Learn CFOP Here
CFOP (Cross, F2L, OLL, PLL) is a 3x3 speedcubing method introduced around 1981 and popularized by Jessica Fridrich. It is widely used by top speedcubers for its efficiency. The steps are:
Cross: Solve four edges on the bottom face, often color-neutral.
F2L: Pair corners and edges to solve four slots intuitively.
OLL: Orient the face in one color (57 algorithms or 2-look with 9 cases).
PLL: Permute the last layer pieces (21 algorithms or 2-look with 6 cases).
​Pros: Easy to learn, intuitive balance, and is heavily algorithm-based. ​​
Cons: Higher move count than some other methods and reliance on inspection time.
Step 1: Cross
The first step in CFOP is solving a cross on the bottom face by aligning four edge pieces with their centers. This forms the foundation for the rest of the solution.
Modern solvers use the bottom face to avoid unnecessary rotations, but earlier methods often placed the cross on other faces. Over time, bottom-face solving became the standard for efficiency.
Top solvers often use color neutrality, starting the cross on any color for optimal solutions. While some intuition is involved, the process is kind of algorithmic, making it accessible to beginners transitioning to advanced techniques.​
Info and Tips for Cross
Step 2: F2L
The second step in CFOP is F2L (First Two Layers) where corner-edge pairs are solved simultaneously, filling the four slots between the cross and the second layer. Instead of solving corners and edges separately, F2L pairs them up and inserts them efficiently, reducing move count and improving speed. While beginners use an intuitive approach, advanced solvers optimize F2L with algorithms and lookahead techniques to minimize pauses. Mastering F2L is crucial for faster solve times and smooth transitions into OLL and PLL.​​
Info and Tips for F2L
Step 3: Orientation of Last Layer (OLL)
The third step in CFOP is OLL (Orientation of the Last Layer), where all last-layer pieces are oriented to match the top face color (solving the top side). There are 57 different OLL cases, but they can be grouped into patterns like crosses, L-shapes, and dot cases. Beginners often use a two-step OLL, first forming a cross and then orienting the corners, while advanced solvers learn all 57 algorithms for faster solving. Mastering OLL reduces the number of moves needed to complete the last layer and helps transition smoothly into PLL, the final step of the solve.
Info and Tips for OLL
​PLL (Permutation of the Last Layer) is the final step in many speedsolving methods, where all last-layer pieces are moved into their correct positions after OLL. There are 21 PLL cases (or 13 if mirrors and inverses are considered the same), each named after a letter. These cases are divided into corner-only, edge-only, and both corner-edge permutation cases. Beginners often use 2-look PLL, solving corners first and then edges, reducing the number of cases to just six but at the cost of speed. Advanced solvers learn all 21 cases to execute this step in one algorithm, improving efficiency. Finding the fastest algorithm for each case is key to optimizing solve times, as some shorter algorithms may not always be the fastest in execution.
Final Step: Permutation of Last Layer (PLL)
Info and Tips for PLL
