Quick Reference

Glossary

Every term used across the lessons, in one place. Tap a term's lesson link to see it in action.

Core concepts

Old Pochmann (OP)

A beginner-friendly blindfolded method that solves the cube one piece at a time by repeatedly swapping a fixed buffer piece with a target, using setup moves and a single swap algorithm.

Speffz

Lesson

The lettering system this trainer uses: each of the 24 edge stickers and 24 corner stickers gets a letter A–X, so any piece can be named by a single sticker.

Sticker

One colored facelet of a piece. An edge has 2 stickers; a corner has 3. Tracing reads the cube one sticker at a time.

Buffer

edges UF (C, I) · corners UBL (A, R, U)

The fixed piece you always swap from. Its own sticker letters never appear as targets — reading a buffer letter means the current cycle has closed.

Target

edges UR (B, F) · corners UFR (C, F, I)

The fixed slot you swap into. Setup moves bring an arbitrary piece to the target, the swap fires, then the setup is undone.

Procedure

Tracing

Lesson

Turning the scrambled cube into a sequence of letters: read the sticker at the buffer, jump to that letter's position, read again, and repeat until the cycle closes.

Setup move

Lesson

A short sequence that moves a target piece into the target slot without disturbing the buffer. You always undo it after the swap. Authoritative table lives in the Setup Trainer.

Shooting

Slang for solving one target: set it up, fire the swap algorithm, undo the setup. “Shoot to B” = solve the piece whose sticker is B.

Cycle

A chain of targets that starts and ends at the buffer. Following the buffer from sticker to sticker traces one cycle until you read a buffer letter.

Cycle break

Lesson

When a cycle closes but pieces remain unsolved, you start a new cycle on any unsolved piece. Misoriented-in-place pieces are found this way.

Memo

Lesson

Your memorized letter sequence for edges and corners — usually encoded as words or images so you can hold it blindfolded.

Algorithms & special cases

J-perm (edge swap)

Lesson

The algorithm that swaps the edge buffer with the edge target (and two corners, harmless since corners come last). Also used once as the parity fix.

Y-perm (corner swap)

Lesson

The algorithm that swaps the corner buffer with the corner target. Corners are solved after edges.

Parity

Lesson

An odd number of edge targets leaves corners in an odd permutation. You fix it with one extra J-perm between edges and corners, then swap your first two corner targets.

Flipped edge

Lesson

An edge in its home slot but mis-oriented. It is not solved, so it never appears in the main cycle — you pick it up as a cycle break and shoot both of its stickers.

Twisted corner

Lesson

A corner in its home slot but rotated. Like a flipped edge, it is caught as its own cycle and worked through its stickers.