Speedcubing, also known as speedsolving or simply cubing, is the competitive practice of solving combination puzzles as quickly as possible. It is recognized as a mind sport in which competitors, known as speedcubers or simply cubers, solve mechanical puzzles under standardized conditions to achieve the fastest times or, in some events, the fewest moves.
The 3×3×3 Rubik's Cube is the most prominent puzzle in speedcubing and serves as the sport's flagship event. Competitive solving relies on pattern recognition, memorization of algorithms, inspection, and efficient finger movements known as finger tricks. Speedcubers commonly employ established solving methods such as CFOP, Roux, ZZ, and Petrus to reduce solving times.
International speedcubing competitions are governed by the World Cube Association (WCA), a non-profit organization founded in 2004 that standardizes regulations and maintains official rankings and world records. The WCA currently recognises 17 official events, including 2×2×2 through 7×7×7 cube events, Pyraminx, Megaminx, Skewb, Square-1, Rubik's Clock, 3×3×3 One-Handed, 3×3×3 Fewest Moves, 3×3×3 Blindfolded, 4×4×4 Blindfolded, 5×5×5 Blindfolded, and 3×3×3 Multi-Blind. Official competitions are held in more than 100 countries and attract hundreds of thousands of registered competitors worldwide.
The first international Rubik's Cube championship was held in Budapest, Hungary, in 1982. Following the establishment of the WCA, competitive speedcubing expanded rapidly, becoming a global sport with hundreds of sanctioned competitions organized annually.
As of August 2026, the official WCA world record for the fastest single solve of the 3×3×3 Rubik's Cube is 2.51 seconds, set by Xuanyi Geng from China. The world record average of five consecutive solves is 3.51 seconds, set by Chinese speedcuber Yiheng Wang at Hefei Cubing League 3×3 III 2026. Official world records for all speedcubing events are recognized and maintained by the World Cube Association.
History
The Rubik's Cube was invented on May 19, 1974, by Hungarian professor of architecture Ernő Rubik. In 1979, Rubik partnered with Ideal Toy Company to garner widespread international interest in the cube. On June 5, 1982, the first world championship of speedcubing was held in Budapest, Hungary. Nineteen people competed in the event, and the American Minh Thai won with a single solve time of 22.95 seconds, which was, at the time, the fastest Rubik's Cube solve ever recorded. Other attendees include Jessica Fridrich and Lars Petrus, both of whom later contributed to the development of new solving methods and the speedcubing community. The Rubik's Cube waned in popularity after 1983, as there were no official competitions held, but with the advent of the Internet, online websites began to surface to discuss the cube. With these websites facilitating the renewed popularity of the cube, a new generation of speedcubers arose.
Those prominent in the online speedsolving community, such as Ron van Bruchem, Tyson Mao, Chris Hardwick, and Ton Dennenbroek, eventually wanted to create an organization where cubers from around the world could meet and compete against each other. In 2003, they organized a championship in Toronto, Ontario, followed by another competition in the Netherlands later that same year. This revival of competition sparked a new wave of organized speedcubing events, which included regular national and international competitions. There were twelve competitions in 2004, 58 more from 2005 to 2006, over 100 in 2008, and over 1150 in 2018. Since Budapest's 1982 competition, there have been eleven further World Championships traditionally held every other year. Every world championship has been held on an odd-numbered year (2025, 2023). This new wave of speedcubing competitions has been and still is organized by the World Cube Association (WCA).
Since the rise of speedcubing's popularity, numerous entrepreneurial ventures have been founded specializing in making or selling speedcubes, creating competition between these brands and Rubik's. Dozens of cube manufacturers, such as GANCUBE, MoYu (魔域文化), YJ (永骏), QiYi (奇艺魔方格), DaYan (大雁), DianSheng (点盛), ShengShou (圣手), YuXin (裕鑫), and Vin Cube have begun improving the cube's technology by creating many different speedcubes to allow for smoother turning and faster solving. This has helped to facilitate the eventual rise of the Rubik's Cube as not just a toy, but also a lucrative business.
World Cube Association
The World Cube Association (WCA) is a non-profit organization which organizes speedcubing competitions and ratifies results. The WCA consists of the WCA Board, WCA Committee, and the WCA Council. The WCA Board is the head or leader of the entire WCA, and is responsible for fulfilling tasks not completed or done by the WCA Committee and WCA Council. The WCA Appeals Committee (WAC) is responsible for ensuring right and fair decisions in accordance with the WCA Regulations. The WCA Committee is also responsible for reviewing and resolving appeals regarding the decisions of other WCA Staff members. The WCA Council is a special type of team that serves as an advisory role to the WCA, and consists of community members, and not WCA Staff Members. These WCA Staff Members are part of a cubing community, which consist of organizers, who organize and manage cubing competitions, and delegates, who help in managing competitions and help competitors who are unfamiliar with the competition environment, and to decide whether a competitor's solve should be penalized or not. WCA Regulations are required to be followed by competitors and can be found on the official WCA website.
Methods
3x3x3 The standard 3x3x3 can be solved using several methods. The most commonly used methods for speedcubing are CFOP, Roux, and ZZ, which are generally considered to achieve the fastest times. An emerging method, named ZB, is currently being adopted by the fastest cubers. It consists of learning 400+ algorithms and is incredibly dependent on pattern recognition and memorization. The CFOP method is used by the majority of cubers and employs a layer-by-layer system with numerous algorithms for solving the final layer. The method starts by creating a cross on any side of the cube, followed by F2L where 4 corner edge pairs are inserted into the cross, followed by OLL (Orientation of the Last Layer) where the top side is solved in 1 of 57 algorithms, and finally PLL (Permutation of the Last Layer) where you do 1 of 21 algorithms to solve the rest of the cube. Roux, the second most popular method, which starts by forming a 1x2x3 block on one side of the cube, repeating it on the other side, and solves the middle and top layer last, uses fewer algorithms. ZZ uses a unique step called Edge Orientation to improve the ergonomics of turning by removing the amount of rotations during a solve. Another notable method is Petrus, which has been popular at times in the past; however, it is now considered sub-optimal to CFOP and Roux and was abandoned due to its unfavorable finger tricks.
Solving larger cubes, such as 4x4x4 and 5x5x5, is most often done by reducing them to 3x3x3 and solving them like so, while 2x2x2 can be solved with the same or similar methods as 3x3x3. However, specialized 2x2x2 methods are quicker, and are regarded as superior to 3x3x3 methods. These methods include Ortega, CLL, and the EG method (which can allow users to plan the entire solution during inspection).
CFOP
The CFOP (abbreviation for Cross – F2L – OLL – PLL) method, also known as the Fridrich method after one of its inventors, Jessica Fridrich, who finished second in the 2003 Rubik's Cube World Championships, is the most commonly used method in speedcubing today. Its origins are credited to David Singmaster, who was one of the first to publish a layer-by-layer method of solving in 1980, and Guus Razoux Schultz, who built upon this and developed a more efficient system for the first two layers (F2L). Jessica Fridrich then finished developing the method and published it online in 1997, an event that was very influential in the revival of competitive speedcubing. The first step of the method is to solve a cross of edge pieces on the first layer. The remainder of the first layer and all of the second layer are then solved together in what is referred to as "corner-edge pairs," or slots. Finally, the last layer is solved in two steps – first, all of the pieces in the layer are oriented to form a solid color (but without the individual pieces always being in their correct places on the cube). This step is referred to as orientation and is usually performed with a single set of algorithms known as OLL (Orientation of the Last Layer). Then, all of those pieces are permuted to their correct spots. This is also usually performed as a single set of PLL (Permutation of the Last Layer) algorithms. OLL and PLL use 57 and 21 algorithms, respectively. Cross, First 2 Layers, Orientation, Permutation (CFOP) is the most popular method for speedsolving the Rubik's Cube. It is the method used by all 3x3 world record holders in the last decade.
The CFOP method can be used as a less advanced method by dividing the steps into more steps, reducing the number of algorithms that need to be learned but sacrificing time. It is usually known as the beginner method or layer by layer (LBL). Most people start learning CFOP with 4LLL (Four-Look Last Layer), which is the less advanced, slower, and algorithm-reducing (from 78 algorithms to 16) way to learn CFOP. The 4 steps are divided into edge orientation, corner orientation, corner permutation, and edge permutation (which can be called EO, CO, CP, and EP). Later on, full OLL, which has 57 algorithms, and full PLL, which has 21 algorithms, can be learned. An average CFOP user that solves with full OLL and PLL, along with an efficient cross (which takes 8 moves at maximum) and efficient F2L (which takes almost 30 moves), consists of 55–60 moves, which means that it has a higher move count than Roux and ZZ. However, finger tricks and algorithms are more researched with CFOP than any other method, which explains why the majority of the fastest speedcubers use CFOP as their main speedcubing method.
The CFOP method is the most widely used speed-solving method. It is a more efficient version of the Layer-By-Layer method (also known as the beginner's method). It is very popular due to the vast amount of resources that teach and improve upon the CFOP method. Many top speedcubers, including two-time World Champions Feliks Zemdegs and Max Park, learn additional sets of algorithms for the last slot and layer, such as Corners of Last Layer (COLL), which orients and permutes the corners when the edges are oriented, or Winter Variation (or the larger Valk Last Slot algorithm superset, or VLS), which finishes OLL while inserting the last pair, and ZB, when the solver has one pair left he needs to use an algorithm set to solve the top color cross while solving the last pair (ZBLS: Zborowski Bruchem Last Slot). And after ZBLS comes ZBLL to solve the rest of the cube. This method is used for both world records.