How to Solve a Rubik’s Cube Faster

Speedcubing · 3 min read · Updated

To solve a Rubik’s Cube faster, switch from the beginner method to CFOP in stages — cross on the bottom, then F2L, then 2‑look OLL and PLL — and measure every change with a timer. Better fingertricks and a smoother cube help, but the biggest gains come from fewer moves and less pausing between steps. Here’s the order that works for most people.

Where your time goes

A beginner‑method solve spends most of its time on two things: extra moves (the corners‑then‑edges approach for the first two layers is long) and pauses while you search for the next piece. CFOP attacks both: F2L solves two layers with far fewer moves, and its last‑layer algorithms replace repeated beginner sequences.

The roadmap

StageWhat to learnNew algorithms
1Finish the beginner method without notes6
2Build the cross on the bottom, planned during inspection0
3Intuitive F2L — pair and insert0–4
42‑look OLL9
52‑look PLL6
6Full PLL+15
7Full OLL, then advanced F2L cases+48

Stages 2–5 are where most people break 30 seconds. Don’t skip ahead to full OLL while F2L is still slow — F2L is about half of every solve.

Use a timer properly

A cube timer turns “I think I’m faster” into data. Key terms:

  • Single — one solve. Good for bragging, bad for judging progress.
  • ao5 (average of 5) — take five solves, drop the best and worst, and average the middle three. This is the format used in official World Cube Association (WCA) competitions.
  • ao12 — twelve solves, best and worst dropped. Smoother; better for tracking week‑to‑week progress.
  • PB — personal best, for a single or an average.

Do sessions of 12 or more solves and compare averages, not singles. When you learn something new, expect your average to get worse for a few days before it improves.

Use your inspection time

In WCA competitions you get 15 seconds of inspection before the timer starts. Starting after 15 seconds adds a 2‑second penalty, and after 17 seconds the solve is a DNF (did not finish). Practise with the same limit and use it to:

  1. Find the four cross edges.
  2. Plan the whole cross — any cross can be solved in 8 moves or fewer.
  3. If you can, track where your first F2L pair will be once the cross is done.

Practice drills that work

  • Cross only. Scramble, inspect, solve just the cross, repeat. Aim to plan it fully in inspection. A cross trainer that generates scrambles and lets you set difficulty speeds this up.
  • Slow solves. Do a full solve deliberately slowly with no pauses at all. Smooth beats fast: pauses cost more time than slow turning.
  • Algorithm drills. Repeat one new OLL or PLL case 20 times in a row, then mix it into normal solves.
  • One weakness at a time. If your F2L is slow, spend a week on F2L only; don’t try to fix everything at once.

Hardware and fingertricks

A modern magnetic speed cube turns lighter and more accurately than an old store‑bought cube, which makes fingertricks possible. Learn to do U and U' with your index fingers and R moves with your wrist instead of regripping. These matter more once you’re under about 30 seconds; before that, method and look‑ahead matter most.

Realistic milestones

Everyone improves at a different speed, but the rough shape is: beginner method around one to two minutes; with cross‑on‑bottom, intuitive F2L and 2‑look last layer, sub‑30 is within reach; full PLL and OLL plus good look‑ahead take people toward sub‑20. Track your ao12 so you can see your own curve.