How it works
Phase 1 searches with corner twist, edge flip and UD-slice position until the cube lies in the subgroup ⟨U, D, R2, L2, F2, B2⟩. Phase 2 then solves corner permutation, edge permutation and slice order using only those moves. Both phases run IDA* against pruning tables built once at load. After the first solution the search keeps running with a tighter total-length bound, so longer search time usually means fewer moves.
Turns are reported relative to the cube's current orientation, so a cube you rotated with x/y/z or slice moves solves without re-orienting.
Move set
Sequence length
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Watch the turn on a solved cube and pick its name.
Turn with keys, by dragging stickers, or type the moves on the Cube tab. Any sequence that reaches the same state counts.
Tap any move to perform it. Each letter turns that layer a quarter turn clockwise as seen looking straight at that face. A prime (') turns it counter-clockwise; a 2 is a half turn.
Keyboard
- U R F D L B
- Face turns; hold Shift for prime
- M E S
- Slice turns
- Alt + face
- Wide turn (r, u, f…)
- X Y Z
- Whole-cube rotations
- Ctrl+Z
- Undo
- Space
- Play or pause the solution
Reading notation
Slices take their direction from a neighbour face: M turns like L, E like D, S like F. Wide moves (lowercase, or Rw) turn the face plus the middle layer. Rotations turn the whole cube: x like R, y like U, z like F. Parentheses and spaces are optional when typing; RUR'U' parses.