- 4LLL = 4-Look Last Layer
A rather easy solution for the last layer with only 4 basic algorithms, 2 for OLL and 2 for PLL. Before each algorithm there has to be a pause to look on the cube to see how the cube has to be turned and how the next algorithm has to be applied. For faster methods with 3 or 2 looks a lot of additional algorithms have to be learned by a speed cuber. Anyway, to start, a CFOP method with 4LLL is good enough to get times well under 1 minute. - Algorithm
A set of (mostly) 90 deg turns of one layer which have to be executed one after another to solve a part of the cube without destroying the already solved part of the cube. Some algorithms contain 180 deg turns of a layer, turns of two layers at a time or turns of the whole cube. Each turn is usually displayed as an upper-case letter for the layer (for clockwise turns) or an upper-case letter with a Prime symbol for counter-clockwise turns (p.e. U / U’). 180 deg turns are represented by a number 2 after the letter (or letter with Prime symbol, p.e. U2 / U’2). Turns of two layers at a time are displayed by lower-case letters (p.e. u / u’). Turns of the whole cube are displayed by a lower case letter of the axis (x / x’, y / y’ or z / z’) - CFOP = Cross – F2L – OLL – PLL (Fridrich) Method
One of the preferred speed cubing method to solve the cube. First established by Jessica Fridrich in the 1980s. First the Cross of the Down Layer is solved. After that the rest of the first 2 layers (F2L) are solved together, followed by the orientation of the pieces of the last layer (OLL). After the right permutation of the pieces of the last layer (PLL) the cube is solved. Nowadays most records are hold by speed cubers using a variation of this method. - Crocodile Algorithm
A pair of algorithms from RiDo’s Hunting Story for F2L for a set of corner and edge pieces of the same colour (like a crocodile with only one colour on its back). The crocodile waits just under the surface of the water, grabs the prey and takes it down under water. The way how the corner piece and the edge piece move in the Crocodile Algorithm is similar. - (White) Cross
The first part of the cube that is usually solved is the Cross on the Down Layer. The easiest way for beginners is to build the Daisy on the Top Layer first an then one by one move the edge pieces into their right positions. - (Yellow) Cross Algorithm
Algorithm of the 4LLL CFOP method for the orientation of the edge pieces in the last layer. The algorithm is used up to three times to finish the (yellow) cross. - Daisy
The Daisy is the first part of an easy way to solve the Cross of the down layer (which is usually the white layer). In a first step all 4 edge pieces with white “stickers” are positioned around the upper (usually yellow) centre piece. The yellow center pieces with the 4 white edge pieces around it looks like a daisy. After completing the Daisy all 4 edge pieces are moved one by one into their right positions in the Down Layer to form the (white) Cross. - Eagle Algorithm
- A pair of algorithms from RiDo’s Hunting Story for F2L for
a set of corner and edge pieces with the “white” side on top of the corner piece (like a Bald Eagle, the National Bird of the U.S.A. with a white head – RiDo explains it with an eagle in the white sky). The eagle flies in the sky, grabs the prey and takes it down to the ground. The way how the corner piece and the edge piece move in the Eagle Algorithm is similar.
- F2L = First 2 Layers
Algorithms to solve the corners of the first layer and the edges of the second layer together. The corner piece and the corresponding edge piece above are paired and positioned on their “slot” in the corner together in one move. The most intuitive method to learn F2L is RiDo’s Hunting Story - LBL = Layer by Layer Method
For beginners, their first way to learn how to solve the cube is usually a Layer by Layer method. As the name says, the cube is solved layer by layer, starting with the lower (Down) layer. Usually the edges are solved first creating the (white) Cross, followed by the corners. Next are the 4 edge pieces that form the 2nd layer. There are many different solutions for the last layer. Some start with permutation and orientation of the edge pieces, followed by permutation and orientation of the corner pieces. Others use the OLL and PLL algorithms of the CFOP method. - OLL = Orientation Last Layer
Algorithms to turn all pieces of the last layer with the same colour (usually yellow) facing upwards. The 4LLL method starts with the edge pieces (Cross Algorithm) followed by the corners (Fish Algorithm).
- PLL = Permutation Last Layer
The last algorithms of the CFOP method to solve the cube. All pieces of the last layer are moved to their right position. The 4LLL method starts with the corner pieces and finishes the solution of the cube positioning the edge pieces of the last layer. Advanced speed cubers learn a whole set of permutation algorithms (up to 21) to solve all edges and corners in a single step. - RiDo’s Hunting Story for F2L
An intuitive way to solve the first two layers (F2L) of the cube, first presented by Rishi Doashi (RiDo) on his Youtube channel. It’s based on three animals with a typical colour scheme (crocodile, tiger and eagle) and the way they hunt. The colour scheme of the animals represents the orientation of the two pieces (edge and corner) that have to be joined and positioned together in their “slot” in the lower corner of the cube. The hunting method of the animals is similar to the moves of the predator (corner piece) and the prey (edge piece). The hunting story can be displayed as a set of six algorithms (a “left” and “right” Crocodile, Tiger and Eagle Algorithm). - Tiger Algorithm
- A pair of algorithms from RiDo’s Hunting Story for F2L for
a set of corner and edge pieces of different (non-white) colours ( a tiger has two colours on its back). The tiger waits at the entrance of its cave, grabs the prey and takes it back into the cave. The way how the corner piece and the edge piece move in the Tiger Algorithm is similar. The algorithms (left and right version) have only 3 steps and can be learned to be executed very fast as Trigger Moves.
- Trigger Algorithms / Trigger Moves
A group of short algorithms that can be learned to be executed very fast by multiple repetitions of the algorithm. The more they are used, the faster and easier they can be executed. When they are included in a more complex algorithm the first move of the trigger algorithm works as a trigger for an “automatic” execution of the whole algorithm. The Tiger Algorithm is one of the easiest to learn 3-step Trigger Moves.
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