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You can solve the cube. Now solve it faster. This guide introduces CFOP — the method used by nearly every competitive speedcuber — one concept at a time.

Start learning → ← Beginner guide
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Overview

Why upgrade to CFOP?

The beginner method works — but it's slow. CFOP collapses the eight beginner steps into four powerful phases that cut your solve time dramatically.

CFOP stands for Cross → F2L → OLL → PLL. It was popularized by Jessica Fridrich and is the dominant speedcubing method worldwide.

You already know the basic ideas — CFOP just makes each phase more efficient. Instead of solving the first layer in three separate stages, F2L builds both layers simultaneously.

Beginner vs. CFOP at a glance

PhaseBeginner methodCFOP
First layer Daisy → Cross → Corners (3 steps) Cross — efficient, planned ahead (1 step)
Second layer Edge insertion one at a time F2L — pair corner + edge, insert together
Orient last layer Yellow cross → Yellow face (2 steps) OLL — orient everything in one algorithm
Permute last layer Position corners → Align edges (2 steps) PLL — permute everything in one algorithm
Total algorithms ~8 2-look: ~16 · Full: 78
Typical time 90–180 seconds 2-look: 30–60s · Full: under 20s
Don't try to learn everything at once. This guide teaches the "2-look" version of OLL and PLL — only 16 algorithms total. That's enough to get you under a minute consistently. Full OLL (57 algs) and PLL (21 algs) come later.
CCross
F2LFirst Two Layers
OLLOrient Last Layer
PLLPermute Last Layer
Phase 1

Efficient cross

Solve the white cross on the bottom in 8 moves or fewer — and plan it entirely during inspection.

In the beginner method, you built a daisy on top and dropped edges down. That's slow. In CFOP, you solve the cross directly on the bottom — no daisy step. The goal is the same (white cross with matching side colors), but you get there in far fewer moves.

Scrambled: White edges scattered across all faces
Goal: White cross on bottom, sides matching — in ≤ 8 moves

Key concepts

1. Solve on the bottom

Hold white on bottom from the start. This means you can see the top (yellow) and three side faces simultaneously — much more information visible at once.

2. Plan during inspection

In competition you get 15 seconds of inspection. Even in casual solving, spend a few seconds locating all four white edges and planning the sequence before you start turning.

3. Think in pairs

Insert edges so that placing one doesn't displace another. The best cross solutions are ≤ 8 moves. Start by solving the easiest edge, then chain the rest.

Practice drills

Drill 1 — Slow cross

Scramble the cube. Stare at it (don't touch!) and plan the entire cross. Then execute. Repeat until you can plan all 4 edges consistently.

Drill 2 — Move count

Solve the cross and count your moves. If it's more than 8, re-scramble with the same scramble and try to find a shorter solution. Target: consistently under 8.

Drill 3 — Color neutral start

Try solving the cross on different colors (not just white). If the blue cross is solvable in 4 moves but white takes 7, use blue! This is called color neutrality.

The cross should take under 2 seconds once you can plan it during inspection. This single improvement can shave 10+ seconds off your solve.
Phase 2

F2L — First Two Layers

Instead of solving corners and edges separately, pair them in the top layer and insert them together. Four pairs, four slots.

This is the biggest upgrade from the beginner method. In the beginner approach, you insert white corners (Step 3) and then separately insert second-layer edges (Step 4). In F2L, you pair a corner and its matching edge in the U layer, then slide the pair into the correct slot simultaneously.

A "pair" = one white corner + its matching edge. For example, the white-red-blue corner belongs with the red-blue edge. Together they fill one of the four "slots" between centers.

There are four slots, one in each corner of the first two layers. Solve all four pairs and you've completed two layers at once.

The intuitive approach (start here)

Before memorizing 41 F2L algorithms, learn to do it intuitively. The idea is simple: use U-layer moves to get the corner and edge next to each other (paired), then insert them into the slot together.

Step A — Find a pair

Locate a white corner in the U layer. Identify the edge that belongs with it by matching the non-white colors. Find that edge (it may be in the U layer or stuck in a wrong slot).

Step B — Pair them up

Use U moves and one R/L/F move to get the corner and edge side-by-side, with their colors aligned. The white sticker on the corner and the matching sticker on the edge should face the same direction.

Step C — Insert the pair

Rotate U to position the pair above its target slot, then use a simple R U R′ or L′ U′ L type move to slide both pieces into place.

⚠ The golden rule of F2L

Never break already-solved pairs. Only turn the U layer freely — the R, L, and F faces should only be turned to temporarily open a slot, insert a pair, and close it again. If you turn R and don't undo it with R′ at some point, you've disrupted a solved slot.

Edge stuck in the wrong slot? Position the slot in front-right. Do R U R′ to eject the pair. Now both pieces are in the U layer and you can pair them properly.
Phase 2b

Core F2L cases

These are the fundamental F2L insertions. Learn these and you can handle ~80% of what you'll encounter.

For all cases below, the target slot is front-right. The corner is in the U layer. The edge is either in the U layer or needs to be ejected first.

Case 1 — Easy insert (corner and edge already paired)

Pair formed, white faces right → insert into front-right slot
Pair formed, white faces left → insert into front-left slot
Easy insert — pair into front-right slot (white faces right)
U R U′ R′
Easy insert — pair into front-left slot (white faces left)
U′ L′ U L

Case 2 — Corner and edge separated (both in U layer)

The corner and edge are both in the U layer but not paired. You need to connect them first, then insert.

White faces front — hide edge, connect, insert right
R U R′ U′ — then — R U R′
White faces up — split then reconnect right
R U2 R′ U′ — then — R U R′

Case 3 — Edge trapped in a slot

The edge you need is already in the middle layer — but in the wrong slot or flipped. Eject it first, then pair and insert normally.

Eject the wrong pair from front-right slot
R U R′
Practice strategy: Scramble the cube, solve the cross, then practice just one F2L pair at a time. Once you can find and insert pairs without thinking, start chaining all four. Speed comes from look-ahead — while inserting one pair, you're already scanning for the next.
Phase 3

2-Look OLL

Orient the Last Layer in two steps: first form the yellow cross, then orient the yellow corners. Only 9 algorithms total.

In the beginner method, you already did this in two steps (Step 5 and Step 6). The difference here is that you learn all the edge and corner orientation cases instead of just repeating Sune until it works. This means fewer repeated applications and faster solves.

Step 1 — Orient edges (form the yellow cross)

You already know this from the beginner guide. There are only 3 cases (dot, L, line) and one algorithm handles all of them:

Dot
L shape
Line
Cross ✓
Edge orientation — same as beginner (Dot → L → Line → Cross)
F U R U′ R′ F′
Bonus shortcut: For the Line case specifically, you can use F R U R′ U′ F′ instead — it goes straight to cross in one application (hold line horizontal). Both work; this one avoids looping through the L shape.

Step 2 — Orient corners (make the top all yellow)

The cross is done. Now orient the corners. There are 7 cases — but you only need to learn a few algorithms because the beginner Sune and its mirror (Anti-Sune) cover most situations.

Sune
R U R′ U R U2 R′
1 corner solved, oriented like a "fish" pointing right
Anti-Sune
R U2 R′ U′ R U′ R′
Mirror of Sune — fish points left
H (Bowtie)
R U R′ U R U′ R′ U R U2 R′
2 solved corners on opposite sides (diagonal)
Pi (Bruno)
F R U R′ U′ R U R′ U′ F′
2 solved corners adjacent — looks like π
U (Headlights)
R2 D R′ U2 R D′ R′ U2 R′
2 unsolved corners facing the same way
T (Chameleon)
r U R′ U′ r′ F R F′
2 yellow corners on same side — T shape from front
L (Bowtie var.)
F R U′ R′ U′ R U R′ F′
0 corners solved, no matching pattern
Start simple: If 7 algorithms feel like a lot, just use Sune (R U R′ U R U2 R′) repeatedly — it always works, it just may take 2–3 applications. As you get faster, learn the specific cases to solve corners in one shot.
Phase 4

2-Look PLL

Permute the Last Layer in two steps: position the corners, then cycle the edges. Just 6 algorithms to finish the cube.

The entire top face is yellow. Now you need to move the last-layer pieces into their correct positions. Just like in the beginner method, you'll handle corners first, then edges — but with proper recognition and dedicated algorithms.

Step 1 — Permute corners

Look at the four corners of the top layer. Check if any face has two corner stickers that are the same color ("headlights"). There are only two possible cases:

Adjacent swap: One pair of headlights visible — put them on the left
Diagonal swap: No headlights on any face
Adjacent corner swap (Aa perm) — headlights on the left
R′ F R′ B2 R F′ R′ B2 R2
Diagonal corner swap (Y perm)
F R U′ R′ U′ R U R′ F′ R U R′ U′ R′ F R F′
You already know the Aa perm! It's essentially the same corner-position algorithm from the beginner guide. The Y perm is new — it swaps two diagonally opposite corners in one go.

Step 2 — Permute edges

Corners are positioned. Now cycle the edges. Check which edges still need to move. There are four cases:

Ua perm
M2 U M U2 M′ U M2
3-cycle counter-clockwise
Ub perm
M2 U′ M U2 M′ U′ M2
3-cycle clockwise
Z perm
M′ U M2 U M2 U M′ U2 M2
Swap 2 adjacent edge pairs
H perm
M2 U M2 U2 M2 U M2
Swap 2 opposite edge pairs
M moves explained

M = Middle slice — the layer between L and R. It turns in the same direction as L. So M means the middle goes down (from the front view), and M′ means it goes up. M2 is a 180° turn of the middle layer.

How to recognize the edge cases

One solved face → U perm

Rotate U to find a face where the top-layer edge matches the center. Put that face on back. Check: does the front edge belong to the left or right? That tells you Ua vs Ub.

No solved face → H or Z perm

If opposite edges need to swap (front↔back AND left↔right), it's the H perm. If adjacent edges swap, it's the Z perm.

All edges solved

After positioning corners, sometimes the edges land correctly too. Just do a final U adjustment and the cube is solved!

Finger tricks matter here. The M-slice U perms are the fastest last-layer algorithms in all of cubing. Practice flicking the middle layer with your ring finger — it should become a rapid, fluid motion.
Training

Your practice plan

A structured path from beginner to consistently sub-60 second solves.

Week 1–2 — Efficient cross

Practice planning the cross during inspection. Goal: cross in under 3 seconds, ≤ 8 moves every time. Do 50 cross-only solves per session.

Week 3–5 — Intuitive F2L

Your solves will get slower at first — that's normal. Focus on understanding how pairs form. Don't time yourself. Do untimed F2L practice until pairing feels natural.

Week 6–7 — 2-Look OLL

Learn 2–3 OLL corner algorithms per day. Drill recognition: scramble OLL cases and identify them instantly before executing. The edges step you already know.

Week 8–9 — 2-Look PLL

6 algorithms. Focus on finger tricks for the M-slice U perms. Practice recognition — learn to identify the PLL case in under 1 second. Y perm needs the most drilling.

Week 10+ — Full solves + look-ahead

Now start timing. The biggest speed gain is look-ahead — while your hands execute one algorithm, your eyes find the next pair. Slow down to speed up: practice at 70% speed focusing on zero pauses between steps.

Realistic milestones
~90s
Beginner method mastered
~60s
Efficient cross + intuitive F2L
~40s
2-look OLL + PLL
~25s
Full OLL/PLL + look-ahead
<15s
Advanced techniques + years of practice
Use a timer. csTimer (cstimer.net) is the most popular free timer. It generates scrambles, tracks your times, and shows progress graphs. Even when doing untimed practice, track your session averages.
Reference

Algorithm cheat sheet

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

F2L core inserts

Easy insert right
U R U′ R′
Easy insert left
U′ L′ U L
Eject pair
R U R′

2-Look OLL — Edges

Dot / L / Line → Cross
F U R U′ R′ F′
Line shortcut
F R U R′ U′ F′

2-Look OLL — Corners

Sune
R U R′ U R U2 R′
Anti-Sune
R U2 R′ U′ R U′ R′
H (Bowtie)
R U R′ U R U′ R′ U R U2 R′
Pi (Bruno)
F R U R′ U′ R U R′ U′ F′
U (Headlights)
R2 D R′ U2 R D′ R′ U2 R′
T (Chameleon)
r U R′ U′ r′ F R F′
L (Bowtie var.)
F R U′ R′ U′ R U R′ F′

2-Look PLL — Corners

Adjacent swap (Aa perm)
R′ F R′ B2 R F′ R′ B2 R2
Diagonal swap (Y perm)
F R U′ R′ U′ R U R′ F′ R U R′ U′ R′ F R F′

2-Look PLL — Edges

Ua perm (3-cycle CCW)
M2 U M U2 M′ U M2
Ub perm (3-cycle CW)
M2 U′ M U2 M′ U′ M2
Z perm (adjacent swap)
M′ U M2 U M2 U M′ U2 M2
H perm (opposite swap)
M2 U M2 U2 M2 U M2
Print-friendly: Use your browser's print function (Ctrl+P / Cmd+P) to print this cheatsheet section as a physical reference card.

You're a speedcuber now.

Master 2-look CFOP and you'll consistently solve under a minute. When you're ready to push further, learn full OLL (57 algorithms) and full PLL (21 algorithms) to crack the 20-second barrier.