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.
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.
- 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.
- 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.
- Prime inverse · apostrophe · counterclockwise
The apostrophe (e.g. R′) meaning turn that face counter-clockwise - the inverse of the plain move.
- Double turn R2 · 180
A 180° turn, written with a 2 (e.g. R2). Direction doesn't matter since it's half a rotation.
- 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).
- 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).
- 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.
- Algorithm alg · sequence
A memorised sequence of moves that produces a specific known change while leaving the rest of your progress intact.
- 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′).
- 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.
- Setup move
A move (or two) done before an algorithm to position pieces, then undone afterwards. Central to BLD and F2L improvisation.
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.
- Cross color cross colour
The face colour you build your cross on. Beginners fix one; colour-neutral solvers choose whichever is easiest each scramble.
- First layer first layer corners
Completing one full face plus its side stickers - the cross edges and the four corners around them.
- Second layer middle layer
Inserting the four middle-layer edges to complete the first two layers in the beginner method.
- 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).
- 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.
- 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.
- 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.
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 on bottom
Building the cross on the bottom face rather than the top, so the first two layers are visible and lookahead is easier.
- 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 pair pair
A corner and its matching edge joined together, ready to drop into a slot as one unit.
- Slot F2L slot
One of the four corner-plus-edge spaces between the centres in the bottom two layers, where an F2L pair goes.
- Pairing up joining
The act of bringing an F2L corner and edge together in the top layer before inserting them.
- Insert insertion
Dropping a joined F2L pair down into its slot, or placing a last-layer corner into position.
- 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.
- 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.
- OCLL orient corners
The corner-orientation half of 2-look OLL: seven cases that turn the top corners yellow once the edges already are.
- Sune
A famous OLL case (and its algorithm) that cycles three corners' orientation - one of the first last-layer algs most people learn.
- Antisune anti-sune
Sune's mirror - the reverse corner-orientation case. Sune and antisune together handle the two simplest OCLL patterns.
- 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.
- Hedgeslammer F R' F' R
The inverse of the sledgehammer, F R′ F′ R. The name is a playful reversal of 'sledgehammer'.
- 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.
- 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.
- T-perm
One of the most-used PLL algorithms - swaps two adjacent corners and two edges. A common first PLL to learn.
- Y-perm
A PLL that swaps a diagonal pair of corners and two edges - the usual first diagonal-corner PLL people learn.
- A-perm
A PLL that cycles three corners while leaving the edges solved - one of the shortest and easiest permutation cases.
- U-perm
A PLL that cycles three edges while leaving the corners solved. The Ua and Ub cases are common first edge-PLLs.
- G-perm
A family of four PLLs that cycle three corners and three edges at once - often considered the trickiest to recognise.
- 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 skip
When the last layer comes out already permuted after OLL, so no PLL is needed - a lucky, time-saving outcome.
- OLL skip
When the last layer is already oriented after F2L, so OLL is free. Rarer than a PLL skip.
- 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.
- 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.
- 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.
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.
- Keyhole
An F2L trick that uses an unsolved slot as free space to insert a piece with very few moves, ignoring one pair temporarily.
- Multislotting
Working on two F2L slots at the same time - influencing or setting up the next pair while solving the current one.
- 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.
- Slow turning slow solving
A practice technique - turning deliberately slowly so you never pause, training lookahead by forcing your eyes ahead of your hands.
- Fingertricks finger tricks
Executing moves with quick flicks of individual fingers instead of regripping the whole cube - the basis of fast turning.
- TPS turns per second
Turns per second - a measure of raw turning speed. High TPS only helps when paired with good lookahead.
- Regrip
Repositioning your fingers or the cube mid-solve to reach the next move. Fewer regrips means smoother, faster solves.
- 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.
- Inspection
The up-to-15 seconds before the timer starts, used to plan the cross (and ideally a first pair) without turning.
- Rotationless solving no rotations
Solving F2L with slice and wide moves instead of cube rotations, to keep pieces in view and improve lookahead.
- 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.
- 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.
- Ergonomics ergonomic algs · fingerfriendly
How comfortably an algorithm flows for the hands. Cubers often pick a slightly longer alg if it fingertricks better.
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.
- 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.
- 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).
- 2GLL
A last-layer set solvable with only R and U moves, used when the corners are already permuted - fast and ergonomic to execute.
- 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.
- OLLCP
An extension of OLL that also fixes corner permutation, so the last layer finishes with only an edge permutation left.
- Winter Variation WV
A technique that orients the last-layer corners while inserting the final F2L pair, skipping straight to a PLL.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- M2 method M2
A popular intermediate BLD method for edges - pieces are cycled through the buffer with the simple M2 move plus small setups.
- 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.
- 3-style
The advanced blindfolded method - solve three pieces at a time with custom commutators, the fastest and most flexible approach.
- MBLD multi-blind · multiblind
Multi-Blindfolded - memorise several cubes, then solve them all in one sitting while blindfolded. A separate WCA event.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Scramble
A random sequence of moves that mixes the cube. Competitions use official computer-generated scrambles so everyone solves the same case.
- Single PB single
The time for one solve, as opposed to an average. Your fastest is your 'PB single' (personal best).
- 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.
- Counting solve
A solve that actually counts toward an average - the middle results left after the best and worst are dropped.
- 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.
- 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.
- 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.
- +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.
- 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.