriented, then rotate the top layer and repeat.
2.6 Step 5 – Fixing misoriented centers (Axis “parity”)
Because Axis centers are shaped and 2‑colored, the last step may reveal that one or more centers look rotated 180° relative to surrounding pieces. This does not happen on a normal 3×3 and is unique to many shape‑mods.
Several tutorials use a short algorithm that rotates a single center without disturbing the rest of the puzzle when set up correctly. A common pattern:
- 1.Place the misoriented center on the top face.
- 2.Set up the cube as shown in a video tutorial (for example, such that three centers are correct and one is rotated).
- 3.Apply this simple commutator multiple times (example pattern from axis‑cube tutorials):
- 4.$R\; U\; R'\; U$ (repeat 5 times to rotate a center 180° in some setups).
- 1.Restore the setup turns.
- •“Axis Cube Solve” (Teddy’s Old Puzzles)
- •“How to Solve an Axis Cube (Axel Cube) | Easiest Tutorial” (TheCubeSolver)
3. General Solving Guides: 2×2 to 9×9
The remaining part of the article summarizes complete solving strategies for all standard NxN cubes from 2×2 to 9×9. The same ideas also underpin the Axis Cube solution: treat each puzzle as a 3×3 plus extra structure.
3.1 Summary table: cubes 2×2 to 9×9
| Size | Main method | Extra ideas vs 3×3 | Parity? |
|---|---|---|---|
| 2×2 | Layer‑by‑layer, corners only | No edges/centers; all corners | No true parity |
| 3×3 | CFOP or beginner LBL | Cross, F2L, OLL, PLL | No parity |
| 4×4 | Reduction: centers → edges → 3×3 | Edge pairing, 2×2 centers | OLL + PLL parity |
| 5×5 | Reduction | Bars, wings vs midges, 3‑piece edges | Edge parity only |
| 6×6 | Reduction | 4‑piece edges, more centers | OLL + edge parity |
| 7×7 | Reduction | 5‑piece edges, layered centers | Edge parity only |
| 8×8 | Reduction (big‑cube) | Same pattern, more layers | Even‑cube parities (OLL/edge) |
| 9×9 | Reduction (big‑cube) | Massive centers \& edges | Edge‑type parities |
4. 2×2 Cube Guide (Pocket Cube)
A 2×2 is just the corner subsystem of a 3×3: 8 corners, no edges or centers.
4.1 Beginner 3‑step method
- 1.Solve the first layer (e.g., white). - Build a white “face” with correct side colors by inserting corners one by one. - Use intuitive moves, or the 3×3 corner insertion sequence $R\; U\; R'\; U'$.
- 2.Permute last‑layer corners. - With the first layer on the bottom, turn the top so that exactly one top‑layer corner is in the correct spot (colors match sides). - Hold that solved corner at front‑right and do a corner 3‑cycle (e.g. $U\; R\; U'\; L'\; U\; R'\; U'\; L$) until all four are in place.
- 3.Orient last‑layer corners. - With the solved layer still on the bottom, bring each unsolved top corner to front‑right and repeat: - $R'\; D'\; R\; D$ until its top color matches. - Rotate the U face to bring the next misoriented corner to front‑right, repeat, and continue until solved.
5. 3×3 Cube Guide (Baseline for Everything)
Most modern solvers use CFOP (Fridrich): Cross → F2L → OLL → PLL.
5.1 High‑level CFOP overview
- 1.Cross (C). - Make a 4‑edge cross (usually on white) such that edge side colors also match side centers.
- 2.First Two Layers – F2L (F). - Pair up corner+edge pairs and insert them into their slots. This replaces separate “finish first layer” and “solve middle layer”.
- 3.Orient Last Layer – OLL (O). - Use OLL algorithms so all last‑layer stickers on top face are one color (e.g. all yellow).
- 4.Permute Last Layer – PLL (P). - Use PLL algorithms to move the last‑layer pieces around without changing their orientation, finishing the cube.
6. 4×4 Cube (Reduction + Parity)
The 4×4 has no fixed center pieces and every edge is made of two smaller edge pieces. The standard reduction method is:
- 1.Solve all 6 centers.
- 2.Pair all 12 edges.
- 3.Solve like a 3×3.
- 4.Fix any parity cases.
6.1 Step‑by‑step outline
- 1.Solve centers. - Build 1×2 “bars” of center pieces, then join bars to form full 2×2 centers. - Start with white, then yellow opposite, then the four side colors, carefully preserving solved centers.
- 2.Pair edges. - Work with one “free slice” layer to bring two matching edge pieces to front‑left and front‑right, slice to pair them, then move the pair to top or bottom and bring down an unsolved edge before slicing back.
- 3.Solve as a 3×3. - When all edges are paired, the cube behaves exactly like a 3×3, so any 3×3 method works.
6.2 4×4 parity
Because 4×4 has no fixed centers and edges come in pairs, it can reach states impossible on a 3×3:
- •OLL parity: last‑layer has a “single flipped edge” pattern (two edge pieces flipped together).
- •PLL parity: last layer looks like two edges or corners must swap, which can’t happen on a real 3×3.
- •$r2\; B2\; U2\; l\; U2\; r'\; U2\; r\; U2\; F2\; r\; F2\; l'\; B2\; r2$
7. 5×5 Cube (Professor’s Cube)
A 5×5 extends 4×4 ideas: centers are 3×3 blocks, edges are 3‑piece “tredges” (two wings plus one middle edge).
7.1 Reduction steps
- 1.Solve centers (3×3 blocks). - Build bars (1×3 strips) and assemble them into full 3×3 centers.
- 2.Edge pairing – first 8 edges. - Use the Freeslice method: designate one slice as a working layer, pair wings with the middle edge to form tredges, then store them in top/bottom layers.
- 3.Edge pairing – last 4 edges. - Use special sequences to solve edge cases where parts of multiple edges are already joined.
- 4.Solve as a 3×3. - With all centers and edges reduced, any 3×3 method applies.
7.2 5×5 edge parity
Sometimes the very last edge ends with two wing pieces swapped – a “5×5 edge parity”. This is fixed with a dedicated wide‑move algorithm that swaps two wings without disturbing others.
8. 6×6 and 7×7 Cubes
Both follow the same reduction paradigm as 4×4 and 5×5, with more pieces per center and per edge.
8.1 6×6 (even‑layer big cube)
Key features:
- •Centers are 4×4 blocks.
- •Each edge consists of 4 pieces.
- •There is no single fixed center; color orientation must be tracked using corner reference.
- 1.Solve centers. - Often done by first building 4×1 bars, then combining them, or by slice‑by‑slice approaches.
- 2.Pair edges (4‑piece sets). - Use slice methods similar to 4×4 edge pairing, but now matching 4 pieces per edge.
- 3.Solve like a 3×3.
- •OLL parity: a flipped 4‑piece edge set.
- •PLL/edge parity: swapped edge sets; multiple wide‑move algorithms exist.
8.2 7×7 (odd‑layer big cube)
Key features:
- •Centers are 5×5 blocks with a fixed middle piece, so color orientation is easier.
- •Each edge is a set of 5 pieces.
- 1.Centers: build 5×1 bars and assemble centers; commutators are used for the last two centers.
- 2.Edge pairing: match all 5 pieces per edge using slice methods; last two edges and last edge parity are handled with specific algorithms.
- 3.3×3 stage: solve normally; only edge parity remains possible.
9. 8×8 and 9×9 Cubes
Very large cubes (8×8, 9×9 and beyond) still rely on reduction plus parity. The general mechanics are the same; only the number of layers in centers and edges grows.
9.1 General big‑cube strategy
- 1.Centers. - Build progressively larger bars (e.g. 3×1, 5×1, 7×1) and combine them into full centers using commutators and layer‑by‑layer strategies.
- 2.Edge pairing. - Group edge pieces into complete edge sets using slice moves; many solvers build inner parts first, then outer parts.
- 3.3×3 stage. - Once reduced, solve as a 3×3. Parity issues are handled before or during this stage using generalized parity algorithms.
9.2 8×8 and 9×9 parity
Even‑layer cubes like 8×8 and 6×6 share parity types:
- •Edge/OLL parity: “one flipped edge” patterns in the reduced last layer.
- •Generalized parity: there are families of algorithms defined in terms of “aRw”, “aLw”, etc., that work on any n×n to fix parities in a unified way.
10. How All This Helps You Solve the QiYi Axis Cube
To summarize the connection:
- 1.Learn or refresh 3×3 beginner/CFOP methods. These directly solve the QiYi Axis Cube; its core is a 3×3.
- 2.Understand reduction from 4×4+. Big cubes teach bar‑building, commutators, and parity handling, which are useful for recognizing and fixing Axis Cube center‑orientation “parity” as well.
- 3.Practice piece recognition on Axis. - Centers: 2‑color diamonds around which faces are built. - Edges: long sticks and rhombuses; all behave as 3×3 edges. - Corners: triangles and pyramids; still 8 corners.
- 4.Apply the 3×3 method step by step. - First‑layer cross (by shape) - First‑layer corners - Middle‑layer edges - Last‑layer cross, edge permutation, corner permutation/orientation - Final center‑orientation fix using a short commutator as in dedicated Axis tutorials