Cube Reference

Where are you on your cube?

Answer a couple of questions and I'll take you to the exact lesson that solves your case.

Rubik's Cube β€” Moves & Methods

Every diagram shows the cube from the front, held in the home position (white center on the floor, green center facing you). Diagrams show a scrambled cube on purpose β€” you do not need a solved cube to learn or practice any move. The outlined stickers are the layer that turns; the arrow shows which way they travel. Once you put your own cube on screen, every diagram uses your exact colors.

U Β· Up = yellow D Β· Down = white L Β· Left = red R Β· Right = orange F Β· Front = green B Β· Back = blue

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Notation basics

Three symbols cover almost everything.

R

A plain letter = turn that face clockwise 90Β° (as if you were looking straight at that face).

R'

An apostrophe ("prime") = counterclockwise 90Β°. The exact undo of the plain move.

R2

A 2 = turn that face 180Β°. Direction doesn't matter β€” same result either way.

r / Rw

Lowercase or "w" = wide move: turn that face and the middle slice next to it together.

The 12 face moves

These six faces (each with a prime version) are the whole alphabet of basic solving. Each diagram pulls the rotating layer out of the cube so there is no doubt which pieces move β€” the gray square is that layer seen straight down its axis, and the circle shows exactly which way it rotates.

Slice moves & cube rotations

Slices turn only a middle layer. Rotations turn the whole cube in your hands β€” no stickers change relative to each other.

Common triggers & algorithms

Short sequences that show up inside almost every method.

Sexy moveR U R' U' The most-used trigger in cubing. Inserts/cycles a corner. Repeat it 6 times and the cube returns to where it started.
Lefty sexy moveL' U' L U The mirror of the sexy move, done with the left hand. Classic beginner tutorials teach this for corners that belong on the left. If you once knew L moves, this is very likely the one you learned.
SledgehammerR' F R F' Another corner/edge insertion trigger, common in F2L.
SuneR U R' U R U2 R' Orients last-layer corners. A pillar of every beginner method's final stage.
Anti-SuneR U2 R' U' R U' R' The reverse of Sune β€” handles the mirrored corner case.
Yellow crossF R U R' U' F' Orients last-layer edges (dot β†’ L β†’ line β†’ cross).
T-permR U R' U' R' F R2 U' R' U' R U R' F' A last-layer permutation (PLL) β€” swaps two corners and two edges. Note: no L moves anywhere.
Why your current method never uses L or L'

Most modern beginner tutorials are right-hand only: instead of mirroring an algorithm to the left hand, you just rotate the whole cube (y / y') so the piece is always on your right, then do the same R U R' U'-based moves every time. Fewer algorithms to remember, faster to finger-trick. Older "classic" layer-by-layer tutorials taught both a righty (R U R' U') and a lefty (L' U' L U) insertion β€” so if you remember doing L and L', you almost certainly learned the classic two-handed Layer-By-Layer method first, then later absorbed a right-hand-only version of the same method.

Methods

Comparison view of the major solving methods. If a method has a full step-by-step walkthrough on this page, it's tagged walkthrough. Otherwise it's a reference summary β€” enough to know if it's for you before you go learn it elsewhere.

Right-Hand LBL (this page's walkthrough) no L moves walkthrough

The modern beginner method β€” same six-stage plan as classic layer-by-layer, but every insertion uses right-hand triggers only. Rotate the cube instead of mirroring. This is what Lessons "Solve Β· Step 1" through "Solve Β· Step 8" above teach in full.

Algorithms taught in the walkthrough (click to copy):
SexyR U R' U' Righty insertU R U' R' U' F' U F Yellow crossF R U R' U' F' SuneR U R' U R U2 R' A-permR' F R' B2 R F' R' B2 R2 U-perm (a)R U' R U R U R U' R' U' R2 U-perm (b)R2 U R U R' U' R' U' R' U R'
To start: scroll up to Lesson "Solve Β· Step 1 Β· The white cross" and work through the 8 solve lessons in order.

Classic Layer-By-Layer (LBL) uses L / L' reference

Same 8-stage plan as above, but insertions on the left use lefty triggers (L' U' L U) instead of rotating. Fewer cube rotations, more mirroring to memorize. Everything in the walkthrough works here too β€” just substitute the lefty insert (Solve Step 4 already shows both).

Adds these two lefty algorithms (click to copy):
Lefty sexyL' U' L U Lefty insertU' L' U L U F U' F'

CFOP (Fridrich) reference

The most popular speedcubing method. Same cross start, but first two layers are solved together in corner-edge pairs (F2L intuitively β€” 41 cases if fully memorized). Last layer is Rung 2 below (full OLL + PLL, 78 algorithms).

1 Cross 2 F2L β€” 4 pairs (not on this page) 3 OLL (57) 4 PLL (21)
Averages ~55 moves. The last-layer half (OLL + PLL) has real algorithms in Rung 2 below.

Roux uses L / L' + M reference

Block-building method that finishes with only middle-slice + top-face moves. Very finger-trick friendly, no rotations. Doesn't share stages with LBL β€” a real Roux walkthrough would be its own page.

1 Left 1Γ—2Γ—3 block 2 Right block 3 CMLL corners (42 algs) 4 LSE: M + U finish
Averages ~48 moves. Not walked through here β€” look for Roux-specific tutorials if you want to switch. Stages shown as non-clickable because there’s no walkthrough on this page for any of them.

ZZ reference

Orient every edge in step 1 (EOLine). After that, the entire cube can be finished without any F or B turns β€” only R, U, and L moves. Extremely ergonomic. Sets up beautifully for Rung 4 (ZBLL) because edges are already oriented before the last layer.

1 EOLine (intuitive) 2 F2L using R, U, L only 3 Last layer β€” COLL+EPLL or ZBLL
EOLine is intuitive β€” no algs to memorize for step 1, just practice. Last-layer stages link to the real algorithms below.

Corners-First (Ortega / old-school) reference

Solves both corner layers first, then the edges with slice moves. Historical method (used to win the 1982 championship), still the standard on 2Γ—2. Rarely used on 3Γ—3 today.

1 Both corner layers 2 Edges via M/E slices 3 Fix centers
Averages ~100 moves. Interesting historically, not competitive today. Stages shown as non-clickable because there’s no walkthrough on this page.
MethodWalkthrough?Uses L / L'?AlgsAvg. moves
Right-Hand LBLYes, aboveNo β€” rotate~7~110
Classic LBLYes (via mirror inserts)Yes~9~110
CFOPLast layer only β€” see Rung 2Rarely78+~55
RouxNoYes + M42~48
ZZNoYes β€” RUL onlyvaries~55
Corners-FirstNoYesfew~100

Beyond Beginner β€” the last-layer ladder

Once you can solve the cube with the beginner walkthrough, everything faster comes from doing the last layer in fewer looks. Fewer looks = more algorithms to memorize. Four rungs below, each with real algorithms and case diagrams. Every algorithm is tap-trackable: hit "+1 drilled" every time you run one clean; hit "got it" when it's automatic.

How to read a "look": a look is one moment where you pause, recognize a case, then execute an algorithm. Beginner last layer is 4 looks. Each rung on this ladder collapses looks into one, at the price of more cases to memorize.

Rung 1 · Two-Look Last Layer

14 algorithms · from yellow-cross to solved · the standard next step
Rung 1 starts after the yellow cross.
The top face must already show a yellow plus sign (4 yellow edges + yellow center) before anything here applies. If yours doesn’t β€” dot, L, or line β€” do Solve Step 5 first (same 3 cases live there, with algs). Once the cross is done, come back and use the 14 algs below to finish the cube.

Same finish as the beginner walkthrough, but the two corner steps shrink to one. Rung 1 starts after the yellow cross is done (see Step 5 above if it’s not). Below: all 7 OLL corner cases (yellow face), all 2 corner-PLL cases, and all 5 edge-PLL possibilities β€” 14 algorithms, complete for everything from cross-done to solved. You will not hit a case that isn’t on this page.

Important β€” mirror cases.
Each case below has a specific hold (which corner is where). If the algorithm doesn’t solve the case on your cube, it usually means your cube is a mirror variant of the case shown β€” same overall shape, but the twist direction is opposite. The standard 2-look approach covers 7 patterns; strict OLL has 21 corner cases (7 shapes Γ— 3 rotations each, minus symmetries). If a card’s alg doesn’t work: try rotating the whole cube 90Β° (put a different corner at the "hold" position shown), then try again. If it still doesn’t work, your case is a mirror β€” use the Full OLL (57 cases) in Rung 2.
OLL corners β€” getting the whole yellow face
The 7 patterns you might see AFTER the yellow cross is done. Each alg makes the whole top face yellow.
PLL corners β€” placing the corners
Top face is all yellow. These 2 cases cover placing all 4 corners into their correct positions.
PLL edges β€” placing the last edges
Corners are placed. These 5 cases cover every edge state you can face for the final step.
Time saved: roughly halves your last-layer count — typical drop from ~40s solves to ~25s.

Rung 2 · Full OLL + PLL (CFOP last layer)

78 algorithms · 2 looks · all on this page

The complete OLL set (57 orientation cases) and PLL set (21 permutation cases) β€” both fully on this page. All 21 PLLs are shown first (learn these first, they're higher return per alg). All 57 OLLs are behind a Show button so the page stays fast; click when you're ready. Every case is tap-trackable with its own rep counter.

All 21 PLL algorithms
All 57 OLL algorithms β€” every case that can appear on top before PLL. Loaded on demand because it's a big list.
Prereq: Rung 1 first. Learn all 21 PLL above before touching OLL β€” PLL has higher return per algorithm. Standard learning order: full PLL β†’ OLL edges (10 algs β†’ completes 2-look OLL) β†’ OLL corners (47 more algs).

Rung 3 · COLL + EPLL

44 algorithms · complete on this page · best algs-per-benefit ratio

Requires edges already oriented before the last layer. Then finish corners (orient + permute) in one alg, and the 4 remaining edges finish in one of just 4 EPLL cases. The 40 COLL algs split across 7 corner-orientation families. Below: all 4 EPLL, all 7 family reps for recognition, and all 33 remaining COLL variants behind a Show button. All 44 algorithms are on this page.

EPLL β€” all 4 edge-only cases
COLL β€” all 7 family representatives (recognition scaffold)
Remaining COLL cases (33 more) β€” the family reps above teach the shape; these are the variants for each family, split by which corners are already permuted.
Prereq: full PLL fluent (Rung 2), edges reliably oriented before the last layer.

Rung 4 · ZBLL

493 total · 27 on this page · 1 look · the practical ceiling

Same setup as Rung 3 β€” edges pre-oriented β€” but the whole last layer finishes in a single algorithm. 493 cases, split across the same 7 corner families as COLL. This is where the world's best solvers live. Learning it takes 1–3 years and is not something you scroll through on a webpage β€” but the 7 sample algs below show what a ZBLL looks like case-by-case, one per family, so you know exactly what you'd be committing to.

ZBLL β€” 7 family reps (one per orientation shape)
Common ZBLLs (20 more) β€” the most-recognized cases from real speedcubing use. Enough to see how much variety each family has and to start learning the highest-value ones.
The remaining 466 ZBLL cases: This page delivers 27 real ZBLLs β€” enough scaffolding to start. A full 493-case implementation belongs in a purpose-built trainer app with recognition drills, timers, and per-case history β€” not a static scroll page. Recommended tools: algdb.net for the alg database and cubing.net or CSTimer for trainer/drill modes.
Prereq: Rung 3, plus a method that gives you edge orientation before the last layer (usually ZZ or EOF2L).
RungAlgs on this pageFull set sizeLooksTime to learn (full)
1 Β· Two-Look Last Layer14 (complete post-cross)1421–2 weeks
2 Β· Full OLL + PLL78 (complete)7823–9 months
3 Β· COLL + EPLL44 (complete)4422–4 months
4 Β· ZBLL27 (5% β€” the rest need a trainer app)49311–3 years
Which rung to pick right now

If you just want faster solves without months of study: Rung 1 β€” everything you need is on this page. If speed matters and you're patient: work through Rung 2's 21 PLLs on this page, then find an OLL reference. If you want the best learning-to-speed ratio: Rung 3, using the reps here to build the scaffold. If cubing is your hobby: Rung 4, using a dedicated trainer for the full 493. Beyond Rung 4 exists (1LLL, 3915 algs) but no human learns it in full β€” it's a theoretical ceiling, not a practical goal.