Speedcubing Glossary

This page is a glossary of some of the most common speedcubing terms and acronyms.


+2

The standard time penalty in WCA competitions, plus two seconds.


2GLL

2-Generator Last Layer. These algorithms are used for the ZBLL cases which require only edge permutation and corner orientation.


2LLL

2 Look Last Layer - solving the last layer in two steps or 'looks'. For the CFOP method, this generally refers to OLL and PLL.


3LLL

3 Look Last Layer - solving the last layer in three steps or 'looks'. For the CFOP method, this generally refers to 2 Look OLL and full PLL.


4LLL

4 Look Last Layer - solving the last layer in four steps or 'looks'. For the CFOP method, this generally refers to 2 Look OLL and 2 look PLL.


Algorithm

An algorithm is a sequence of moves designed to achieve a particular outcome on a puzzle.


Anti-Sune

The inverse of the Sune algorithm, the Anti-Sune algorithm re-orients 3 corners anticlockwise.


AUF

Adjust U Face. This is a move generally performed before or after an algorithm to align the U face to a desired position. It could either be U, U', or U2.


Beginner's method

A beginner's method refers to speedsolving methods designed for beginners, which often have many steps to simplify the process.


BLD

Blindfolded speedcubing - refers to solving cubes blindfolded.


BLE

Brooks' Last Edge. These algorithms insert an edge into your your last F2L slot and orient the corners of the last layer.


Blockbuilding

Blockbuilding generally refers to inuitively solving blocks of pieces around the cube, in contrast to algorithmic speedcubing approaches.


Center

Refers to the middle piece on each side of a Rubik's cube. For bigger cubes, it refers to the pieces with only one colour.


CFOP

Cross-F2L-OLL-PLL. The most commonly used speedsolving method.


CLL

Corners of Last Layer. These algorithms solve the corners of the last layer, as their name suggests.


CLS

Corner Last Slot. CLS algorithms solve the last F2L corner and orient your last layer at the same time. They are used when the edge of your final F2L pair is already solved, and the last layer edges are oriented.


COLL

Corners and Orientation of Last Layer. COLL algorithms are used to orient and permute the corners of your last layer at the same time.


Commutator

A sequence of moves of the form A-B-A'-B'. Example: (R' D' R) (U) (R' D R) (U')


Conjugate

A sequence of moves of the form A-B-A'. Example: (R U2 R') (R' F R F') (R U2 R')


Corner

Refers to the corner pieces on the Rubik's cube, which are the pieces with three different colours.


CP

Corner Permutation


Cross

The cross generally refers to correctly solving 4 edge pieces around a center piece, to form a 'plus' or 'cross' out of the center and edge stickers.


Cube Rotation

Rotating the cube in place without turning any of the sides. The three rotational axes used in cube notation are x y and z.


DNF

Did Not Finish


DNS

Did Not Start


Edge

Refers to the edge pieces on the Rubik's cube, which have two different colours.


Edge Control

Intentionally orienting last layer edges whilst solving the first two layers.


ELL

Edges of Last Layer


EO

Edge Orientation


EP

Edge Permutation


Extended Cross

Solving the cross and one F2L pair at the same time, also referred to as 'X-Cross'


F2L

First 2 Layers


Face (Side)

A single surface of a Rubik's cube.


FMC

Fewest Moves Challenge


Fridrich Method

Also known as CFOP, the most common speedsolving method, which solves the cube in the following sequence: Cross-F2L-OLL-PLL


Half-Turn

Any 180 degree turn of the Rubik's cube.


Inspection

The time used to inspect the cube before starting a solve. In WCA competitions, the maximum inspection time is 15 seconds.


Layer

Refers to all of the pieces which make up one rotational side of a Rubik's cube.


LBL

Layer By Layer


LL

Last Layer


Lookahead

Planning future stages of a speedsolve whilst executing moves to solve the pieces of the current stage.


Move Count

The number of moves used in a Rubik's cube solve.


Multislotting

Intentionally inserting F2L pairs in a manner which influences subsequent F2L pairs in your favour.


Niklas

The algorithm R U' L' U R' U' L, which re-orients 3 corners clockwise.


OH

One-Handed speedcubing - refers to solving cubes with one hand.


OLL

Orientation of Last Layer


OLLCP

Orientation of Last Layer + Corner Permutation


Parity

Parity in a speedsolving context generally refers to additional steps required to solve a puzzle in cases where there are (or appear to be) an odd number of piece swaps on a cube. For a more technical explanation, see here


PB

Personal Best


PBL

Permutation of Both Layers, a step used in some common 2x2 methods which permute the top and bottom layer corners.


Petrus Method

A 3x3 speedsolving method developed by Lars Petrus which has a strong emphasis on blockbuilding.


PLL

Permutation of Last Layer


Pop

When pieces 'pop' or fall out of a cube during turning.


Quarter Turn

Any 90 degree turn of the Rubik's cube.


Reduction

A common big cube solving method whereby the cuber solves the center pieces into place, followed by pairing up edge pieces to effectively 'reduce' the big cube to a 3x3.


Roux

A 3x3 speedsolving method developed by Gilles Roux in which 1x2x3 blocks are built on the left and right sides of the cube to begin the solve.


Sexy Move

Refers to the move sequence R U R' U'


Sledgehammer

Refers to the move sequence R' F R F'


Slice Move

On a 3x3, a slice move refers to the notated moves M, E, and S.


Sune

The algorithm R U R' U R U2 R'


TPS

Turns Per Second


UWR

Unofficial World Record


VLS

Valk Last Slot. VLS algorithms solve the final F2L slot and OLL at the same time, in the cases where you have a connected F2L pair.


WCA

World Cube Association


WR

World Record


WV

Winter Variation. These algorithms are used to orient the corners of your last layer whilst you insert your final F2L pair, in the case where the pair is connected.


Yau

A big cube speedsolving method proposed by Robert Yau, whereby the cross is solved before the cube is fully reduced to the 3x3 stage.


ZBF2L

Zborowski-Bruchem First 2 Layers. These algorithms solve the final F2L pair and orient the edges of the last layer to set up for ZBLL.


ZBLL

Zborowski-Bruchem Last Layer. These algorithms solve the entire last layer in 1 step, when the last layer edges are oriented.


ZZ

A 3x3 speedsolving method created by Zbiginiew Zborowski in which the first step involves orienting all edges on the cube.