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
LessonThe 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
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
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
LessonTurning 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
LessonA 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
LessonWhen 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
LessonYour 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)
LessonThe 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)
LessonThe algorithm that swaps the corner buffer with the corner target. Corners are solved after edges.
Parity
LessonAn 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
LessonAn 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
LessonA corner in its home slot but rotated. Like a flipped edge, it is caught as its own cycle and worked through its stickers.