# Fridrich Method

*103*pages on

this wiki

**Fridrich Method**is one of the most commonly used methods in speedsolving a Rubik's Cube. This method is first developed by a group of cubers and popularized by Jessica Fridrich. It works on a layer by layer method, first solving a cross on the bottom (cross), continuing to solve the first two layers (F2L), orienting the last layer (OLL), and finally permuting the last layer algorithms (PLL). This method is commonly referred to as CFOP.

## Basic RulesEdit

The notation that will be used here is as follows:

### LayersEdit

**R** - Right face

**L** - Left face

**U** - Up face

**D** - Down face

**F** - Front face

**B** - Back face

**M** - Slice between R and L (Middle)

**E** - Slice between U and D (Equator/ Equatorial)

**S** - Slice between F and B (Side)

**x** - whole cube in direction of R

**y** - whole cube in direction of U

**z** - whole cube in direction of F

### TurnsEdit

**No Suffix** - clockwise

' - quarter-turn counter-clockwise

**2** - half-turn

**w** or lowercase letter - double layer quarter-turn clockwise

**w' **or lowercase letter - double layer quarter-turn counter-clockwise

**w2** or lowercase letter - double layer half-turn

## CrossEdit

Solving the cross is the first step in solving the Rubik's cube using CFOP. This involves solving the four edge pieces on one side. The cross can be solved on any side, although many people solve it on the white. The method that is preferred by most is solving on the bottom. The method explained here will solve the cross on the bottom. When solving the cross, you do not have to worry about matching the edges to the individual sides. You must only make sure that the pieces are correctly positioned in relation to all the other cross pieces. You can turn the bottom face to match the pieces after the cross is done. This is usually the simplest step and takes expert speed cubers 2-3 seconds.

## First Two LayersEdit

The first two layers, or F2L, is the next step in solving the Rubik's cube using CFOP. It involves placing the bottom corners and middle edges in one step. There are 41 algorithms to learn for solving this step, and seven or eight others that are useful to know. Some speedcubers recommend figuring this step out on your own, so that you can understand exactly why this step works as well as it does. This is the longest step in CFOP, due to the fact that you must perform four algorithms, one for each corner-edge pair, or c/e pair.

## Orientation of Last LayerEdit

The Orientation of the Last Layer, or OLL, is the second to the last step to solving a Rubik's cube using CFOP. This step involves manipulating the top layer so that the top is a solid color, even if the pieces are not in the right places. This step involves learning the most algorithms (57) of any step due to the fact that there are so many different combinations of the top layer.

## Permutation of Last LayerEdit

The Permutation of the Last Layer, or PLL, is the final step in solving a cube using CFOP. This step involves moving the pieces of the top layer without reorienting them to move them into a solved state. This step requires the memorization of 21 algorithms, which is relatively few considering how many F2L and OLL required. Together, PLL and OLL contain 78 algorithms to learn.