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.
No algorithms found. Try "T perm", "OLL 21", "fish" or a move sequence such as "R U R'".
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.
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.
The layer-by-layer method needs only 6 short algorithms. Work through the 7 steps below; each has figures and a 3D cube you can play. When you can do a step, tick Got it. Once you can solve it, move on to CFOP to get faster.
Hold the cube with white on the bottom, yellow on top (step 1 builds the cross on top, then flips it down). See Notation if the letters R, U, F are new to you.
Each letter is a face, turned 90° clockwise as seen when looking straight at that face. A ' means counterclockwise, and a 2 means 180°.
U and U'.D, B and M.R and L with the wrist, not with the fingers.Arrows show the turn direction seen from the front. Press Play to watch the 3D cube do that move.
Repeat each sequence until your hands flow without looking. Doing R U R' U' exactly 6 times returns the cube to where it started.
| R L U D F B | Right, Left, Up, Down, Front, Back |
| r l u d f b | Turn 2 layers at once (also written Rw, Lw…) |
| M E S | Middle slices. M turns like L, E like D, S like F |
| x y z | Rotate the whole cube like R, U, F |
| Move count | Each 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 moves | The 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 |
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:
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.
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.
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.
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.
Example: a randomly scrambled cube. Scan your cube to replace it.
No solution yet. Check the colors in step 2, then press Solve all or Next step only.
Your first solve of the day counts. Afterwards, share your result and compare with everyone on the leaderboard.
Look at the figure and pick the right case name. No timer.
Which case is this?
Shortcuts: 1–4 to choose, Enter for the next one. Figures get a random U turn, like in a real solve.