One-handed solving
One-handed solving is its own WCA event: the 3x3 solved with a single hand. The puzzle and the stages of your method stay the same. What changes is how each turn is made, which algorithms are worth knowing, and how you plan the cross and the pairs so the hand rarely has to let go of the cube.
The rules
- •During the solve only one hand may operate the cube (WCA Regulation C1b), and once you have turned with one hand you may not use the other (C1c).
- •Inspection is not part of the solve: you may hold and study the cube with both hands (C1b+).
- •You may hold the cube against the table to help turn it (C1b4).
- •You need not use the same hand in every attempt (C1b++), and a pop or a lockup is fixed with the solving hand only (C1b2).
- •Everything else, starting and stopping the timer included, follows the ordinary speedsolving procedure (C1).
Which hand
Either hand is legal, and you may change between attempts. One-handed algorithms, ours included, are written in R and U for the left hand: Michael Atkinson and Chris Hardwick's classic one-handed tips teach the left hand's move combinations as R and U turns, and the right hand's as their mirror images in L and U. If you solve with the right hand, mirror each algorithm left to right: R becomes L', U becomes U', and every other turn becomes its mirror image.
Turning with one hand
Their standard grip holds the cube with the thumb on the front centre and the middle finger on the back centre, leaving the index and ring fingers free to turn: with the left hand, the ring finger flicks R and the index finger pulls U'. They recommend practising every turn from that grip, chaining turns made by different fingers into quick combinations, and a loose cube, since the hand tires over a solve. Holding the cube against the table is legal and helps with turns the fingers find hard, the middle slice above all. Every regrip (letting go to hold the cube another way) costs more than it does with two hands, so a good one-handed algorithm keeps the hand where it is.
Rotations are allowed, and the one-handed sheets use them: several of their algorithms begin with y or z so that the hand turns R and U rather than another face.
Choosing algorithms
A good two-handed algorithm is not always good for one-handed solving. With OH on (on any set or case page, and on by itself under a one-handed system), each case shows its one-handed pick first: the algorithm a one-handed sheet suggests, where such a sheet exists (for OLL and PLL, the CubeSkills sheets by Feliks Zemdegs and Andy Klise), otherwise the case's algorithm in the best of these classes, by the faces it turns:
- •R and U only
- •R, U and M
- •R, U and M with F or D
- •R, U and M with F and D
- •needs L, B, S or E
Within a class, fewer rotations come first, then the source's own ranking. The classes describe which faces an algorithm turns, not how it feels in your hand: try the alternatives on each case page and star your favourite with OH on. That star is your one-handed pick; your two-handed pick keeps its own star.
Ua with R and U only, (R U' R U) R U (R U' R' U') R2: the sheet's choice in place of the two-handed algorithm's M turns.
start
R
U'
R
U
R
U
R
U'
R'
U'
R2
▶
(R U' R U) R U (R U' R' U') R2
H without the middle slice, R2 U2' R U2' R2 U2' R2 U2' R U2' R2: half turns of R and U.
start
R2
U2
R
U2
R2
U2
R2
U2
R
U2
R2
▶
R2 U2' R U2' R2 U2' R2 U2' R U2' R2
Ja from the sheet, (R' U L' U2) (R U' R' U2' R) L U', turns L, which the classes rank last: a sheet's choice comes before the classes.
start
R'
U
L'
U2
R
U'
R'
U2
R
L
U'
▶
(R' U L' U2) (R U' R' U2' R) L U'
Adapting your method
Most top one-handed solvers use CFOP; ZZ and Roux are the usual alternatives. Each has a one-handed system here with the same stages, its sets showing the one-handed picks.
- •CFOP: plan the cross so the pairs can be solved with R and U turns where possible, since a rotation or an F turn costs more with one hand. Learn the one-handed OLL and PLL in each sheet's order.
- •ZZ: after EOLine the first two layers need only R, U and L turns and no rotations, and the last layer starts with its edges oriented, so OCLL and PLL, COLL or ZBLL finish it.
- •Roux: the blocks are built with R, U, r and M turns, CMLL keeps them, and the last edges use M and U, where holding the cube against the table helps turn M.
CFOP OH
CFOP with one hand: a cross and pairs planned for few rotations, then last-layer algorithms chosen for a single hand.
ZZ OH
ZZ with one hand: the edges oriented first, so the first two layers need only R, U and L turns and no rotations.
Roux OH
Roux with one hand: the blocks and CMLL, then the remaining edges with M and U turns, where pressing the cube on the table can help turn M.
OLL
57 cases · CFOP's third step: make the top face one colour in one algorithm.
PLL
21 cases · CFOP's last step: move the oriented last-layer pieces home.
CMLL
42 cases · Solve the four top corners after both Roux blocks.
COLL
40 cases · Orient and permute the corners together, keeping edges oriented.
Practice
Start with the last-layer cases you meet in every solve, then drill them on Solve with a one-handed system chosen, so Solve shows the algorithms you are learning. J Perm's one-handed guide puts a practised one-handed average at just under double the same solver's two-handed average: a rough guide, not a target.
Atkinson and Hardwick add three habits. Use the slower turning to look further ahead: in the intuitive steps, weigh every option, as in a fewest-moves solve. Turn smoothly rather than as fast as you can, because a lockup costs effort the hand cannot spare. And practise every algorithm you know with one hand: those learnt as two-handed finger tricks are the first to go under pressure.
The rules
Which hand
Turning with one hand
Choosing algorithms
Adapting your method
Practice