Solve the Cube

A visual step-by-step guide to solving a 3×3 Rubik's Cube using the beginner layer-by-layer method. Eight steps. One solved cube.

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Primer

How to read moves

Every algorithm is a sequence of face turns. Learn these six letters and you can read any cube notation.

Each letter = one face turned 90° clockwise (as if you're looking directly at that face).

Add an apostrophe (′) for counter-clockwise. Add 2 for a 180° turn.

Visual move cards

RRight face clockwise
LLeft face clockwise
UUpper face clockwise
DDown face clockwise
FFront face clockwise
BBack face clockwise
R′Right counter-clockwise
L′Left counter-clockwise
U′Upper counter-clockwise
D′Down counter-clockwise
F′Front counter-clockwise
U2Upper face 180°
⚠ The one rule that prevents 90% of mistakes

"Clockwise" always means clockwise as if you're looking directly AT that face. For R (right), imagine your eye is on the right side looking left. For L (left), imagine your eye is on the left side looking right. For D (down), imagine you're looking straight up from below. This matters because L and R are mirror images — on the front face, R-clockwise makes the right column go up while L-clockwise makes the left column go down.

D and D′ — the bottom face moves
D
D — front edge goes left
D′
D′ — front edge goes right

Think of D as "looking up at the bottom face and turning it clockwise" — from your normal solving view, the front edge of the bottom row moves to the left. D′ is the reverse. These are used in corner insertion algorithms where you position a piece beneath its target slot.

Consistency is key: Hold the cube with the same face toward you throughout each algorithm. Don't rotate the whole cube mid-algorithm unless told to.
Step 1

Build the daisy

Hold yellow on top. Place the four white edge pieces around the yellow center so the top looks like a flower.

Goal: White "petals" around the yellow center on top
The side sticker colors don't matter yet — just get white edges up

This step is intuitive — no single algorithm. Find white edge pieces wherever they are and maneuver them to the top layer. Look at all six faces and bring each white edge up around the yellow center.

Edge-flip helper: If a white edge reaches the top but the white sticker points outward (sideways) instead of up, use R′ U F′ to flip it correctly into the daisy position.
Step 2

White cross

Turn the daisy into a proper white cross by matching each edge's side color to its center.

Rotate U until the front edge color matches the front center, then do F2 to drop it down
Goal: White cross on the bottom, each side color matching its center

Keep yellow on top. For each daisy petal: rotate the U layer until the petal's side color matches the center of the face it sits on. Then turn that face 180° (F2) to drop the white edge into the bottom cross. Repeat for all four petals.

Check your work: After all four, flip the cube over. You should see a white cross on the white face, and each edge of the cross should match the side center color it touches.
Step 3

White corners

Complete the entire first layer by inserting all four white corner pieces.

Keep the white cross on the bottom (yellow on top). Find a white corner in the top layer. Use D turns to position it above the slot where it belongs (the slot between the two matching side centers), then use the matching insertion algorithm.

White faces left → use left insertion
White faces right → use right insertion
White faces down → reorient first
White faces the front-left side
D L D′ L′
White faces the front-right side
D′ R′ D R
White faces downward — reorient then insert
F D′ F′ D2
Corner in the wrong slot? Use R U R′ U′ (the "sexy move") to knock it out of the bottom layer, then re-insert it properly.
Step 4

Second layer edges

Insert the four middle-layer edge pieces — the ones with no yellow sticker.

Hold the cube with the solved white layer on the bottom. Find a non-yellow edge piece in the top layer. Rotate U until the edge's front sticker matches the front center. Then decide: does it need to go right or left?

The top edge's color on top matches the left center — insert left
The top edge's color on top matches the right center — insert right
Edge needs to go ← left
U′ L′ U L U F U′ F′
Edge needs to go → right
U R U′ R′ U′ F′ U F
Edge already in the middle but wrong? Insert any random top-layer edge into that slot to eject it, then solve the displaced piece properly.
Skip yellow edges: If every non-yellow edge is already in the middle layer (even if wrong), use one of the algorithms to eject a wrong piece and solve from there.
Step 5

Yellow cross

Form a + shape on the yellow face. Edge alignment doesn't matter yet — just get the four yellow edge stickers facing up.

The yellow face is on top. Look at the top face and identify which pattern you have — Dot, L shape, or Line. A single algorithm handles all of them.

Identify your pattern

Dot
0 edges up
L shape
2 adjacent edges
Line
2 opposite edges
Cross ✓
Goal!
Yellow cross algorithm
F U R U′ R′ F′

How to hold & apply

Starting with a Dot

No yellow edges face up — only the center. Orientation doesn't matter. Apply once to get an L shape, then reorient.

Starting with an L

Rotate U so the L points to the back and left (9-o'clock position). Apply once to get a Line.

Starting with a Line

Hold the line horizontal (left-to-right). Apply once to complete the Cross.

Only one algorithm! F U R U′ R′ F′ cycles through Dot → L → Line → Cross. If you hold wrong, you'll loop back to a Dot — just try again with correct orientation.
Step 6

Yellow face

Orient all yellow corners so the entire top face is solid yellow.

The yellow cross is done. Now twist the corners so all nine stickers on top are yellow. Match your case, hold correctly, and apply the Sune.

Count your yellow corners on top

0 corners
Cross only
1 corner
"Fish" case
2 corners
Solved ✓
Sune — orient yellow corners (apply 1–3 times)
R U R′ U R U2 R′
Anti-Sune — the mirror companion (optional but recommended)
R U2 R′ U′ R U′ R′
When to use Anti-Sune

Sune and Anti-Sune are inverses of each other — same moves, reversed order. You can solve Step 6 with Sune alone (up to 3 applications), but learning Anti-Sune lets you solve most cases in 1–2 applications instead. Quick rule: if the unsolved corner at front-right has yellow facing right, Anti-Sune is usually the faster choice. If yellow faces front, use Sune.

How to hold for each case

0 yellow corners facing up

Hold the cube so the front-left corner has its yellow sticker pointing toward the left face (not up, not front). Apply Sune to get 1 solved corner.

1 yellow corner facing up ("fish")

Place the one solved yellow corner at the front-left position. Apply Sune to get 2 or 4 solved.

2 yellow corners facing up

Find an unsolved corner (yellow NOT on top). Place it at the front-right position. Whether its yellow sticker faces the front or the right, apply Sune. You may land on 1 or 0 corners first — that's normal. Re-orient for the new case and continue. It may take 2–3 total applications.

⚠ Re-orient between every application

After each Sune (or Anti-Sune), the number of solved corners changes, so the holding orientation also changes. Always stop, count corners, re-orient per the instructions above, then apply again. Maximum 3 applications total.

🔄 Stuck in a loop? (2 → 2 → 2…)

If you apply Sune and still have exactly 2 corners oriented, you held wrong. Sune oriented one corner but un-oriented another. To fix it:

  • Rotate U (top layer only) so a different unsolved corner lands at front-right, then try Sune again.
  • Or try Anti-Sune (R U2 R′ U′ R U′ R′) from the same position — it handles the cases that Sune loops on.

The key insight: there are multiple 2-corner configurations (adjacent vs. diagonal, yellow facing different directions). No single holding rule solves all of them in one shot. If Sune doesn’t change the count, you’re in a sub-case that needs a different setup.

Step 7

Position corners

Get all four yellow-layer corners into the correct spots. They're oriented but may be in the wrong locations.

The entire top face is yellow. Now look at the side stickers of each corner — the two non-yellow colors. Each corner needs to be between the two centers that match its colors.

Look for two correctly placed corners on one side — those are your "headlights". Keep them on the back.
Goal: All four corners match their adjacent centers
Corner permutation — headlights on back
R′ F R′ B2 R F′ R′ B2 R2 U′
Found headlights (two matching corners)

Rotate the whole cube so the headlights are on the back face. Apply the algorithm. Check if all corners are now correct.

No headlights visible

Apply the algorithm from any orientation. After it finishes, headlights will appear. Put them on back and apply once more.

All corners already correct

Skip this step! Move directly to Step 8.

"Headlights" explained: Look at one face of the top layer. If the two corner stickers on that face are the same color, those are headlights. They don't need to match the center — they just need to match each other.
Step 8

Align edges

The final step — cycle the last-layer edge pieces into their correct positions and solve the cube!

Corners are positioned and oriented. Now look at the side stickers of the four top-layer edges — each one needs to match the center color of its face. Keep yellow on top. This step uses an algorithm known to speedcubers as the U-perm — it cycles three edges while leaving everything else untouched.

Check: are they already solved?

Turn the U layer and see if all four edge stickers line up with their centers at the same time. If they do — congratulations, the cube is solved! Skip ahead to the celebration. If not, continue below.

Find a solved face

Slowly rotate U and check each side: is there a position where one complete face (all 9 stickers) is solved? There are three possible scenarios:

One solved face

Three edges need to cycle. Put the solved face on the back and proceed to "Pick the direction."

No solved face

Two pairs of edges need to swap. Apply either algorithm once from any angle — this will create one solved face. Then put it on the back and do the correct algorithm a second time.

All four faces solved

Nothing to do — the cube is already complete!

Solved face goes on the back. The other three edges need cycling.
The final result: a solved cube!

Pick the direction

With the solved face on the back, look at the front edge (the top-layer edge sticker facing you). Its color tells you which center it belongs to, and therefore which direction the three edges need to rotate:

Front edge matches the LEFT center

The front piece needs to go left → the cycle goes Front → Left → Right → Front. Use the clockwise algorithm (U version).

Front edge matches the RIGHT center

The front piece needs to go right → the cycle goes Front → Right → Left → Front. Use the counter-clockwise algorithm (U′ version).

Edge 3-cycle — clockwise: front → left (Ub perm)
F2 U L R′ F2 L′ R U F2
Edge 3-cycle — counter-clockwise: front → right (Ua perm)
F2 U′ L R′ F2 L′ R U′ F2
Easy to remember: The two algorithms are identical — the only difference is U vs. U′. If the first attempt doesn't solve it, you chose the wrong direction; just apply the other one.
No solved face? (H-perm / Z-perm) When no face is fully solved at any U rotation, you have a double-swap — either two opposite or two adjacent edges need to trade places. Don't worry: apply either algorithm once from any angle. This converts the double-swap into a single 3-cycle with one solved face. Put that face on the back and finish with the correct directional algorithm. Two total applications and you're done.
Level up — M-slice U-perms (for when you're ready to go faster)

Once the beginner F2-based algorithms feel natural, speedcubers graduate to M-slice U-perms — they're much more finger-trick friendly and only 7 moves each.

What is M?

M turns the middle layer (the vertical slice between R and L) in the same direction as L — that means the front edge of the middle slice moves downward. M′ is the reverse (front moves upward, same direction as R). M2 flips it 180°.

Ua perm (M-slice version)
M2 U M U2 M′ U M2

Replaces the beginner counter-clockwise algorithm F2 U′ L R′ F2 L′ R U′ F2 from above. Use when the front edge matches the right center (edges cycle front → right → left).

Ub perm (M-slice version)
M2 U′ M U2 M′ U′ M2

Replaces the beginner clockwise algorithm F2 U L R′ F2 L′ R U F2 from above. Use when the front edge matches the left center (edges cycle front → left → right).

Holding is the same: solved face on the back, yellow on top — identical to how you held for the beginner F2-based versions. The only difference is the algorithm itself; same setup, faster execution.

Just like the beginner versions, these two algorithms differ by only one move: U vs. U′. These are the algorithms used by most competitive cubers for last-layer edge permutation.

Congratulations — you solved it!

Practice the algorithms until they become muscle memory. Once you can solve without looking at the guide, you're ready for finger tricks and faster methods.

Level up — learn CFOP →
Reference

Algorithm cheat sheet

All algorithms on one screen. Print this section for a physical reference card.

Step 1 — Daisy edge flip
R′ U F′
Step 3 — Corner insert left
D L D′ L′
Step 3 — Corner insert right
D′ R′ D R
Step 3 — Corner reorient
F D′ F′ D2
Step 4 — Insert left
U′ L′ U L U F U′ F′
Step 4 — Insert right
U R U′ R′ U′ F′ U F
Step 5 — Yellow cross
F U R U′ R′ F′
Step 6 — Sune (orient corners)
R U R′ U R U2 R′
Step 6 — Anti-Sune (orient corners)
R U2 R′ U′ R U′ R′
Step 7 — Position corners
R′ F R′ B2 R F′ R′ B2 R2 U′
Step 8 — Edges CW (Ub perm)
F2 U L R′ F2 L′ R U F2
⚡ M-slice version
M2 U′ M U2 M′ U′ M2
Step 8 — Edges CCW (Ua perm)
F2 U′ L R′ F2 L′ R U′ F2
⚡ M-slice version
M2 U M U2 M′ U M2

The solve at a glance

1. Daisy
2. White cross
3. White corners
4. Middle layer
5. Yellow cross
6. Yellow face
7. Position corners
8. SOLVED!
Print-friendly: Use your browser's print function (Ctrl+P / Cmd+P) to print this cheatsheet section as a physical reference card.