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.
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.
| Phase | Beginner method | CFOP |
|---|---|---|
| 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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
R U R′ to eject the pair. Now both pieces are in the U layer and you can pair them properly.
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.
The corner and edge are both in the U layer but not paired. You need to connect them first, then insert.
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.
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.
You already know this from the beginner guide. There are only 3 cases (dot, L, line) and one algorithm handles all of them:
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.
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.
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.
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.
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:
Corners are positioned. Now cycle the edges. Check which edges still need to move. There are four cases:
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.
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.
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.
After positioning corners, sometimes the edges land correctly too. Just do a final U adjustment and the cube is solved!
A structured path from beginner to consistently sub-60 second solves.
Practice planning the cross during inspection. Goal: cross in under 3 seconds, ≤ 8 moves every time. Do 50 cross-only solves per session.
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.
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.
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.
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.
All intermediate algorithms on one screen. Print this for a physical reference card.
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.