Cubing Glossary

The speedcubing dictionary - every term you'll meet across the site, from your first cross to commutators. Filter by tag, or sort by the order you'd learn them.

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161 of 161 terms

Getting started

Twisty puzzle twisty puzzles

The whole family of turning puzzles the 3×3 belongs to - cubes of every size plus shapes like the Pyraminx and Megaminx.

Cubie piece

A single physical piece of the cube. On a 3×3 the movable cubies are the edges and corners; the centres are fixed to the core.

Edge edge piece

A piece with two stickers, sitting between two corners. A 3×3 has 12 edges.

Corner corner piece

A piece with three stickers, at the intersection of three faces. A 3×3 has 8 corners.

Center centre · center piece

The single-sticker piece in the middle of each face. On a 3×3 the six centres never move relative to each other, so they fix each face's colour.

Face side

One of the six sides of the cube (Up, Down, Front, Back, Left, Right) - a 3×3 grid of nine stickers.

Rubik's Cube Notation
Layer

A slice of nine cubies that turns together - the top layer, middle layer, or bottom layer.

Sticker

One coloured facelet on a cubie. Modern cubes often use moulded plastic tiles instead of adhesive stickers, but the term stuck.

Core

The internal skeleton the centre pieces screw into. Adjusting the core's screws sets each face's tension.

Solved state solved

The configuration where every face shows a single colour. The one arrangement all methods aim for.

Notation

The shorthand for writing cube moves - single letters for face turns, with modifiers for direction, width, and rotations.

Rubik's Cube Notation
Face turn R · U · F · L · D · B

A 90° turn of one outer face, written with its letter: R, L, U, D, F, B. The move is clockwise looking at that face.

Rubik's Cube Notation
Prime inverse · apostrophe · counterclockwise

The apostrophe (e.g. R′) meaning turn that face counter-clockwise - the inverse of the plain move.

Rubik's Cube Notation
Double turn R2 · 180

A 180° turn, written with a 2 (e.g. R2). Direction doesn't matter since it's half a rotation.

Rubik's Cube Notation
Quarter turn QTM · half turn · HTM

A 90° turn of one face. Move-count metrics differ on whether a 180° turn counts as one 'half turn' (HTM) or two quarter turns (QTM).

Wide move Rw · wide turn · double-layer turn

Turning two layers at once - the face plus the adjacent inner slice - written with a lowercase letter or a 'w' (r or Rw).

Rubik's Cube Notation
Slice move M · E · S · M slice

A turn of a middle layer only: M (between L and R), E (between U and D), S (between F and B).

Rubik's Cube Notation
Cube rotation x · y · z · rotation

Rotating the whole cube in your hands without turning any layer: x (like R), y (like U), z (like F). Re-orients your view.

Rubik's Cube Notation
Algorithm alg · sequence

A memorised sequence of moves that produces a specific known change while leaving the rest of your progress intact.

Rubik's Cube Notation
Trigger

A short, muscle-memorised move group that flows as one motion - the building blocks algorithms are chunked into, like the Rightie (R U R′ U′).

Rubik's Cube Notation
Conjugate

A move pattern of the form A B A′ - do a setup, do something, then undo the setup. The building block behind setup moves and commutators.

Speffz Lettering
Setup move

A move (or two) done before an algorithm to position pieces, then undone afterwards. Central to BLD and F2L improvisation.

F2L Notation

Your first solve

Beginner method layer-by-layer · LBL

The first way most people learn - solve the cube one layer at a time using a small set of algorithms.

White cross daisy · cross

The first step of most beginner tutorials - form a plus of edges around one centre so each edge also matches its side colour.

How to Solve a Rubik's Cube
Cross color cross colour

The face colour you build your cross on. Beginners fix one; colour-neutral solvers choose whichever is easiest each scramble.

Cross trainer
First layer first layer corners

Completing one full face plus its side stickers - the cross edges and the four corners around them.

How to Solve a Rubik's Cube
Second layer middle layer

Inserting the four middle-layer edges to complete the first two layers in the beginner method.

How to Solve a Rubik's Cube
Last layer LL

The final face and its side stickers. Beginners solve it in several small steps; CFOP does it in two (OLL then PLL).

How to Solve a Rubik's Cube
Yellow cross

Orienting the last-layer edges so the top face shows a plus of yellow - a beginner step and the first half of 2-look OLL.

How to Solve a Rubik's Cube 2-Look OLL
Rightie Leftie · sexy move · R U R' U'

The four-move trigger R U R′ U′ - the single most common pattern in cubing, threaded through F2L, OLL, and beginner algorithms. We call it the Rightie, and its left-hand mirror L′ U′ L U the Leftie. It's traditionally known as the 'sexy move' - a name coined by Arnaud van Galen in a 2008 beginner tutorial and popular ever since - but that label has downsides: awkward to say aloud and off-putting when teaching kids.

Rubik's Cube Notation
AUF Adjust U Face · adjust upper face

A final U-face turn to line the last layer up with the rest of the cube, before or after an algorithm.

PLL algorithms

Learning CFOP

CFOP Fridrich · Fridrich method

The most popular speedsolving method: Cross, F2L, OLL, PLL. Also called the Fridrich method after Jessica Fridrich.

Cross CFOP cross

The first CFOP step: solve the four bottom-layer edges around a centre, usually planned entirely during inspection.

Cross trainer
Cross on bottom

Building the cross on the bottom face rather than the top, so the first two layers are visible and lookahead is easier.

Cross trainer
F2L First Two Layers

The second CFOP step: pair a corner with its edge and insert both together, filling the bottom two layers one slot at a time.

F2L algorithms F2L Notation
F2L pair pair

A corner and its matching edge joined together, ready to drop into a slot as one unit.

F2L algorithms
Slot F2L slot

One of the four corner-plus-edge spaces between the centres in the bottom two layers, where an F2L pair goes.

F2L Notation
Pairing up joining

The act of bringing an F2L corner and edge together in the top layer before inserting them.

F2L algorithms
Insert insertion

Dropping a joined F2L pair down into its slot, or placing a last-layer corner into position.

F2L algorithms
OLL Orientation of the Last Layer

The third CFOP step: with one algorithm, orient every last-layer piece so the top face is a solid colour. 57 cases.

Dot case

An OLL where no last-layer edge is yet oriented, so the top shows just the centre 'dot'. The hardest edge-orientation cases to execute.

OLL algorithms
2-Look OLL two-look OLL

OLL split into two easier steps - first make the top edges yellow, then orient the corners - needing only about 10 algorithms.

2-Look OLL
OCLL orient corners

The corner-orientation half of 2-look OLL: seven cases that turn the top corners yellow once the edges already are.

2-Look OLL
Sune

A famous OLL case (and its algorithm) that cycles three corners' orientation - one of the first last-layer algs most people learn.

OLL algorithms 2-Look OLL
Antisune anti-sune

Sune's mirror - the reverse corner-orientation case. Sune and antisune together handle the two simplest OCLL patterns.

OLL algorithms 2-Look OLL
Sledgehammer R' F R F'

The trigger R′ F R F′ - a common alternative to the Rightie for pairing F2L and building last-layer cases.

Rubik's Cube Notation
Hedgeslammer F R' F' R

The inverse of the sledgehammer, F R′ F′ R. The name is a playful reversal of 'sledgehammer'.

Rubik's Cube Notation
PLL Permutation of the Last Layer

The final CFOP step: with one algorithm, permute the already-oriented last layer into its solved position. 21 cases.

2-Look PLL two-look PLL

PLL split into two steps - permute the corners, then the edges - needing only about six algorithms instead of 21.

2-Look PLL
EPLL edge PLL

The four PLL cases that permute only edges (U, H and Z perms). The edge half of 2-look PLL, and a common stepping stone to full PLL.

2-Look PLL PLL algorithms
T-perm

One of the most-used PLL algorithms - swaps two adjacent corners and two edges. A common first PLL to learn.

PLL algorithms
Y-perm

A PLL that swaps a diagonal pair of corners and two edges - the usual first diagonal-corner PLL people learn.

PLL algorithms
A-perm

A PLL that cycles three corners while leaving the edges solved - one of the shortest and easiest permutation cases.

PLL algorithms
U-perm

A PLL that cycles three edges while leaving the corners solved. The Ua and Ub cases are common first edge-PLLs.

PLL algorithms
G-perm

A family of four PLLs that cycle three corners and three edges at once - often considered the trickiest to recognise.

PLL algorithms
ELL Edges of the Last Layer

A set that solves the last-layer edges in one algorithm when the corners are already done - mostly a curiosity for CFOP solvers.

PLL algorithms
PLL skip

When the last layer comes out already permuted after OLL, so no PLL is needed - a lucky, time-saving outcome.

PLL algorithms
OLL skip

When the last layer is already oriented after F2L, so OLL is free. Rarer than a PLL skip.

OLL algorithms
Recognition reco · recog

Reading the pattern of pieces to identify which case you're facing and which algorithm to fire - the skill that gates OLL/PLL speed.

Headlights

A pair of matching corner stickers side by side on a face, like a car's headlights - a key landmark for spotting OLL and PLL cases.

PLL Recognition trainer
Adjacent swap

A last-layer case where the two corners that need trading sit next to each other - recognisable by a single pair of headlights.

PLL algorithms
Diagonal swap

A last-layer case where the two corners to trade sit across the diagonal - no headlights anywhere, the tell-tale of cases like the Y-perm.

PLL algorithms

Going faster

Extended cross X-cross · xcross

Solving the cross plus one F2L pair in one go - a way to save moves and get a head start on the first two layers.

Cross trainer F2L algorithms
Keyhole

An F2L trick that uses an unsolved slot as free space to insert a piece with very few moves, ignoring one pair temporarily.

F2L algorithms
Multislotting

Working on two F2L slots at the same time - influencing or setting up the next pair while solving the current one.

F2L algorithms F2L Lookahead trainer
Advanced F2L intuitive F2L tricks

Efficient, case-specific F2L solutions beyond the basic pair-and-insert - empty-slot tricks, rotationless insertions, and reductions.

Lookahead look-ahead · tracking

Watching the pieces for your next step while your hands finish the current one, so you never stop turning to search.

F2L Lookahead trainer
Slow turning slow solving

A practice technique - turning deliberately slowly so you never pause, training lookahead by forcing your eyes ahead of your hands.

F2L Lookahead trainer
Fingertricks finger tricks

Executing moves with quick flicks of individual fingers instead of regripping the whole cube - the basis of fast turning.

Rubik's Cube Notation
TPS turns per second

Turns per second - a measure of raw turning speed. High TPS only helps when paired with good lookahead.

Statistics
Regrip

Repositioning your fingers or the cube mid-solve to reach the next move. Fewer regrips means smoother, faster solves.

Rubik's Cube Notation
Color neutrality colour neutrality · CN · full CN

Being able to start the cross on any colour rather than always the same one, so you can pick the easiest cross each solve.

Cross trainer
Inspection

The up-to-15 seconds before the timer starts, used to plan the cross (and ideally a first pair) without turning.

Cross trainer
Rotationless solving no rotations

Solving F2L with slice and wide moves instead of cube rotations, to keep pieces in view and improve lookahead.

F2L algorithms F2L Lookahead trainer
Pseudoslotting pseudo

Solving F2L pairs into the wrong-but-offset slots, then fixing the offset with a single turn later - an efficiency trick for tricky cases.

F2L algorithms
Cancellation move cancellation

When the end of one algorithm and the start of the next overlap, letting you drop redundant moves and save turns.

2-gen two-generator

A sequence that uses only two faces (classically R and U). 2-gen algorithms are very fast to fingertrick since the hands barely move.

Rubik's Cube Notation
Ergonomics ergonomic algs · fingerfriendly

How comfortably an algorithm flows for the hands. Cubers often pick a slightly longer alg if it fingertricks better.

Rubik's Cube Notation

Advanced & beyond

Roux Roux method

A popular alternative to CFOP: build two side blocks, solve the remaining corners, then finish the last six edges - low move count, few rotations.

CMLL

The Roux step that solves all last-layer corners in one algorithm, ignoring the six remaining edges - Roux's answer to CFOP's corner work.

LSE Last Six Edges

The final Roux step: solve the last six edges (and the M-slice centres) using only M and U moves.

Block building blockbuilding

Assembling solved chunks of the cube intuitively rather than piece by piece - the core idea behind Roux and Petrus.

ZZ ZZ method

A method that orients all edges first (EOLine), so the rest of the solve needs no F or B moves - enabling ergonomic, rotationless F2L.

EO edge orientation

Edge orientation - whether an edge is 'good' (solvable without F/B moves) or 'bad'. The founding idea of ZZ and a key BLD concept.

EOLine

The first ZZ step: orient every edge while placing two bottom edges, leaving a solve that avoids F and B moves entirely.

Petrus Petrus method

A block-building method: grow a 2×2×2 into a 2×2×3, orient the edges, finish the two layers, then solve the last layer.

1LLL one-look last layer

Solving the entire last layer with a single algorithm - hundreds of cases, the theoretical extreme of last-layer study.

OLL algorithms PLL algorithms
Ortega Ortega method

A fast, low-memory 2×2 method: build a face, orient the opposite face, then permute both layers at once.

EG EG method

An advanced 2×2 method that solves the last layer in one algorithm even when the first face isn't fully permuted.

ZBLL

A large last-layer set (~500 algs) that solves OLL and PLL in one look whenever the last-layer edges are already oriented.

OLL algorithms PLL algorithms
ZBLS ZBF2L

Solving the last F2L pair while orienting all last-layer edges at once, so you reach OLL already edge-oriented (setting up ZBLL).

F2L algorithms OLL algorithms
2GLL

A last-layer set solvable with only R and U moves, used when the corners are already permuted - fast and ergonomic to execute.

OLL algorithms PLL algorithms
COLL

A last-layer set that orients and permutes the corners in one algorithm when the edges are already oriented, leaving only an edge PLL.

OLL algorithms
OLLCP

An extension of OLL that also fixes corner permutation, so the last layer finishes with only an edge permutation left.

OLL algorithms
Winter Variation WV

A technique that orients the last-layer corners while inserting the final F2L pair, skipping straight to a PLL.

F2L algorithms OLL algorithms
Summer Variation SV

Winter Variation's sibling for the front-slot insert - orients the last-layer corners while inserting the final pair, again skipping OLL.

F2L algorithms OLL algorithms
VLS Valk Last Slot

Inserting the final F2L pair while orienting the last-layer corners, skipping OLL for a large speed gain on the right cases.

F2L algorithms OLL algorithms
OLS Orient Last Slot

Solving the final F2L slot and the whole last-layer orientation in one step, so OLL is skipped - the umbrella set that VLS and Winter/Summer Variation belong to.

F2L algorithms OLL algorithms
CLS Corners Last Slot

Inserting the last F2L pair while orienting the last-layer corners, assuming the last-layer edges are already oriented - leaves a corner-permutation-only last layer.

F2L algorithms OLL algorithms
Multi-slot Multislot · Double insert

Solving more than one F2L pair with a single sequence - a double insert, keyhole, or pseudoslotting - so two pairs go home at once instead of one at a time.

F2L algorithms
BLD blindfolded · 3BLD · blindsolving

Blindfolded solving - memorise the whole scramble, then solve without looking. A separate discipline with its own methods.

Old Pochmann OP

A beginner blindfolded method that shoots one piece at a time to a fixed spot using a single setup-and-swap algorithm - slow but easy to learn.

Speffz Lettering
Speffz lettering scheme

The standard A–X scheme that gives every corner and edge sticker a letter, so a scramble becomes a string of letters to memorise.

Memo memorization · memorisation

The memorisation phase of a blindfolded solve - turning the scramble into letter pairs or images you can recall while solving.

Speffz Lettering
Letter pair

Two Speffz letters combined into a memorable word or image, so a long memo becomes a short story instead of raw letters.

Buffer

The piece you cycle every other piece through during a BLD solve - the fixed 'home base' a tracing algorithm returns to.

Speffz Lettering
M2 method M2

A popular intermediate BLD method for edges - pieces are cycled through the buffer with the simple M2 move plus small setups.

Speffz Lettering
Commutator comm · 3-style

A move sequence of the form A B A′ B′ that cycles just three pieces while leaving everything else untouched - the engine of advanced BLD.

Speffz Lettering
3-style

The advanced blindfolded method - solve three pieces at a time with custom commutators, the fastest and most flexible approach.

Speffz Lettering
MBLD multi-blind · multiblind

Multi-Blindfolded - memorise several cubes, then solve them all in one sitting while blindfolded. A separate WCA event.

Speffz Lettering
Reduction redux

The standard big-cube approach - solve the centres and pair up the edges so the puzzle 'reduces' to a 3×3 you finish normally.

Yau method Yau

A big-cube method that solves most of the cross early, between centres and edge pairing, to speed up the final 3×3 stage.

Speedcube

A cube built for speed - corner-cutting, smooth turning, and adjustable tensions - as opposed to a stiff original Rubik's-brand cube.

Smart cube info
Stickerless

A cube whose colours come from the coloured plastic itself rather than applied stickers, so they can't peel, fade, or chip.

Magnetic cube magnets

A cube with small magnets inside that help each layer click into place, adding stability and a crisp feel. Now standard on speedcubes.

MagLev magnetic levitation

A spring-free design where repelling magnets, not steel springs, set each face's tension - for a smoother, quieter feel.

Ball core core magnets

A modern core with magnets between the centres and a central ball, adding a second layer of alignment and a distinctive 'thock'.

Smart cube bluetooth cube · smartcube

A cube with internal sensors that report every turn over Bluetooth, so an app can track your moves live and mirror them in 3D.

Mod modification

Any change made to a cube to improve it - sanding, lubing, magnetising, or swapping parts between cubes.

Corner cutting

A cube's ability to complete a turn even when the adjacent layer isn't lined up, forgiving imperfect turning at high speed.

Smart cube info
Tensions tensioning

How tightly each face is set on the core. Looser is faster but pops more; tighter is stable but stiffer - a personal-preference tune.

Lube lubricant

Silicone lubricant applied inside the cube to adjust speed and feel - thin lube for speed, thick lube for control.

Pop

When a piece flies out of the cube mid-solve, usually from loose tensions. A pop mid-solve almost always ruins the time.

Smart cube info
Torpedoes

Small plastic tabs on the edge pieces that stop them from popping out, trading a little corner-cutting for stability.

Corner twist

When a single corner rotates in place, usually from fast loose turning - it leaves the cube unsolvable until twisted back.

Smart cube info
Lockup lock-up · catch

When the cube jams because a layer is slightly misaligned, stopping a turn dead. The opposite failure mode to a pop.

Smart cube info
WCA World Cube Association

The World Cube Association - the body that runs official competitions, sets the rules, and keeps world records.

WR world record

World Record - the fastest official result for an event, either a single solve or an average, recognised by the WCA.

NR national record

National Record - the fastest official result within a single country. Continental (CR) records work the same way per continent.

WCA event

One of the official disciplines the World Cube Association holds records in - 3×3, the other cubes, one-handed, blindfolded, FMC, and more.

One-handed OH

Solving with a single hand - its own WCA event, using tweaked, regrip-light algorithms suited to one-handed turning.

FMC Fewest Moves

Fewest Moves Challenge - a WCA event where you have an hour to write the shortest solution to one scramble, on paper.

Stackmat speed stack timer · competition timer

The touch-pad timer used in competition - you hold both sensors to start, and lift your hands to run the clock.

Timer
Scramble

A random sequence of moves that mixes the cube. Competitions use official computer-generated scrambles so everyone solves the same case.

Timer
Single PB single

The time for one solve, as opposed to an average. Your fastest is your 'PB single' (personal best).

Statistics Timer
Session

A batch of solves grouped together in your timer, over which averages and personal bests are tracked.

Ao5 average of 5

Average of 5 solves with the best and worst dropped, then the middle three averaged - the standard round format for 3×3.

Statistics
Counting solve

A solve that actually counts toward an average - the middle results left after the best and worst are dropped.

Statistics
Ao12 average of 12

Average of 12 solves with the best and worst dropped. A steadier gauge of your typical speed than an Ao5.

Global average

The average of every solve in a session or history, as opposed to a rolling window like an Ao5 or Ao12.

Mo3 mean of 3

Mean of 3 - the plain average of three solves with nothing dropped. Used as the round format for some events.

Statistics
DNF did not finish

Did Not Finish - a solve that doesn't count, e.g. it ended unsolved or broke a rule. Counts as the worst result in an average.

Statistics
DNS did not start

Did Not Start - a solve a competitor skips entirely, e.g. after being eliminated by a cutoff. It counts like a DNF in the average.

Statistics
+2 plus two · penalty

A two-second penalty added to a solve, most often for finishing with one face turned up to 45° out of alignment.

Statistics
Cutoff time limit · soft cutoff

A time you must beat within a round's first solves to earn the rest of your attempts - a way to keep competitions running on schedule.

PB personal best

Personal Best - your fastest-ever result for a given statistic, whether a single or an average.

Sub-x sub-20 · sub-10 · subx

Shorthand for averaging under a time - 'sub-20' means averaging below 20 seconds. The classic milestones are sub-20, sub-15, and sub-10.

STM slice turn metric · HTM · move count

A move-counting metric. HTM counts each face or double turn as one; STM also counts a slice as one. Used to compare algorithm and solution length.

God's number

The most moves ever needed to solve a 3×3 from any scramble: 20 in the half-turn metric, proven in 2010.

Permutation

An arrangement of the pieces. The 3×3 has about 43 quintillion reachable permutations, only one of which is solved.

Parity

A situation, common on even-layered cubes, where a single pair of pieces is swapped - an arrangement impossible on a 3×3, needing a special algorithm.

Group theory cube group

The branch of maths describing how the cube's moves combine. Every scramble and algorithm is an element of the 'cube group'.

Superflip

The scramble where every piece is home but all 12 edges are flipped. A famous position that needs the full 20 moves to solve.

2×2 Pocket Cube · 2x2x2

The 2×2×2 cube - all corners, no edges or centres. A fast WCA event where top solvers average around two seconds.

4×4 Rubik's Revenge · 4x4x4

The 4×4×4 cube. Solved by reduction, and the smallest cube where parity - an odd edge or corner swap - can occur.

Big cubes 5×5 · 6×6 · 7×7

Any cube larger than 3×3. All are solved by reduction; the bigger they get, the more the centres and edge pairing dominate the solve.

Pyraminx

A tetrahedral (triangle-faced) WCA puzzle. Its trivial rotating tips make it one of the quickest events to solve.

Megaminx

A twelve-sided dodecahedral WCA puzzle - like a 3×3 with more faces, solved layer by layer with familiar last-layer ideas.

Skewb

A corner-turning WCA puzzle whose cuts run through the diagonals, so the whole puzzle shifts with every move.

Square-1 Square One · SQ1

A shape-shifting WCA puzzle that changes form as you turn it - you must first return it to a cube before permuting the pieces.

Clock Rubik's Clock

A non-cubic WCA event with nine clock dials per side, set with pins and wheels - no algorithms, pure pattern and dexterity.