All events · 3x3x3 One-Handed · Practise · Algorithms

OH · Beginner

The beginner method, adapted for one hand. A first one-handed solve.

Move sequences on this page were checked in a cube simulator (cubing.js): they are legal and, where the text says so, do what it claims. Strategy advice is guidance, not machine-checked.

Hold the cube

Hold the cube in one hand with the thumb on one side and the fingers on the other, loose enough that the cube can turn between them. Choose the hand you like: either works, and what matters is sticking with it.

In official one-handed rounds the other hand must stay away from the cube while you solve. Check the current WCA regulations for the exact rules before a competition.

Which moves are comfortable

Most one-handed solvers find turns of R, U and F the most natural, and try to avoid L, B and D, which usually need a regrip (changing how you hold the cube). That one idea shapes everything else on this page: pick algorithms that use R, U and F.

First layer and middle layer

The beginner method works one-handed. Solve the first layer slowly until the grips feel normal. Do not chase speed yet: accuracy and not dropping the cube matter more.

For the middle layer, use the right-hand algorithm below (it uses only U, R and F). For an edge that needs to go to the left slot, turn the whole cube so that the slot is on the right, and use the same algorithm. It is slower than the left-hand version, but it keeps you on comfortable moves.

R U R' U' — the trigger, R and U only
U R U' R' U' F' U F — edge to the right slot, R, U and F only

Last layer with R, U and F

These sequences turn only R, U and F. The first makes the cross (line, L or dot as in the main beginner guide), the next two orient the corners, and Ua and Ub place the edges.

The beginner guide places the last corners with an algorithm that uses L turns. Use the T permutation instead: it swaps two neighbouring corners and two edges. Do it once, then fix the edges with Ua or Ub.

F R U R' U' F' — cross: R, U and F only
R U R' U R U2 R' — Sune: R and U only
R U2 R' U' R U' R' — Anti-Sune: R and U only
R U R' U' R' F R2 U' R' U' R U R' F' — T: swaps two neighbouring corners and two edges, R, U and F only
R U' R U R U R U' R' U' R2 — Ua: three edges, R and U only