The standard speedcubing method

The CFOP Method

CFOP — also called the Fridrich method after Jessica Fridrich, who popularised it — is the most widely used speedsolving method for the 3×3 Rubik’s cube. Almost every top competitor solves with CFOP. The name is an acronym for its four steps: Cross, F2L, OLL and PLL.

The idea is to solve the cube layer-group by layer-group while reducing the number of moves and pauses. You build a cross on the bottom, complete the first two layers, then finish the last layer in two looks: first orient it (OLL), then permute it (PLL). With practice the whole solve becomes a smooth, almost continuous flow.

  1. Step 1: Cross

    Solve the four edges of one face into a plus shape.

    You start by building a cross on the bottom layer: four edge pieces matched to their centres so they form a plus. Good cubers plan the entire cross during inspection and solve it without looking, freeing their eyes to track the next pieces.

    Practise in the trainer

  2. Step 2: F2L

    Fill the First Two Layers by pairing corners with edges.

    F2L (First Two Layers) finishes the bottom two layers at once. You find a corner and its matching edge, join them into a pair, and insert the pair into a slot — repeating four times. Intuitive F2L is the single biggest speed gain over a beginner layer-by-layer solve.

    Learn F2L: pairing and the three insertionsPractise in the trainer

  3. Step 3: OLL

    Orient the last layer so the top face is one solid colour.

    OLL (Orientation of the Last Layer) turns the whole top face a single colour in one algorithm, without caring yet where each piece ends up. Full OLL is 37 algorithms grouped by the shape the top stickers make — dots, lines, crosses, fish and more.

    Browse all OLL casesPractise in the trainer

  4. Step 4: PLL

    Permute the last layer to slide every piece into place.

    PLL (Permutation of the Last Layer) is the final step: the top is already one colour, so you cycle the corners and edges into their correct positions to finish the solve. Full PLL is 21 algorithms, each a named perm (Aa, T, Y, the G perms and so on).

    Browse all PLL casesPractise in the trainer

Where to go next

Cross and F2L are mostly intuitive — you learn the technique and improvise the moves — while OLL and PLL are algorithmic: fixed sequences you recognise and execute. That makes the last two steps the easiest to study and drill on this site.