Academy
Understand your puzzle, build good habits, and prepare for competition. Choose a puzzle above to see its lessons. Interactive examples return you to your desk without losing this article.
Move notation
How to read R, U', M2, r, x and the pyraminx's tips: the letters every algorithm is written in.
Cube anatomy
Centres, edges and corners: what moves where, and why you solve pieces rather than stickers.
Holding the cube, AUF and rotations
Why an algorithm has a 'front', what AUF means, and when to rotate.
How to read a case diagram
Top views, side stickers, grey stickers and arrows.
Orientation and permutation: EO, CO, EP, CP
The four properties every last-layer method splits up.
Commutators and conjugates
The two patterns behind most algorithms, and how to build your own.
Recognising cases
How to tell cases apart quickly, set by set.
Practise with a purpose
Build reliable turning, comfortable finger tricks and a practice routine you can sustain.
Lookahead and mental technique
Learn to spend your attention on what comes next, not on moves you already know.
Your desk, mat and puzzle care
Prepare a comfortable solve space and understand the hardware in your hands.
Your first competition
What to prepare, what happens at the station and how recording fits into official attempts.
Methods and steps
CFOP
3x3 · Cross, F2L, OLL, PLL: the method most speedcubers use.
The cross
3x3 · Four edges around the bottom centre, planned in inspection.
ZZ
3x3 · EOLine, then a rotationless F2L with R, U and L, then a last layer that always has a cross.
EOLine
3x3 · Orient all edges and place DF and DB in one inspection-planned step.
ZZ F2L
3x3 · Blockbuilding the first two layers with R, U and L only.
Roux
3x3 · Blocks, CMLL, then the last six edges with M and U: few moves, few algorithms.
Roux blocks
3x3 · Building the first and second 1x2x3 blocks.
Last six edges (LSE) and EOLR
3x3 · Finishing Roux with M and U: orient, place UL/UR, then the M slice.