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Cube Algorithms

Every algorithm worth learning in the first year, grouped by when you need it: the beginner set from the how-to-solve guide, the F2L inserts that replace it, then the two-look OLL and PLL sets. All are in standard notation with yellow on top and white underneath, and each was run on the 6E Cube Game engine to confirm what it does. Watch any of them in the Learn tab.

Updated 2 November 2026

Reading the tables

Hold the cube with yellow on top. “Front-right” means the corner or slot at the front, on the right, in the layer the row talks about. Where a row says what to hold where, turn the top layer (and only the top layer) until the pattern matches, then run the algorithm without re-gripping. A x or x' at the start is a whole-cube rotation: turn the cube like an R move, do the middle, then turn it back.

Beginner set

Five algorithms solve the whole cube with the layer-by-layer method; the first two are repeated many times per solve.

NameAlgorithmDoes
Sexy moveR U R' U'Inserts a white corner from above its slot (repeat until it drops in). Six repeats return the cube to the start.
Right edge insertU R U' R' U' F' U FMoves the front-top edge into the front-right slot of the middle layer.
Left edge insertU' L' U L U F U' F'Moves the front-top edge into the front-left slot.
Yellow crossF R U R' U' F'Dot to L, L to line, line to cross on the top face.
SuneR U R' U R U2 R'Twists three top corners; repeated with the holding rule it finishes the top face.
Corner cycleU R U' L' U R' U' LCycles three top corners, leaving the front-right corner in place.
Edge cycle (Ua)R U' R U R U R U' R' U' R2Cycles the front, right and left top edges, leaving the back edge in place.

F2L: first two layers in pairs

After the cross, speedcubers place each white corner together with its middle-layer edge instead of doing all corners and then all edges. These are the five easiest cases; find the corner, turn the top until its edge sits where the row says, and insert. The corner's white sticker must face sideways (front or right) for the first four rows. Learn the rest of the 41 cases by intuition: every one is a way of getting to one of these.

NameAlgorithmCase
Edge at the backR U R'Corner at the top-front-right, its edge at the top-back, both into the front-right slot.
Edge on the rightU R U' R'Corner at the top-front-right, its edge at the top-right.
Edge in frontU' F' U FCorner at the top-front-right, its edge at the top-front.
Edge on the leftF' U' FCorner at the top-front-right, its edge at the top-left.
Pair split, white upR U2 R' U' R U R'Corner at the top-front-right with white on top, edge at the top-left.

Two-look OLL: orient the last layer

First look: the yellow cross

NameAlgorithmHold
Line to crossF R U R' U' F'Hold the line horizontal.
L to crossF U R U' R' F'Hold the L with its yellow edges at the back and left.
Dot to crossF R U R' U' F' then F U R U' R' F'The line algorithm followed by the L algorithm, re-holding between them.

Second look: the corners

Seven cases. With Sune alone and the holding rule from the beginner guide you can get through all of them in up to three goes; learning the other six makes it one.

NameAlgorithmPattern
SuneR U R' U R U2 R'One corner oriented, at the front-left with yellow up.
Anti-SuneR U2 R' U' R U' R'One corner oriented, at the back-right with yellow up.
HR U R' U R U' R' U R U2 R'No corner oriented; yellow stickers face left and right.
PiR U2 R2 U' R2 U' R2 U2 RNo corner oriented; two yellows face front, one left, one right.
TR U R' U' R' F R F'Two adjacent corners oriented on the left; the others show yellow to the right.
Headlights (U)R2 D R' U2 R D' R' U2 R'Two adjacent corners oriented at the back; the front two show yellow forwards.
Bowtie (L)F R' F' R U R U' R'Two diagonal corners oriented.

Two-look PLL: permute the last layer

First look: the corners

Find two corners that share their side colour (“headlights”) and hold them at the back for the A perms; if there are no headlights anywhere, it is the E perm.

NameAlgorithmDoes
Aax R' U R' D2 R U' R' D2 R2 x'Cycles three corners anticlockwise, keeping the front-left one.
Abx R2 D2 R U R' D2 R U' R x'Cycles three corners clockwise, keeping the front-left one.
Ex' R U' R' D R U R' D' R U R' D R U' R' D' xSwaps the two left corners and the two right corners.

Second look: the edges

NameAlgorithmDoes
UaR U' R U R U R U' R' U' R2Cycles three edges, back edge fixed: left to front, front to right, right to left.
UbR2 U R U R' U' R' U' R' U R'The reverse cycle, back edge fixed.
HM2 U M2 U2 M2 U M2Swaps front with back and left with right.
ZM' U M2 U M2 U M' U2 M2 U'Swaps front with left and back with right.

Worth adding soon

These four one-look cases appear constantly and save a whole stage when you recognise them.

NameAlgorithmDoes
TR U R' U' R' F R2 U' R' U' R U R' F'Swaps the two right corners and the left and right edges.
JbR U R' F' R U R' U' R' F R2 U' R' U'Swaps the two right corners and the front and right edges.
RaR U' R' U' R U R D R' U' R D' R' U2 R' U'Swaps the two right corners and the back and left edges.
YF R U' R' U' R U R' F' R U R' U' R' F R F'Swaps two diagonal corners and the back and left edges.

How to learn an algorithm

  1. Play it slowly in the Learn tab three times, reading the letters aloud.
  2. Do it on your cube from solved; the cube should end in the pattern the table describes.
  3. Do it again to see the pattern it solves, then undo by doing the inverse: the moves backwards, each direction flipped.
  4. Set up the case with the inverse and solve it with the algorithm, ten times, then use it in real solves for a week.

One a week is plenty. The tips page has the rest of the practice routine, and the timer will show you when it has paid off.

FAQ

Algorithm questions

Which algorithms should I learn first?+

The five in the beginner set, then the two F2L inserts you meet most, then the two-look OLL edge cases. That order gets you solving, then solving faster, with the least memorising.

What do OLL and PLL mean?+

OLL is orienting the last layer: making the top face one colour. PLL is permuting the last layer: moving the pieces to the right places without disturbing the top. Two-look means doing each in two stages with fewer algorithms.

Are these the fastest algorithms?+

They are the standard, well-known versions that are easy to finger. Speedcubers refine them for their own hands; once a case is automatic, feel free to swap in a variant.

How were they checked?+

Each one was run on the 6E Cube Game engine, which is tested move by move against the solver library, and the pieces it moves were compared with what the table says.

Ready to turn?

Paint in your cube on the start page and follow the solution turn by turn.

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