About this tool
Learn and practice Rubik's Cube algorithms for PLL, OLL, F2L, and beginner methods with an animated cube-net visualization.
The Rubik's Cube Algorithm Trainer is a reference and drill for standard cube algorithms grouped into Beginner, F2L, OLL and PLL, each shown in Singmaster notation and played back move by move on a live cube net. Selecting an algorithm applies its turns to a solved cube in the standard colour scheme — white top, yellow bottom, green front, blue back, orange left, red right — so you can watch what a sequence like White Corners (R U R' U') actually does to the stickers, one turn at a time. Practice mode hides the notation and asks you to type it from memory, tracking attempts and correct recalls per algorithm so you can see which ones have really stuck.
Open Rubik's Cube Algorithm Trainer on AltFTool — it loads instantly in your browser.
Add your input to the workspace.
Adjust the options until the result looks right.
Copy or download the output and put it to work.
Each algorithm is applied to a solved cube and animated one turn at a time, so you see which pieces move rather than memorising a string blind.
Practice mode makes you reproduce the notation from memory and checks it exactly, which is the skill you need at the cube.
Attempts and correct recalls are stored for each of the 34 algorithms, so your weak cases are visible instead of guessed at.
Each letter is a face — U up, D down, F front, B back, L left, R right — and a bare letter means a quarter turn clockwise looking at that face. An apostrophe means anticlockwise (R') and a 2 means a half turn (R2), so R U R' U' is four quarter turns. The trainer applies exactly this notation to the cube net.
The beginner layer-by-layer method needs only a handful — this trainer's Beginner set has 6 (the first-layer cross is solved intuitively and has no single algorithm to drill). Full CFOP needs 57 OLL cases and 21 PLL cases, so most solvers learn the 21 PLLs first and use the beginner two-look OLL until they are ready for the rest.
F2L solves the first two layers by pairing a corner with its edge and inserting them, OLL then orients the last layer so the top face is one colour, and PLL permutes those already-oriented pieces into their correct positions. The trainer separates all three, plus a beginner group, so you practise the stage you are working on.
White opposite yellow, green opposite blue and orange opposite red, arranged so that with white up and green front, red is on the right — the Western scheme this trainer's cube uses. Getting the scheme right matters because algorithms are described relative to the face you are holding, not the colour.