The cross is the only part of the solve you can work out before you start: in the 15 seconds of inspection you have time to plan all of it. This guide tells you how many moves it really takes, with figures we calculated with the Kruxmind Timer's optimal cross solver, and how to train yourself to see it whole.
How many moves a cross takes
We calculated the optimal cross for all 190,080 possible positions of the 4 cross edges, counting each face turn as one (R, R' or R2 = 1). No cross needs more than 8 moves, and only 102 positions take 8. The average is 5.81 moves.
How they're distributed
6 moves: 51.2% of crosses. The most common case.
5 moves: 24.4%.
7 moves: 18.4%. Almost one in five.
4 moves or fewer: 6.0%.
8 moves: 0.05%. Very rare, but it exists.
What you gain by choosing a colour
If you always solve the cross on the same colour, that distribution is yours. If you choose, it changes a lot. Over 10,000 random scrambles: with a single colour the average was 5.82 moves; choosing the best of white and yellow, 5.38; and choosing the best of all 6 colours, 4.81. 7-move crosses drop from almost one in five to just 3.6% with two colours, and practically disappear with six. That's why many fast cubers are "colour neutral": it doesn't win a single solve, but it wins the average.
How many moves the cross takes
One colour · average 5.81White or yellow · average 5.38Any of the 6 · average 4.81
One colour: all 190,080 positions (exact). Two and six colours: 10,000 random scrambles.
Show the data as a table
Moves
One colour
White or yellow
Any of the 6
≤3
0.82 %
1.7 %
4.7 %
4
5.16 %
9.6 %
24.5 %
5
24.4 %
40.7 %
55.6 %
6
51.16 %
44.4 %
15.2 %
7
18.4 %
3.6 %
0 %
8
0.05 %
0 %
0 %
How to plan it in 15 seconds
Find the 4 edges of your cross and note where each one is relative to its centre.
Start with the one closest to its slot, or with two that can be placed together with a single turn.
Plan the order of the others. If one is oriented correctly but in the wrong slot, sometimes turning the bottom layer at the end is enough.
Run through the whole sequence in your head without turning anything: you can't apply moves during inspection (A3c1).
If there's time left, find the first F2L pair so you can start without a pause.
Common mistakes
Planning only 2 or 3 edges and improvising the rest: a pause halfway through the cross costs more than an extra move.
Solving the cross on top and then turning the cube: most cubers build it directly on the bottom, to see the F2L from the start.
Running over time: at 15 seconds it's a +2 and at 17 a DNF. The inspection rules guide explains it with the Regulations.
How to train it on Kruxmind
The Cross Trainer gives you cross-only scrambles, from 1 to 18 moves, and lets you practise with several colours.
In the Timer, solves recorded with a smart cube show your cross next to the optimal one in the analysis, with the optimal one step by step on a 3D cube seen from below.
Practise with WCA inspection on: the Timer calls 8 and 12 seconds, like a judge.
For a quick refresher, the Cross entry in the dictionary.
Compare your cross with the optimal one in the Kruxmind Timer, for free kruxmind.app/timer