KRUXMIND
Speedcubing Tracker
ESENPTDE

Rubik's Cube solving methods and the rest of the WCA puzzles

Every official puzzle has its own methods, and picking the one that fits you matters more than any expensive cube. This guide gathers the 40 methods Kruxmind explains inside the app, sorted by event: what each step solves, how many algorithms it needs and who it makes sense for. From 3x3 CFOP and Roux to 4x4 reduction, blindfolded methods, Fewest Moves and differently shaped puzzles such as Megaminx, Pyraminx, Skewb, Square-1 and Clock.

3x3

CFOP

The most used method in world competition. Solves layer by layer, optimizing the last one with memorized algorithms.

Steps

  1. Cross: cross on the bottom face (<=8 moves, intuitive)
  2. F2L: insert the 4 corner+edge pairs (41 cases)
  3. OLL: orient the last layer, one-color face (57 algs)
  4. PLL: permute the pieces into place (21 algs)

Roux

Block method with few moves (low HTM), very ergonomic. Requires no cube rotations.

Steps

  1. First Block: 1x2x3 block on the left
  2. Second Block: 1x2x3 block on the right
  3. CMLL: orient and permute the 4 U corners (42 algs)
  4. LSE: solve the last 6 edges with M and U

ZZ

Orients the edges at the start (EOLine) to do all of F2L without rotations, using only R, U, L and D.

Steps

  1. EOLine: orient the 12 edges + bottom line
  2. ZZF2L: build both layers without rotating
  3. LL: last layer (can use OCLL/PLL, COLL or ZBLL)

Petrus

Very move-efficient block-building method, popular in Fewest Moves.

Steps

  1. 2x2x2 block
  2. Extend to 2x2x3
  3. Orient edges (EO)
  4. Complete the 2 layers
  5. Last layer

Fridrich Reducido

The 2-Look version of CFOP: same structure (Cross, F2L, OLL, PLL) but orienting and permuting the last layer in 2 steps each, with only ~16 algorithms instead of 78. The recommended bridge between the beginner method and full CFOP. Explained by Raul Low.

Steps

  1. Cross: cross on the bottom face (intuitive)
  2. F2L: insert the 4 corner+edge pairs
  3. 2-Look OLL: orient edges then corners (10 cases)
  4. 2-Look PLL: permute corners then edges (6 cases)

2x2

Ortega

Very popular intermediate 2x2 method. Only ~12 algorithms and very fast.

Steps

  1. Face: complete any one face (not a layer, orientation only)
  2. OLL: orient the opposite face (permutation does not matter)
  3. PBL: permute both layers at once (5 cases)

CLL

Solves the last layer in a single step after making the first face as a layer. 42 algorithms.

Steps

  1. First layer: a complete layer (oriented and permuted)
  2. CLL: solve the whole last layer in 1 alg (42 cases)

EG

Elite advanced method. It does not require having a finished layer, only a face.

Steps

  1. Face: complete a face (orientation)
  2. EG: solve the rest by case - CLL (layer done), EG1 (adjacent twist), EG2 (diagonal twist). 128 algs in total

4x4

Reducción

Standard big-cube method: reduce the NxN to an equivalent 3x3 and solve it.

Steps

  1. Centers: build the 6 2x2 centers
  2. Edges: pair the 12 double edges
  3. 3x3: solve like a normal 3x3
  4. Parity: fix OLL/PLL parity if it appears

Yau

More efficient reduction variant: it starts part of the cross before finishing reduction. The most used in competition.

Steps

  1. 3 opposite centers first
  2. 3 cross edges
  3. Remaining centers
  4. Pair the remaining edges
  5. Finish like a 3x3 + parity

Hoya

Reduction variant that solves the centers in a different order than Yau, starting from two opposite centers.

Steps

  1. 2 opposite centers
  2. Edge cross on one
  3. Remaining centers
  4. Pair edges
  5. 3x3 + parity

5x5

Reducción

Standard reduction for 5x5: 3x3 centers, 3-segment edges (tredges), and a final 3x3. No 4x4 parities since it is odd.

Steps

  1. Centers: build the 6 3x3 centers
  2. Tredges: pair the 3-piece edges
  3. 3x3: solve the reduced cube

Yau5

Adaptation of the Yau method to 5x5: starts part of the cross during reduction.

Steps

  1. 3 centers + 3 cross edges
  2. Remaining centers
  3. Pair remaining tredges
  4. Final 3x3

6x6

Reducción

Reduction for 6x6 (even cube): centers, double edges, 3x3 and possible parity. Average of 3.

Steps

  1. 2x2 centers
  2. Pair edges (with freeslice or pairing technique)
  3. 3x3
  4. Parity if it appears

Yau6

Yau adapted to 6x6, starting the cross early to improve lookahead.

Steps

  1. Opposite centers + partial cross
  2. Remaining centers
  3. Edges
  4. 3x3 + parity

7x7

Reducción

Reduction for 7x7 (odd): the largest NxN in the WCA. Average of 3.

Steps

  1. 3x3 centers
  2. 3-piece edges (tredges)
  3. Final 3x3

Yau7

Yau for 7x7, with an early partial cross.

Steps

  1. Centers + partial cross
  2. Remaining centers
  3. Tredges
  4. 3x3

3x3 One-Handed

CFOP (OH)

The same 3x3 CFOP but performed with a single hand, with algorithms optimized to minimize regrips.

Steps

  1. Cross (often planned for the dominant hand)
  2. F2L with optimized fingertricks
  3. OLL/PLL with OH-friendly algorithms (lots of U and R turns)

Roux (OH)

Roux is very popular one-handed because it uses many M turns and few total moves.

Steps

  1. Blocks (few moves)
  2. CMLL
  3. LSE with M and U - ideal for one hand

3x3 Blindfolded

Old Pochmann

Entry method to blindfolded solving. Solves piece by piece using a 'buffer' piece and swap algorithms (setup + T-perm/Y-perm).

Steps

  1. Memorize edges and corners as a sequence of letters
  2. Edges: setup + T-perm + undo setup, for each pair
  3. Corners: setup + Y-perm + undo, for each pair

M2/OP

Improvement on Old Pochmann: uses the M2 method for edges (faster) and Old Pochmann for corners.

Steps

  1. Memorize the cube
  2. Edges with M2: cycles using M2 and setups
  3. Corners with Old Pochmann

3-Style

Elite advanced method. Solves 3 pieces at a time with commutators, with no fixed memorized algorithms.

Steps

  1. Memorize in pairs/triplets
  2. Edges with 3-cycle commutators
  3. Corners with 3-cycle commutators

4x4 Blindfolded

3-Style + centros

4x4 blindfolded: adds centers and wings to the 3-style of edges and corners. Average of 3.

Steps

  1. Memorize centers, wings, edges and corners
  2. Solve each piece type with 3-style commutators
  3. Handle the wing parity

5x5 Blindfolded

3-Style completo

5x5 blindfolded: the hardest alongside MultiBLD. All pieces (centers, wings, edges, corners) by commutators.

Steps

  1. Extensive memorization of all piece groups
  2. Solve each group with 3-style commutators

3x3 Multi-Blind

Old Pochmann/3-Style

Multi-Blind: you memorize several cubes and solve them all blindfolded in at most 1 hour. Score = solved - missed.

Steps

  1. Memorize N cubes (often with memory palaces)
  2. Put on the blindfold
  3. Solve each cube from memory, one after another

3x3 Fewest Moves

Insertions

Fewest Moves: you build a 'skeleton' (near-complete solution with unsolved pieces) and insert commutators to solve them in the fewest moves.

Steps

  1. Find an efficient skeleton
  2. Identify unsolved pieces (3-cycles)
  3. Insert commutators at the optimal points
  4. Cancel moves to shorten

NISS

Normal-Inverse Scramble Switch: a technique that lets you work the scramble from its inverse to find shorter solutions.

Steps

  1. Start a normal solution
  2. Switch to the inverse scramble when convenient
  3. Combine both directions to minimize moves

Bloques

Block building (Petrus or Heise style) aiming for the shortest solution, not the fastest.

Steps

  1. Build efficient blocks
  2. Avoid redundant moves
  3. Optimize the last layer with few moves

Megaminx

CFOP adaptado

Solved face by face like a big 3x3: cross/star, F2L by layers, and last layer with megaminx-specific algorithms.

Steps

  1. Bottom star (5-point cross)
  2. F2L: solve the first layers face by face
  3. Last Layer: 2-look or full (megaminx OLL/PLL)

Westlund

Advanced last-layer method for megaminx that reduces the number of steps on the final face.

Steps

  1. Reduce to a known last-layer state
  2. Solve the last face with advanced algorithm sets

Pyraminx

Layer by Layer

Basic pyraminx method: solve the tips (trivial), then a layer, and finally the remaining layer.

Steps

  1. Tips: turn each tip to its color (trivial)
  2. First layer: centers + edges of one face
  3. Last layer: orient and permute (simple algs)

Keyhole

Intermediate method that uses a free slot (keyhole) to insert pieces more efficiently.

Steps

  1. Solve the centers
  2. Use a free slot to place edges
  3. Finish the last layer

Oka / Nutella

Advanced 'top-first' methods: they solve the top layer first and then the base in one go. Among the fastest.

Steps

  1. Solve 3 top edges (V)
  2. Predict and place the last edge
  3. Solve the base (L4E / LL) in few moves

Skewb

Sarah's Beginner

Entry method to the skewb. Solve one face, then the layer, and finally the rest with simple algorithms.

Steps

  1. One complete face
  2. Opposite layer (centers)
  3. Orient and permute the remaining pieces

Sarah's Advanced

Improvement on the Sarah method that solves the last layer (L2L) in a single step.

Steps

  1. First face
  2. L2L: solve the whole last layer in 1 alg (by case)

Rubik's Skewb / Monkey

Advanced methods that combine fast recognition and few algorithms for elite times.

Steps

  1. Optimized starting face
  2. Solve the rest with advanced algorithm sets

Square-1

Vandenbergh

The standard Square-1 method. First restore the cube shape, then solve by layers with (top,bottom) algorithms.

Steps

  1. Cubeshape: return to cube shape
  2. CO: orient corners
  3. CP: permute corners
  4. EO: orient edges
  5. EP: permute edges + parity

Lin / Screw

Advanced methods that reduce the number of steps compared to Vandenbergh by combining phases.

Steps

  1. Efficient cubeshape
  2. Combined orientation and permutation solving with fewer steps

Principiante

A concrete-algorithm approach instead of phases: first restore the cube shape, then specific cases (M2, J, N) to swap or permute pieces, plus parity. A good entry point before moving on to Vandenbergh. Algorithm notation: R = 180° turn of the right half of the cube. u/u2/U/u4/u5/U2 = turn of the TOP face (30°/60°/90°/120°/150°/180°). d/d2/D/d4/d5/D2 = the same on the BOTTOM face. ' = counterclockwise.

Steps

  1. Square the cube back to cube shape (depending on how many edges remain on top)
  2. Learn the M2/J/N cases to swap or permute pieces
  3. Fix parity if it appears and clean up the corners

Clock

Método estándar

The clock is solved by setting the 4 pins and turning the wheels to align the 18 hands (9 per face), working both faces.

Steps

  1. Set the pins in one position
  2. Adjust the corner and center wheels
  3. Flip the clock and adjust the other face
  4. Repeat with different pin positions until everything aligns

← Home · Dictionary · FAQ · FTO guide · Smart cubes · Scientific basis · About