Reference Card

Cube Notation

Every algorithm you will ever learn is written in this language. Hold the cube with one face toward you; all letters are defined from that fixed viewpoint.

Face turns

Six faces, six letters. A bare letter is a 90° clockwise turn as if you were looking directly at that face — which is why L and R feel like they move in opposite directions from your viewpoint.

LetterFaceClockwise means (from your seat)
UUp (top)top layer turns leftward
DDown (bottom)bottom layer turns rightward
RRightright column rolls away from you
LLeftleft column rolls toward you
FFront (facing you)front layer turns like a clock
BBackback layer turns counter-clockwise, seen through the cube

Modifiers

SymbolNameMeaning
' (prime)Inverse90° counter-clockwise. R' undoes R.
2Double180° turn. Direction is irrelevant; U2 = U2'.

The inverse rule

To undo a sequence, reverse the order and invert every move — exactly like unwinding a stack of function calls.

R U F '  ⟲  F R' U'

Undo of R U F' is F U' R' — last move first, each move inverted.

Later notation (skim now, learn when needed)

SymbolNameMeaning
M E SSlice movesMiddle layers only. M follows the L direction, E follows D, S follows F.
r, Rw, etc.Wide movesTurn that face plus its adjacent middle layer — two layers at once.
x y zRotationsWhole-cube reorientation, no layers move relative to each other. x like R, y like U, z like F.

Color scheme (Western standard)

White opposite yellow, green opposite blue, red opposite orange. With white up and green facing you, red is on the right. Centers never move relative to each other — they define which face is which.

Canonical source with animations: J Perm — Move Notation. Part of the speedcubing course · see Lesson 1.