Before you start
3x3 One-Handed (OH for short) is an official WCA event. The cube, the scramble and the inspection are the same as in regular 3x3, and the only difference is that you turn the cube with just one hand for the whole solve. OH is one of the more frequently held events at competitions, so it is a good first step when you want to try something new without buying a new puzzle.
What you need to know
- how to solve the 3x3 cube with any method - if you cannot do it yet, start with the 3x3 beginner course,
- how to read move notation (R, U', F2…) - it is described in stage 1 of that course.
How fast it goes
Your first one-handed solves usually take several times longer than two-handed ones - your fingers have to learn new moves, and the cube slips out of your hand. After a few weeks of practice the gap shrinks and stays at roughly two times. This is true even for the best: the world record for an average of 5 solves is 6.99 s one-handed and 3.51 s two-handed. The world record for a single OH solve is 5.62 s, and the Polish record is 6.17 s (average 8.51 s; as of October 2026).
How to hold the cube in this course
Just like in the beginner course: yellow centre on top, white on the bottom and green in front. The algorithms are written for the left hand, because then most of them stay unchanged. If you choose the right hand, in stage 2 you will learn how to convert them, and in stage 4 and on the cheat sheet you will find ready-made versions.
1Rules of the event
Goal: you know how an OH solve works at a competition and what earns a penalty or a DNF.
OH is covered by Article C of the WCA Regulations. Apart from a few extra rules, everything from regular speedsolving (Article A) applies. The numbers in brackets are regulation numbers.
How a solve goes
- You hand in your solved cube, and the scrambler scrambles it according to the generated scramble. Until the start the cube waits under a cover.
- The judge asks “READY?”, and once you confirm, they uncover the cube and inspection begins (A3b). You have less than 15 seconds to look at the cube (A3a1). After 8 and 12 seconds the judge calls “8 SECONDS” and “12 SECONDS”.
- During inspection you may hold and rotate the whole cube in your hands with both hands (C1b+). You just may not turn any layers (A3c1).
- You put the cube down on the mat, place your hands on the timer sensors and start by lifting your hands (A4b, A4d). Starting after 15 seconds of inspection is a +2 s penalty, and after 17 seconds - DNF (A4d1, A4d2).
- You solve with one hand (C1b). Once you touch the cube with one hand, the other may no longer turn it until the end of the solve (C1c). Breaking either of these rules is a DNF.
- You finish: you release the cube and stop the timer with both palms placed flat on the sensors (A6c, A6d) - just like in regular 3x3. Stopping with the cube in your hand or with one palm is +2 s.
- The judge checks whether the cube is solved and writes down the result. You check the entry and sign the scorecard (A7).
What is allowed and what is not
- The table and the mat are allowed: during the solve you may press the cube against the table or the mat to make turning a layer easier (C1b4). The timer is not part of the table - you do not lean the cube on it.
- You may use a different hand in each attempt (C1b++): e.g. three solves with the left hand and two with the right. You may not switch hands during a single solve.
- The other hand may neither turn nor hold the cube. An accidental touch that does not turn anything is not counted as solving - the judge decides (C1b3). The safest thing is to keep the other hand away, e.g. on your knee.
- If a piece pops out or the cube falls apart, you may fix it, but only with the hand you are solving with (C1b2). The clock keeps running meanwhile.
| Situation | Penalty | Regulation |
|---|---|---|
| starting after 15 but before 17 seconds of inspection | +2 s | A4d1 |
| starting at 17 seconds of inspection or later | DNF | A4d2 |
| turning a layer during inspection | DNF | A3c1 |
| turning or holding the cube with the other hand during the solve | DNF | C1b, C1c |
| fixing the cube with the other hand | DNF | C1b2 |
| stopping the timer with the cube in your hand | +2 s | A6c |
| stopping the timer with one palm or not flat | +2 s | A6d |
Result: average of 5
An OH round is usually an average of 5 solves (9b1a, 9f8): the best and the worst time are dropped, and the average of the remaining three is calculated, rounded to hundredths of a second (9f1). One DNF can be the dropped worst result, but two DNFs mean the whole average is a DNF (9f9).
Example: 31.20, 28.45, DNF, 26.90 and 33.05. We drop the DNF (worst) and 26.90 (best), so the average is (31.20 + 28.45 + 33.05) / 3 = 30.90.
Before a competition, check two numbers for OH on the competition website:
- the time limit for a single solve (A1a) - 10 minutes by default, but organisers usually set less. When the time reaches the limit, the judge stops the solve and it is a DNF (A1a4),
- the cutoff (9b1b, 9g) - often the first round starts with two solves, and only those who get under the given time at least once do the remaining three. Making the cutoff is a good first goal.
2Which hand
Goal: you choose a hand and know how to convert an algorithm for the other hand.
The hand you solve with does two things at once: the palm supports the cube from below and from the side, and the fingertips turn the layers on the opposite side and on top. When you hold the cube in your left hand, the left part of the cube rests in your palm, and your fingers reach the right face and the top - that is why R and U moves are the most comfortable. With the right hand it is the other way round: L and U are the most comfortable.
- Left hand - algorithms in courses and cheat sheets are usually written with R and U moves, so you do them unchanged. That is why many right-handed people solve OH with their left hand.
- Right hand - your fingers may be more dexterous (especially if it is your writing hand), but every algorithm has to be performed mirrored.
Mirroring an algorithm
To convert an algorithm for the other hand:
- swap R for L and L for R,
- do every move in the opposite direction: no apostrophe → with an apostrophe and vice versa (this also applies to U, F, D and the y, z rotations); moves with a 2 stay the same,
- the x rotation stays unchanged,
- in the case description swap right and left: “the front right slot” becomes “the front left slot”.
For example, R U R' U' mirrored is L' U' L U:
How to choose
Solve a few times with each hand, slowly, and time yourself - the timer from stage 6, which keeps results separately for each hand, is handy for this. Choose the hand whose fingers obey you better and from which the cube drops less often. Then stick to one: the regulations let you switch hands between solves, but learning with both hands means learning everything twice.
3Grip and moves
Goal: you hold the cube securely and know which moves are easy and which are better replaced.
Grip
The description is for the left hand - for the right hand everything is mirrored.
- The cube rests on your fingers, not in a clenched fist: thumb on the front face, index, middle and ring fingers on the back, little finger underneath.
- The left part of the cube leans against your palm and stays in place. You turn the right face and the top with the tips of your thumb and fingers.
- Do not squeeze the cube - the tighter you hold it, the harder it is to turn a layer. It is enough that the cube does not fall out.
- After each move your fingers return to the same grip. Repositioning the cube in your hand costs time, so try to do it as rarely as possible.
Every hand is a little different and there is no single correct finger placement. Try a few and choose the one where the cube does not lock up and does not fall out.
Easy and hard moves
| Moves (left hand) | How they go | What to do |
|---|---|---|
| R R' R2 U U' U2 | easiest | most algorithms are made of exactly these moves |
| F F' D D' | harder | slower, but doable - they will become smooth over time |
| L B | hardest | your fingers cannot reach them - rotate the whole cube or choose a different algorithm |
With the right hand, swap R and L in the table.
A rotation instead of a hard move
Any hard move can be replaced with a comfortable one: rotate the whole cube so that this face ends up on the right or on top. For example, after a y' rotation the front face is on the right, so instead of F' U F you do R' U R. In the same way you can get rid of the F moves in the second-layer algorithm:
Rotating the whole cube with one hand takes longer than an F move, so this swap pays off as long as your F is weak. Over time it is best to have algorithms that need neither hard moves nor rotations.
The table
The regulations allow you to press the cube against the table or the mat. Some people use this for moves their fingers cannot reach, e.g. D or L. At the beginning, practise without the table so you master the grip - and when some move just does not work for you at all, try pressing the face against the tabletop and turning the rest of the cube.
4Your one-handed method
Goal: you know which algorithms from the 3x3 course stay and which to replace.
You do not need a new method for OH. If you solve with the layer-by-layer method from the 3x3 course, keep all of its stages. With the left hand you change only two algorithms - the ones with L moves. With the right hand you do everything mirrored.
| 3x3 course stage | Algorithm from the course | Left hand | Right hand (mirror) |
|---|---|---|---|
| Daisy and white cross | no algorithm | R, U, F moves; rotate the cube | L, U, F moves; rotate the cube |
| White corners | R U R' U' | unchanged | L' U' L U - slot at the front left |
| Second layer: to the right | U R U' R' U' F' U F | unchanged | y U F U' F' U' L' U L |
| Second layer: to the left | U' L' U L U F U' F' | y' U' F' U F U R U' R' | unchanged |
| Yellow cross | F R U R' U' F' | unchanged | F' L' U' L U F - L shape at the back right |
| Yellow edges | R U R' U R U2 R' U | unchanged | L' U' L U' L' U2 L U' - matching ones at the back and on the left |
| Corners into place | U R U' L' U R' U' L | x' R' D R U' R' D' R U x | x' L D' L' U L D L' U' x - correct corner at the front left |
| Twisting corners | R' D' R D | unchanged | L D L' D' - corner at the front left |
Second layer: edge to the left
Position the edge just like in the 3x3 course: an upside-down T in front, and the top sticker of the edge matches the left centre. Instead of L moves, first do y' - now the edge's slot is at the front right, and the edge sits above the right centre. Now perform:
U' F' U F U R U' R'
This is the same algorithm as in the 3x3 course, just viewed from the right side: the L moves turned into F, and the F moves - into R. First the edge joins the corner (U' F' U F), then the pair goes into its slot (U R U' R').
Corners into place
The algorithm from the 3x3 course has two L moves. Its one-handed version does the same thing: the corner at the front right stays, and the other three swap places in the same direction. You hold the cube the same way, and at the start you tilt it with an x' rotation - yellow face towards you. The corner that stays in place is then in the bottom right corner of the front face. At the end the x rotation puts it back with yellow on top.
x' R' D R U' R' D' R U x
If you solve with CFOP
- Plan the cross during inspection - you may then rotate the cube with both hands and look at it from every side.
- Insert F2L pairs mainly into the right slots (front right and back right) with R and U moves. On the left side, rotate the cube (y or y') instead of using L moves.
- OLL and PLL - many algorithms have L or B moves or lots of F. For most cases there are one-handed versions written with R, U, F and D moves. Change them one at a time, starting with the cases that come up most often.
5How to practise
Goal: you have a practice plan and avoid typical beginner mistakes.
The most important rules
- Slow and steady. Fast, jerky one-handed moves end with a locked layer or a dropped cube. It is better to turn calmly but without pauses between moves. Look for the next piece while you are still turning, not only after you stop.
- Finish every move. A layer turned slightly less than a quarter turn blocks the next move. This is harder to correct with one hand, so make sure every layer “clicks” into place.
- Only one hand, at home too. Let your other hand rest on your knee. A habit of supporting the cube with the other hand means a DNF at a competition.
- Short and often. 10-20 minutes a day will give you more than an hour once a week, and your hand will not get overtired.
- Look after your wrist. Take breaks and loosen up your hand before longer sessions. When your wrist or forearm starts to hurt, stop - a few days of rest is better than an injury.
- Measure averages of 5, not single solves. Single times vary a lot, while the average shows whether you are really improving.
- Find your slowest stage. Record a few solves with your phone and check how long the cross, the first two layers and the last layer take. Practise the stage that takes the most time first.
The cube
To start with, the cube you use for two-handed solving is enough. For OH, a light cube works well - one that turns without much resistance (if it has tension adjustment, set it a little looser than for two-handed solving) and is well lubricated. Many people also prefer slightly smaller cubes, because they are easier to hold in one hand. At competitions you may use one cube for OH and another for regular 3x3.
Plan for the first weeks
- Week 1: choose your hand and grip. A few slow solves a day, without timing - what matters is that the cube does not fall out.
- Week 2: replace the algorithms with L moves (stage 4) and start timing.
- Week 3: do averages of 5 with inspection (stage 6) and find your slowest stage.
- Then: set yourself a goal - e.g. the OH cutoff at the next competition - and add new one-handed algorithms one at a time.
6Your first average of 5
Goal: you have your first one-handed average of 5 solves, timed as at a competition.
Do five solves on a real cube. The timer works like at a competition: first inspection with calls after 8 and 12 seconds, then the solve. Starting after 15 seconds of inspection gets a +2, and after 17 - a DNF. Times are truncated to hundredths, and the average of 5 is calculated as in the regulations.
- Scramble the cube according to the scramble while holding it white on top and green in front - that is how they scramble at competitions. The net next to it shows what the scrambled cube should look like.
- Put the cube down, choose your hand and press the space bar (on a phone: tap the time field). Inspection begins.
- When you are ready, hold the space bar or the field until it turns green, then release - the clock starts.
- After solving, press any key or tap the time field.
Results are saved only in this browser. Enter your two-handed average as well - the timer will show how many times slower you solve with one hand. At the beginning 3-4 times slower is normal, and over time the gap comes down to about two times.
Cheat sheet
The most important rules and algorithms from the course on a single page.
Printable cheat sheet (A4 / PDF)
- Rules - inspection up to 15 s with both hands (no moves), solve with one hand without switching hands, stop with both palms. Table and mat allowed, timer not. Result: average of 5 without the best and the worst.
- Hand - left: algorithms unchanged, easy R and U. Right: mirror (R ↔ L, every move in the opposite direction, x unchanged).
- Hard move - rotate the cube so that this face is on the right or on top, e.g. F' U F = y' R' U R.
- Second layer to the left - y' U' F' U F U R U' R'.
- Corners into place - correct corner at the front right: x' R' D R U' R' D' R U x.
- Practice - slow and steady, only one hand, 10-20 minutes a day, averages of 5.
Practise in the simulator
One-handed solving is practised on a real cube, but the simulator is useful for memorising new algorithms. Choose the second layer or the last layer - the scramble is made from this course's algorithms, so you will solve it with the moves from the table in stage 4. The move buttons start with the ones that are easy for the left hand.
Drag a sticker with your finger or mouse to turn a layer, or drag outside the cube to rotate the view. Keyboard: R, L, U, D, F, B, with Shift for the opposite direction; X, Y, Z rotate the whole cube.
Common problems
The cube falls out of my hand
Usually this is caused by moves that are too fast or a grip that is too shallow. Slow down, hold the cube deeper in your palm and check that your little finger supports it from underneath. A cube that turns more lightly also helps - with a lot of resistance your fingers have to push harder and the cube slips away.
The layers lock up
The previous move was not finished and the layer is slightly misaligned. Turn every layer all the way, and if the cube has tension adjustment, set it a little looser.
My other hand reaches for the cube on its own
This is a habit from two-handed solving. While practising, put your other hand on your knee or sit on it. At a competition any move with the other hand is a DNF, so it is worth unlearning this from the start.
I cannot do an L or B move
You do not have to. Rotate the whole cube so that this face is on the right or on top, or use an algorithm without these moves (stage 4). You can also press the cube against the table - the regulations allow it.
My wrist hurts
Stop solving for a few days. Then practise for shorter periods, take breaks and hold the cube more loosely - the pain often comes from constant squeezing. If it does not go away, see a doctor.
I am several times slower with one hand
That is normal at the beginning. The gap shrinks with every week of practice, but even the best solve roughly two times slower with one hand than with two. Compare yourself with your own earlier OH averages, not with your two-handed times.
The judge gave me +2 even though the cube was solved
Most often the cube was still in your hand when you stopped the timer, or the timer was stopped with one palm. At the end, release the cube and put both palms flat on the sensors - just like in regular 3x3.
What next?
Once the layer-by-layer method goes smoothly with one hand, the next step is CFOP with one-handed algorithms - just like in regular 3x3, only with different versions of OLL and PLL. Some of the fastest OH solvers also use the Roux or ZZ methods, which from the start need fewer cube rotations and fewer F and B moves.
The best test is a competition: OH is held at many WCA competitions in Poland, and the requirements (time limit and cutoff) can be found in the schedule on the competition website.
Cubes for one-handed solving
For OH a light cube works best - one that turns without much resistance and does not skip. These are the 3x3 cubes our customers choose most often.

Other courses
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