How to Solve a Rubik’s Cube Faster
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
| Stage | What to learn | New algorithms |
|---|---|---|
| 1 | Finish the beginner method without notes | 6 |
| 2 | Build the cross on the bottom, planned during inspection | 0 |
| 3 | Intuitive F2L — pair and insert | 0–4 |
| 4 | 2‑look OLL | 9 |
| 5 | 2‑look PLL | 6 |
| 6 | Full PLL | +15 |
| 7 | Full 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:
- Find the four cross edges.
- Plan the whole cross — any cross can be solved in 8 moves or fewer.
- 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.