All events · 3x3x3 Cube · Practise · Algorithms

3x3 · Intermediate

Plan the cross, solve F2L by pairs, and finish with a two-look last layer. Consistent sub-30 solves.

The algorithms on this page were checked in a cube simulator: the F2L examples disturb only one pair, the orientation algorithms keep the lower two layers, and the permutation algorithms change only where pieces are. The advice itself is guidance, not machine-checked.

Plan the whole cross in inspection

In competition you get up to 15 seconds to look at the cube before the timer starts. Use that time to plan the entire cross, not just the first edge, so that once you start you can keep turning without a pause.

Every cross can be solved in 8 moves or fewer, so if your plan is longer than that, look again. A good drill is cross-only practice: inspect, solve only the cross, and count your moves. Aim to finish the cross without stopping to think.

Cross on the bottom

Solve the cross on the bottom face. Then the F2L slots are in front of you and the top face is where you do your work. Many fast solvers choose the easiest colour for the cross on each solve (colour neutrality). That is an advanced habit, so start with one colour.

F2L: solve the corner and edge as a pair

F2L means first two layers. There are four slots, each holding a corner and the edge that goes between its two side colours. Instead of the beginner steps (corners, then middle edges), you now join each corner with its edge into a pair on the top layer and insert the pair together.

Most cases are intuitive: look at where the corner and edge are, connect them by turning the top layer, and drop them in with a short sequence. The six examples below start from a position where only one pair is out of place. Step through each one to see the idea, then work out your own versions of the same moves in the other slots.

R U R' — example 1
R U' R' — example 2
F' U' F — example 3
F' U F — example 4
U R U' R' — example 5
R U2 R' U' R U R' — example 6

F2L habits that make you faster

Look ahead: while you insert one pair, find the next pair. Slow, steady turning with no pauses beats fast turning with stops.

Choose the easiest pair first, not just the next slot in order. Move the top layer to line things up instead of rotating the whole cube, because every rotation costs time.

Keep the cross pieces and finished pairs undisturbed. If your insert breaks something, slow down and find a different way to connect the pair.

Last layer in two looks: orient the edges

After F2L, the last layer is solved in four short steps (two looks for orientation, two for permutation). First, turn the top so that all four top-layer edges show your top colour. Look at the top face: a dot (no edges), an L shape (two neighbouring edges) or a line (two opposite edges).

A line becomes a cross with the line algorithm, and an L becomes a cross with the L algorithm. A dot needs both, one after the other. Turn the top layer and hold the cube so that your top face looks like the start of the animation you want, then do the algorithm.

F R U R' U' F' — line (and the line step of a dot)
f R U R' U' f' — L shape (and the L step of a dot)
F R U R' U' F' f R U R' U' f' — dot: both in a row

Last layer in two looks: orient the corners

With the top edges oriented, there are seven corner cases. Count the corners that already show your top colour on top: one corner means Sune or Anti-Sune, none means H or Pi, two means T, U or L. Turn the top layer until it looks like one of the pictures below, then do that algorithm. The corners are then oriented, though not yet in place.

R U R' U R U2 R' — Sune
R U2 R' U' R U' R' — Anti-Sune
F R U R' U' R U R' U' R U R' U' F' — H
R U2 R2 U' R2 U' R2 U2 R — Pi
R2 D R' U2 R D' R' U2 R' — U
r U R' U' r' F R F' — T
F R' F' r U R U' r' — L

Last layer in two looks: place the corners

Turn the top until you see two corners that are correct relative to each other. If two neighbouring corners match, use the first algorithm. If none match, do it once from any hold and look again. Opposite corners (a diagonal swap) use the second algorithm.

R' F R' B2 R F' R' B2 R2 — swap two neighbouring corners
F R U' R' U' R U R' F' R U R' U' R' F R F' — swap two opposite corners

Last layer in two looks: place the edges

Finally, only edges are left. Turn the top so that the corners are solved, then look at the edges. If one edge is already right, it is a three-edge cycle (use the first or second one, depending on direction). If none are right, it is either the H pattern (opposite edges swapped) or the Z pattern (two pairs of neighbours swapped). A final turn of the top (an AUF) finishes the solve.

R U' R U R U R U' R' U' R2 — three edges, one direction
R2 U R U R' U' R' U' R' U R' — three edges, the other direction
M2 U M2 U2 M2 U M2 — H: swap opposite edges
M' U M2 U M2 U M' U2 M2 — Z: swap two pairs of edges

What to practise next

That is 2-look OLL and 2-look PLL: about 15 algorithms in total, plus the F2L ideas, and it is a solid base for getting consistently under 30 seconds. Practise the cross and F2L until they flow, and add algorithms one at a time: learn the full set of OLLs and PLLs gradually, starting with the ones you meet most.

Use the trainers below to drill the cases, and record your timed solves on the Practice page to see your averages improve.

Train all 57 OLLsTrain all 21 PLLsTrain F2L cases