How to Start Solving Faster

After completing a first independent solve, many people naturally ask how to solve a Rubik's Cube faster. The most obvious answer is to turn the faces more quickly, but this approach often slows progress. The solver begins rushing, overshoots layers, misses moves and creates even longer pauses.

Faster solving does not begin with maximum hand speed. The first priorities are recognising the next pieces earlier, performing moves without unnecessary regrips and connecting all stages consistently. A smooth solve with no long stops is usually faster than aggressive turning followed by repeated corrections.

When should you begin working on speed?

Speed-focused practice becomes useful when the solver:

  • can complete the entire solve without detailed instructions;
  • remembers the order of the stages;
  • knows the basic algorithms used in the method;
  • does not lose the cube's orientation after every movement;
  • can repeat full solves with reasonably similar results.

The solve does not have to be perfect. Occasionally checking one forgotten algorithm is not a serious problem, but if almost every stage still requires a tutorial, strengthening the beginner method should remain the priority.

Measure your starting level

One unusually good solve does not represent actual speed. A convenient scramble, a familiar case or an easy last layer can improve an individual result considerably.

For a more useful starting point:

  1. complete several full solves;
  2. record every result;
  3. look at your normal times rather than only the fastest one;
  4. notice where the longest pauses occur;
  5. write down repeated mistakes and difficulties.

Improving a stable average is more valuable for a beginner than repeatedly chasing one lucky personal best.

Discover where your time is being lost

A complete solve contains several different activities. Time is not lost only while the faces are moving.

Problem What it looks like What to practise
Slow piece recognition The hands stop while the solver searches the cube Recognition and slow solves
Uncertain algorithms The sequence is performed one move at a time Repetition of the specific algorithm
Too many cube rotations The grip and orientation change after every stage Orientation and execution from a stable grip
Inaccurate turns Layers overshoot or block the next move Turning accuracy and control
Inefficient solutions A simple task requires too many moves Shorter solutions for individual stages

It is normally best to correct one major problem at a time. Trying to learn new algorithms, change methods, increase speed and rebuild the grip simultaneously often causes confusion.

Reduce pauses, not only movement time

A beginner may execute an individual algorithm quite quickly but spend a long time searching for the next piece. The hands therefore move quickly during only a small part of the solve.

An early goal should be more continuous solving:

  • turn slightly more slowly but avoid long stops;
  • search for the next piece during the current action;
  • avoid stopping after every completed stage;
  • know what task comes next;
  • avoid repeatedly checking pieces that are already correct.

This ability is commonly called lookahead. At the beginning, it does not mean seeing the entire future solve. It simply means beginning to notice the next piece before the hands have stopped completely.

Use slow solves to develop lookahead

A slow solve can be a genuine speed-training exercise. The purpose is not to achieve an impressive timer result but to learn to observe the cube while the hands are moving.

During a slow-solve session:

  • choose a speed at which you can still track pieces;
  • try to avoid complete stops;
  • do not look only at the pieces currently being moved;
  • search for the next piece during a familiar algorithm;
  • do not increase speed once you begin losing track again.

Slow solving may feel artificial at first. As recognition improves, the same smoothness can gradually be maintained at a higher pace.

Improve the first cross

The first cross often takes a beginner a disproportionate amount of time. The solver finds one edge, inserts it, searches the entire cube again and only then begins looking for the next edge.

To improve the cross:

  • find several relevant edges during the initial inspection;
  • visualise the first movements before beginning;
  • track the side colours, not only the cross colour;
  • avoid disturbing edges that are already correct;
  • reduce unnecessary whole-cube rotations;
  • occasionally practise only the cross without finishing the solve.

There is no need to plan a difficult cross completely from the beginning. Start by planning one or two edges confidently and gradually increase the amount prepared in advance.

Do not build only one face

When solving for speed, it is particularly important to distinguish a completed face from a correctly completed layer. Every piece must match both the bottom colour and the side centres.

An incorrectly completed first layer creates a problem that must be repaired later, often by disturbing finished work. Accuracy in the early stages saves more time than rushed turning.

Move from individual pieces to pairs

In a simple beginner method, first-layer corners and middle-layer edges are often solved separately. This is easy to understand, but it requires additional moves and creates a separate pause before every piece.

The next step may be learning to work with corner–edge pairs:

  • find a corner and its matching edge;
  • examine their positions relative to each other;
  • connect them into a pair;
  • insert the pair into the correct slot;
  • avoid disturbing pairs that are already solved.

This principle is used during F2L in the CFOP method. There is no need to memorise dozens of cases immediately. It is more useful to begin by understanding how the pieces can be paired intuitively.

Do not rush into full CFOP

A beginner method can be made considerably faster without changing the entire system immediately. Begin by:

  • reducing pauses;
  • improving the cross;
  • executing familiar algorithms confidently;
  • removing unnecessary regrips;
  • learning to notice the next piece earlier;
  • trying several simple F2L pairs.

After these improvements, the transition to CFOP will be easier to understand. Replacing the whole method at once may temporarily make the solver much slower and reduce motivation.

Improve your finger tricks

Finger tricks are ways of turning faces with individual fingers without constantly changing the grip. They shorten movements and help preserve orientation.

A few basic principles are enough at first:

  • the upper layer can be pushed with the index fingers;
  • some reverse movements can be performed with another finger instead of resetting the hand;
  • the cube should not be held too tightly;
  • the thumbs generally support the front of the cube;
  • after a move, the hands should remain ready for the next turn.

There is no need to copy advanced professional techniques immediately. Begin by replacing the most uncomfortable turns that require a complete regrip and a pause.

Accuracy matters more than high TPS

TPS refers to turns per second. A high turning speed can be useful, but it does not guarantee a fast solve by itself.

Turning too aggressively often causes:

  • layers to move beyond the required position;
  • the next movement to become blocked;
  • the solver to lose track of a piece they had already found;
  • algorithms to require correction;
  • the hands to become tired more quickly.

Four accurate movements in succession are better than six fast movements followed by a stop and correction. Increase speed only while control remains reliable.

Learn algorithms in small groups

New algorithms can make the last layer faster, but a large collection of uncertain sequences often makes it slower.

A practical process is:

  1. choose one frequently occurring case;
  2. learn to recognise it;
  3. memorise the sequence slowly;
  4. find comfortable finger tricks;
  5. repeat the algorithm separately several times;
  6. use it in full solves;
  7. only then add another case.

An algorithm is not fully learned when it has been copied successfully once. The solver should recognise the case quickly and begin moving without a long memory pause.

How to begin improving the last layer

When a beginner method uses many separate last-layer stages, the solver can gradually move towards two-step orientation and permutation.

A sensible approach is to:

  • strengthen the algorithms already in use;
  • learn more convenient cases that occur frequently;
  • avoid attempting to memorise a complete set in a few days;
  • practise recognition and execution together;
  • review older algorithms regularly.

A fast last layer cannot compensate for a long search during the first part of the solve. Algorithms should support smoother solving rather than replace work on recognition and pauses.

Reduce whole-cube rotations

A whole-cube rotation is sometimes necessary, but every unnecessary rotation requires a new grip, renewed piece recognition and recovery of orientation.

To reduce rotations:

  • learn to perform familiar actions from different sides;
  • use upper-layer adjustments instead of a full rotation when practical;
  • after each rotation, consider whether it was genuinely necessary;
  • look for repeated unnecessary regrips in recordings;
  • avoid rotating only to place a familiar face in front of you again.

The goal is not to eliminate every rotation but to remove automatic movements that serve no useful purpose.

Practise individual parts of the solve

Full solves are useful, but they do not always provide enough repetition of a weak skill. During ten complete solves, the cross is practised only ten times.

Separate drills may focus on:

  • the cross only;
  • the cross and first pair;
  • finding and forming pairs;
  • one particular last-layer algorithm;
  • finger tricks for a single sequence;
  • case recognition without completing the entire solve.

A short, focused drill is often more productive than many aimless full solves performed at maximum speed.

Combine several types of practice

Practice type Purpose
Normal timed solves Measure overall results and consistency
Slow solves Develop lookahead and reduce pauses
Cross practice Improve planning of the opening moves
Algorithm repetition Strengthen recognition and finger tricks
Untimed experimental solves Try new solutions without result pressure
Video review Find pauses, rotations and repeated mistakes

Use the timer correctly

A timer should measure progress rather than judge the solver's ability after every attempt.

It is useful to:

  • compare sets of results rather than one best attempt;
  • observe consistency;
  • avoid deleting poor results from the statistics;
  • record the reason for an unusually slow solve;
  • occasionally practise without measuring time at all.

A personal best is satisfying, but an average result provides a more accurate picture of current ability.

Record your solves on video

During a solve, people often fail to notice their own pauses and unnecessary movements. A video makes it possible to examine:

  • how long passes before the first turn;
  • where the hands stop completely;
  • how often the entire cube is rotated;
  • which algorithms require awkward regrips;
  • whether the same catches occur repeatedly;
  • whether the movements are excessively aggressive.

There is no need to analyse every solve. Even an occasional short recording can reveal a problem that is difficult to feel during practice.

Will a new speed cube help?

A good mechanism can help when the old cube is stiff, catches frequently, comes apart or prevents normal finger tricks.

A new cube does not replace:

  • piece recognition;
  • algorithm knowledge;
  • smooth transitions;
  • turning accuracy;
  • regular practice.

An expensive flagship is not necessary when moving from beginner solving to regular training. The MoYu RS3M V5 Dual Adjustment Magnetic, for example, offers magnetic positioning and mechanical adjustment at an accessible level.

Before replacing a cube, identify the actual problem. Cleaning, a small adjustment or improved turning technique may sometimes be enough.

Do you need a professional timer?

A standard stopwatch or app is sufficient at the beginning. A professional timer becomes useful when the solver practises regularly, wants to become familiar with a competition-style start or prefers not to touch a phone after every solve.

The timer itself does not make anyone faster. It simply makes measurement more convenient and helps each attempt begin and end in a consistent way.

How often should you practise?

Regular short sessions are normally more useful than one very long session each week.

A simple practice session might include:

  1. several relaxed warm-up solves;
  2. five to ten minutes of cross practice;
  3. repetition of one algorithm or movement group;
  4. several slow solves with no full stops;
  5. a set of normal timed solves;
  6. a short note about the main difficulty of the session.

Every item does not need to be completed daily. Choosing one main objective for each session is usually more effective.

Why does progress sometimes stop?

Times may improve quickly at first because the solver memorises the order, stops checking the tutorial and removes major mistakes. Later improvements become less obvious.

A plateau may indicate that:

  • practice consists only of repeated full solves;
  • turning speed is increasing without better recognition;
  • the same awkward algorithms remain unchanged;
  • mistakes are not being analysed;
  • cubes and settings are changed too frequently;
  • the solver lacks rest or concentration.

A plateau does not demonstrate a lack of ability. It usually means that general repetition should be replaced with more focused practice.

How to maintain motivation

Progress should not be measured only by a personal best. Smaller goals may include:

  • completing the cross without a full pause;
  • performing one algorithm without a regrip;
  • finishing a smooth slow solve;
  • reducing the number of cube rotations;
  • achieving several consistent results in succession;
  • learning one new case during the week.

These achievements represent genuine skill development even when the total solve time temporarily changes very little.

Quick plan for faster solving

  1. Strengthen the complete solve without instructions.
  2. Measure several normal results.
  3. Identify the greatest source of lost time.
  4. Reduce pauses through slow solves.
  5. Improve cross planning.
  6. Learn practical finger tricks.
  7. Begin exploring F2L pairs gradually.
  8. Learn new algorithms in small groups.
  9. Practise weak stages separately.
  10. Compare consistent averages rather than only personal bests.

To begin solving faster, you do not need to turn at the limit of your ability or memorise dozens of algorithms immediately. The most reliable path is to make the solve smoother, reduce pauses, improve recognition and gradually replace awkward movements with more efficient ones. Speed develops as a result of control, understanding and regular practice.