Fridrich method · 3×3 cube

CFOP Handbook

All 4 steps, with every case: 41 F2L, 57 OLL and 21 PLL. Each algorithm is the fewest-move solution found by an optimal solver (each face or slice turn is 1 move; the U turns that align the layer at the start and end are not counted). When the algorithm speedcubers usually use is longer, it is listed right below. Press Play on any card to watch a 3D cube play it move by move.

Drag to rotate the cube
Watch CFOP in action

One solve from start to finish

Scroll down to watch the cube get scrambled and then solved through the 4 steps. The solution comes from the solver on this page and uses the algorithms in this handbook.

    Start here

    What order to learn in

    1. Notation and grip. Hold the cube with white on the bottom, yellow on top, green in front, orange on the right, red on the left. Every figure on this page uses this orientation. Colors do not match your cube? Change them in .
    2. Intuitive cross. No algorithms needed. Practice solving the cross in under 8 moves and planning it during the 15-second inspection.
    3. Intuitive F2L first, then the tables. Understand how pairing works first. The 41-case table then helps you find shorter solutions.
    4. 2-look OLL (10 algorithms). 3 edge-orientation cases plus the 7 cases OLL 21–27, marked 2-look.
    5. 2-look PLL (6 algorithms). T and Y for corners; Ua, Ub, H and Z for edges.
    6. Full 21 PLL, then full 57 OLL. 1–2 algorithms a day. Tick Learned to track your progress (saved in this browser).
    WCA notation · fingertricks

    Notation and turning

    Each letter is a face, turned 90° clockwise as seen when looking straight at that face. A ' means counterclockwise, and a 2 means 180°.

    How to hold the cube (home grip)

    • C Both thumbs rest on the front face, around the middle and bottom rows.
    • T Both index fingers rest lightly on the top face near the two front corners. They flick U and U'.
    • Middle and ring fingers support the back face. The ring fingers also flick D, B and M.
    • Hold lightly with relaxed wrists. Turn R and L with the wrist, not with the fingers.
    • Return to this grip after every move. The fewer regrips you need, the faster you solve.

    Which finger turns each move

    Arrows show the turn direction seen from the front. Press Play to watch the 3D cube do that move.

    Fingertrick drills

    Repeat each sequence until your hands flow without looking. Doing R U R' U' exactly 6 times returns the cube to where it started.

    Notation table

    R L U D F BRight, Left, Up, Down, Front, Back
    r l u d f bTurn 2 layers at once (also written Rw, Lw…)
    M E SMiddle slices. M turns like L, E like D, S like F
    x y zRotate the whole cube like R, U, F
    Move countEach face, double-layer (r, u…) or slice (M, E, S) turn is 1 move, including 180° turns. Whole-cube rotations (x, y, z) are free. U turns that align the layer at the start (and at the end for PLL) are not counted
    Fewest movesThe shortest algorithm available: the optimal solver result (face turns only), or the common speedcubing algorithm when it is as short or shorter (usually thanks to M moves). When the shortest solution uses awkward L, B or D turns, the common algorithm is listed too: longer, but faster to execute
    Step 1 · 23 cases for each edge

    Cross

    Bring the 4 white edges to the bottom face so that the side color of each one matches its center. Nothing to memorize here, but you need to plan: good solvers plan the whole cross during the 15-second inspection, then execute it in 1–2 seconds.

    Full table: a white edge can only be in 12 positions with 2 orientations each; leaving out the solved one gives 23 cases. Pick an edge below. Each algorithm is the fewest-move solution found by computer, holding the cube like every other figure on this page (green in front).

    Each card has two 3D views, from the front-top and from the back-bottom, so the edge is visible wherever it is. Only white edges are colored.

    Edge white paired with:

    Solve the cross on the bottomDo not build it on top and flip the cube, or you cannot see ahead into F2L.
    At most 8 movesEvery cross can be solved in 8 moves, about 6 on average.
    Practice blind crossInspect, close your eyes, solve the cross, then look and check. It is the best inspection drill.
    Step 2 · 41 cases

    F2L

    0/41

    Join a white corner with its matching edge into a pair, then insert the pair into its slot. Do it 4 times and the first two layers are done. All figures use the front-rightslot; for other slots, mirror the algorithm or rotate the cube.

    Only the pair being solved and the finished parts are colored; other top-layer pieces are grey. Every algorithm is checked to keep the cross and the other 3 slots intact.

    Understand, do not memorizeMost cases go: separate the corner and edge, join them into a pair, then insert with R U R' or F' U' F.
    Look-aheadWhile inserting the current pair, look for the next one. Practice by solving slowly without pausing.
    Avoid cube rotationsUse U to bring the pair into position instead of rotating with y.
    Step 3 · 57 cases

    OLL

    0/57

    Make the top face all yellow. The 3D figure looks down at an angle. The small inset is the top face seen straight on, with the front at the bottom; bars on its border are yellow stickers facing sideways. Numbering follows the standard.

    Just starting? Use 2-look OLL. First make the yellow cross with one of the 3 algorithms below, then orient the corners with OLL 21–27.

    2-look OLL: yellow cross 3

    Step 4 · 21 cases

    PLL

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    The top is yellow; now move the last-layer pieces into place. Arrows show where the pieces go. To recognize a case, look for headlights (two matching corners on one side) and bars of 3 matching stickers.

    Just starting? 2-look PLL. Swap corners with T (2 adjacent corners) or Y (2 diagonal corners), then cycle edges with Ua, Ub, H or Z.

    Camera scan · CFOP solution

    Solve a cube from photos

    Photograph the 6 faces one by one, check the colors, then press Solve all, or Next step only if you are mid-solve and only want the next step. The solution follows the 4 CFOP steps, each with a figure and the case name from the handbook, plus a short computer solution (Kociemba) for comparison. Photos are processed on your device and never uploaded.

    Turn on the camera or upload a photo of one face. Keep the cube inside the 3×3 grid, in good light, without glare.

    Timer and recognition drills · saved on this device

    Practice

    Scramble with this sequence (hold green in front, yellow on top)
    0.00
    Hold Space (or touch and hold here) until the time turns green, release to start. Press any key or tap to stop.