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Beginner
Introduction
Prep
Cross
1st Layer Corners
2nd Layer Edges
Orient LL Edges
Orient LL Corners
Permute LL Edges
Permute LL Corners
Recap
Notation
4LLL
2 Look OLL
2 Look PLL
CFOP
Introduction
Cross
F2L
OLL algorithms
OLL recognition
PLL algorithms
PLL recognition
Advanced
Advanced F2L
VHLS
ZBLS
Winter Variation
COLL algorithms
CxLL recognition
OH
COLL
OLL
PLL
2x2
Ortega
OLL
PBL
4x4
Reduction Method
Centers
Edges
3x3 Stage
Other Stuff
Pyraminx Method
Team BLD
3x3x3 BLD
Contact
About Me
About Me
Hire Me
My Official Records
My Unofficial Records
Wikipedia
Speedsolving Wiki
Article (2011)
Interview (2010)
Inverview (2009)
Links
Speedsolving Forum
World Cube Association
CubingUSA
I will be using the official WCA notation from Article 12 of the WCA Regulations:
12a1) Clockwise, 90 degrees: F (front face), B (back face), R (right face), L (left face), U (upper face), D (bottom face).
12a2) Counter clockwise, 90 degrees: F', B', R', L', U', D' (see 12a1).
12a3) Clockwise, 180 degrees: F2, B2, R2, L2, U2, D2 (see 12a1).
12a4) Counter clockwise, 180 degrees: F2', B2', R2', L2', U2', D2' (see 12a1).
Double Outer Slice Moves (outer slice plus adjacent inner slice):
12a5) Clockwise, 90 degrees: Fw, Bw, Rw, Lw, Uw, Dw. (see 12a1).
12a6) Counter clockwise, 90 degrees: Fw', Bw', Rw', Lw', Uw', Dw' (see 12a5).
12a7) Clockwise, 180 degrees: Fw2, Bw2, Rw2, Lw2, Uw2, Dw2 (see 12a5).
12a8) Counter clockwise, 180 degrees: Fw2', Bw2', Rw2', Lw2', Uw2', Dw2' (see 12a5).
Middle Slice Moves (middle slice of puzzles with odd number of slices, middle two slices of puzzles with even number of slices):
12a13) Clockwise, 90 degrees: M (same direction as L), S (same direction as F), E (same direction as D). (see 12a1).
12a14) Counter clockwise, 90 degrees: M', S', E' (see 12a13).
12a15) Clockwise, 180 degrees: M2, S2, E2 (see 12a13).
12a16) Counter clockwise, 180 degrees: M2', S2', E2' (see 12a13).
12b1) Clockwise, 90 degrees: [f] or z, [b] or z', [r] or x, [l] or x', [u] or y, [d] or y'. (see 12a1).
12b) 12b2) Counter clockwise, 90 degrees: [f'] or z', [b'] or z, [r'] or x', [l'] or x, [u'] or y', [d'] or y (see 12b1).
12b3) Clockwise, 180 degrees: [f2] or z2, [b2] or z2, [r2] or x2, [l2] or x2, [u2] or y2, [d2] or y2 (see 12b1).
12b4) Counter clockwise, 180 degrees: [f2'] or z2', [b2'] or z2', [r2'] or x2', [l2'] or x2', [u2'] or y2', [d2'] or y2' (see 12b1).
To make things easier to explain, it is useful to develop a notation that easily describes certain moves. For the purposes of the diagrams below, F is
the red face, B is the orange face, L is the blue face, R is the green face, U is the yellow face, and D is the white face:
F2 Fw2
F or F' Fw or Fw'
F'2 Fw'2
B2 Bw2
B or B' Bw or Bw'
B'2 Bw'2
L2 Lw2
L or L' Lw or Lw'
L'2 Lw'2
R2 Rw2
R or R' Rw or Rw'
R'2 Rw'2
U2 Uw2
U or U' Uw or Uw'
U'2 Uw'2
D2 Dw2
D or D' Dw or Dw'
D'2 Dw'2
Slice Moves
Slice turns (M, E, and S) are sometimes useful for certain algorithms. In a slice move, the "outside" layers remain stable, and a middle layer will slice
through them. They can have the same suffixes as the other face turns.
M M2 or M'2 M'
E E2 or E'2 E'
S S2 or S'2 S'
Cube Rotations
Cube rotations (x, y, and z) do not involve the turning of any layers of the cube. Instead, the entire cube is rotated (imagine an x, y, and z axis going
through the cube). These are often used to move the cube into a position that makes an algorithm easier to perform.
x2 or
x x'
x'2
y2 or
y y'
y'2
z z2 or z'2 z'
Copyright © 2005-2015 Bob Burton