Reference
Speedcubing glossary
The words cubers use, explained plainly: what an Ao5 is, when a solve gets a +2, what F2L and PLL mean. Each term links to a page where you can learn more or try it.
Times, averages and penalties
- Single
- One solve's time, as opposed to an average. Your best single is your fastest solve. Open the timer →
- Ao5Average of 5
- Your last five solves with the best and worst removed, and the middle three averaged. It is the result format of most WCA events, and the number most cubers mean by "my average". What's a good average? →
- Ao12Average of 12
- Your last twelve solves with the best and worst removed, and the other ten averaged. Steadier than an Ao5, so it shows your real level better.
- Ao100Average of 100
- Your last hundred solves. Cubeathon removes the five best and five worst and averages the rest; it changes slowly, which makes it a good long-term progress measure.
- Mo3Mean of 3
- The plain mean of three solves, with nothing removed. Used for long events such as the 6×6 and 7×7 at WCA competitions.
- PBPersonal best
- Your best ever result: a PB single is your fastest solve, a PB average your best Ao5 (or Ao12, Ao100).
- DNFDid not finish
- A solve that doesn't count, for example because the cube wasn't solved when the timer stopped, or inspection ran to 17 seconds. One DNF in an Ao5 is dropped as the worst solve; two make the whole average a DNF. Competition rules explained →
- +2Plus two
- A two-second penalty added to a solve. The most common cause is starting after 15 seconds of inspection (but before 17). The WCA regulations list the other cases.
- DNSDid not start
- An attempt the competitor didn't start at all. It counts as worse than every finished solve.
- Inspection
- The 15 seconds you get to look at the scrambled cube before solving, as at WCA competitions. Most cubers use it to plan the cross. Practise with inspection →
- Sub-XSub-20 · Sub-10
- Averaging under X seconds: "sub-20" means your average is below 20 seconds. Some cubers use it for their single instead, so it helps to say which. How to get faster →
- Session
- A group of solves kept together, for example one practice session or one puzzle. Cubeathon keeps separate sessions, statistics and PBs for every puzzle.
- TPSTurns per second
- How many moves you make per second: a solve's move count divided by its time. Higher TPS helps, but fewer moves and fewer pauses usually help more.
Methods and solving
- Beginner methodLayer by layer · LBL
- Solving the cube one layer at a time with a few short algorithms. It is how most people solve their first cube. Learn the beginner method →
- CFOPFridrich method
- The most widely used speedsolving method: Cross, F2L, OLL, PLL. The CFOP method →
- Cross
- The first CFOP step: the four edges around one centre, usually solved on the bottom and planned during inspection. About the cross →
- F2LFirst two layers
- The second CFOP step: pairing each bottom corner with its middle-layer edge and inserting the pair, four times. F2L basics →
- OLLOrientation of the last layer
- The third CFOP step: making the whole top face one colour. 57 cases in full. OLL algorithms →
- PLLPermutation of the last layer
- The last CFOP step: moving the top-layer pieces into place. 21 cases. All 21 PLL algorithms →
- 2-look OLL / PLL
- Doing OLL or PLL in two steps with fewer algorithms (10 for OLL, 6 for PLL) instead of one step with the full set. Learn 2-look →
- Roux
- A method that builds two 1×2×3 blocks on the left and right, then solves the rest with mostly M-slice moves. Known for low move counts.
- ZZ
- A method that orients all the edges first, so the rest of the solve needs only R, U and L turns.
- Lookahead
- Finding your next pieces while you are still solving the current ones, so you don't stop between steps. Mostly trained by solving slowly without pausing. Improving lookahead →
- Finger tricks
- Turning layers with flicks of the fingers instead of whole-hand turns, without regripping, so algorithms flow quickly.
- Regrip
- Changing how you hold the cube mid-solve. Each one costs time, so algorithms are chosen partly to avoid them.
- Colour neutral
- Able to start the solve on any colour's cross instead of always white. It gives you more chances of an easy cross, at the cost of more practice.
- Parity
- On a 4×4 and larger cubes, last-layer cases that can't happen on a 3×3 (for example a single flipped edge), solved with extra algorithms. On a 3×3, an apparent parity means the cube was reassembled wrongly.
Notation and moves
- Notation
- The letters used to write moves: R, U, F, L, D, B for the faces, ' for counter-clockwise, 2 for a half turn. Learn cube notation →
- Prime (')
- A counter-clockwise turn: R' undoes R. Try R' on the cube →
- Wide moveRw · r
- Turning an outer face together with the layer next to it. Written Rw or r. Wide moves →
- Slice moveM · E · S
- Turning only a middle layer: M (between L and R), E (between U and D), S (between F and B). Slice moves →
- Rotationx · y · z
- Turning the whole cube in your hands. Nothing changes relative to the cube. Cube rotations →
- Scramble
- A sequence of moves that takes a solved cube to a random position, so every solve starts fair. Scramble generator →
- Random-state scramble
- A scramble made by picking a random position first and then finding moves that reach it, so every position is equally likely. 3×3 scramble generator →
Algorithms and recognition
- AlgorithmAlg
- A memorised move sequence that solves one particular case.
- Case
- One specific situation an algorithm solves, such as the T perm in PLL or the Sune in OLL.
- Recognition
- Identifying which case you have. Fast recognition matters as much as fast execution. Drill PLL recognition →
- AUFAdjust U face
- Turning the top layer to line a case up before an algorithm, or to finish the solve after one.
- Trigger
- A short, very common move group inside longer algorithms, such as R U R' U'. Your first trigger →
- Headlights
- Two matching corner stickers on one side of the top layer. The main clue for recognising PLL cases. PLL recognition →
- Sune
- A seven-move OLL algorithm, R U R' U R U2 R', and the case it solves. One of the first algorithms most cubers learn. Sune and the corner OLLs →
Competitions
- WCAWorld Cube Association
- The body that governs official speedcubing competitions, keeps the regulations and maintains the official results and records. Preparing for a competition →
- Round
- One set of attempts in an event, usually five solves for an Ao5. Later rounds are for the fastest competitors from earlier ones.
- Cutoff
- A time you must beat in your first attempt(s) to be allowed to finish the round.
- Time limit
- The longest a single attempt may take at a competition; going over makes it a DNF.
Competition terms are summaries. The WCA Regulations are the official wording.