Fundamentals
Short primers on how algorithms are written and why they work. Every diagram is drawn from the cube's state by the same engine that checks the algorithms.
Move notation
How to read R, U', M2, r, x and the pyraminx's tips: the letters every algorithm is written in.
Cube anatomy
Centres, edges and corners: what moves where, and why you solve pieces rather than stickers.
Holding the cube, AUF and rotations
Why an algorithm has a 'front', what AUF means, and when to rotate.
How to read a case diagram
Top views, side stickers, grey stickers and arrows.
Orientation and permutation: EO, CO, EP, CP
The four properties every last-layer method splits up.
Commutators and conjugates
The two patterns behind most algorithms, and how to build your own.
Recognising cases
How to tell cases apart quickly, set by set.
Methods and steps
CFOP
3x3 · Cross, F2L, OLL, PLL: the method most speedcubers use.
The cross
3x3 · Four edges around the bottom centre, planned in inspection.
ZZ
3x3 · EOLine, then a rotationless F2L with R, U and L, then a last layer that always has a cross.
EOLine
3x3 · Orient all edges and place DF and DB in one inspection-planned step.
ZZ F2L
3x3 · Blockbuilding the first two layers with R, U and L only.
Roux
3x3 · Blocks, CMLL, then the last six edges with M and U: few moves, few algorithms.
Roux blocks
3x3 · Building the first and second 1x2x3 blocks.
Last six edges (LSE) and EOLR
3x3 · Finishing Roux with M and U: orient, place UL/UR, then the M slice.
2x2 methods
2x2 · Layer-by-layer, Ortega, CLL and EG: from beginner to world-class.
Pyraminx methods
Pyraminx · Tips and centres, then L4E, top-first, keyhole or 1-flip.
4x4: reduction, Yau and parity
4x4 · Make it a 3x3, then deal with the two cases a 3x3 never has.
Skewb: Sarah's method
Skewb · First layer, then the last layer's corners and centres.
Megaminx: the layer method
Megaminx · Star, first layer, S2L, then a 2-look or 4-look last layer.