TPS Training: How to Increase Your Turns Per Second
Published by System Administrator
Understanding TPS in Context
Turns Per Second (TPS) measures how many cube moves you execute in one second. During a competitive solve, TPS varies significantly across different phases: cross typically runs at 4-6 TPS, F2L at 3-5 TPS, and OLL/PLL at 7-12 TPS. Your overall solve TPS (total moves divided by total time) is a weighted average that depends on how much time you spend in each phase.
While earlier articles emphasized that efficiency and lookahead matter more than raw TPS (and they do), there comes a point — typically around the sub-15 level — where TPS becomes a limiting factor. If your maximum algorithm execution speed is 6 TPS while your competitors execute at 10 TPS, you're losing 0.5-1 second on every OLL and PLL, which adds up across an average of 5 competitive solves.
Maximum TPS vs. Effective TPS
Your maximum TPS is the fastest you can execute a known algorithm in isolation (e.g., spamming R U R' U' as fast as possible). Your effective TPS is the speed you actually achieve during real solves, accounting for recognition time, transitions, and decision-making overhead.
Most cubers have a maximum TPS significantly higher than their effective TPS. Closing this gap — executing algorithms at closer to maximum speed during real solves — requires faster recognition and smoother transitions, not necessarily faster hands.
Drill 1: Algorithm Sprints
Choose an algorithm (start with the sexy move: R U R' U'). Set a timer and execute the algorithm as many times as possible in 10 seconds. Count your executions and calculate TPS. For example, 15 executions of a 4-move algorithm in 10 seconds = 6 TPS.
Repeat daily, tracking your record. When you plateau, try these variations:
- Single-algorithm sprints: Drill one specific algorithm for maximum speed
- Algorithm chains: Execute different algorithms back-to-back (e.g., T-perm → Sune → Jb-perm) to train transitions
- One-handed sprints: Execute algorithms with one hand to build finger strength and independence
Drill 2: The 100-Moves Challenge
Scramble the cube and execute exactly 100 random moves as fast as possible. Alternate between different faces (R, U, F, L) to train all finger tricks under time pressure. Track your time and aim to reduce it by 0.5 seconds per week.
This drill builds general turning speed across all move types, including less common ones like L, B, and D that might be slow due to infrequent use. Balanced finger trick speed across all moves prevents specific algorithms from becoming bottlenecks.
Drill 3: Finger Strength Training
Fast turning requires strong, responsive fingers. These exercises build the specific muscles used in speedcubing:
- Rubber band finger extensions: Place a rubber band around all five fingertips and spread them apart against resistance. 3 sets of 20 reps per hand.
- Coin rolls: Roll a coin across your knuckles using finger movements. This builds the independent finger control needed for complex finger tricks.
- Piano finger exercises: If you have access to a piano or keyboard, practice finger independence exercises. Pianists and speedcubers develop similar fine motor skills.
Drill 4: Trigger Training
Triggers are short algorithm fragments that appear repeatedly across different algorithms. Mastering triggers at high TPS accelerates your execution of any algorithm containing them. Key triggers to drill:
- R U R' U' (4 moves) — appears in 30+ algorithms
- R U R' (3 moves) — basic insert trigger
- R U2 R' (3 moves) — appears in F2L and OLL
- F R U R' U' F' (6 moves) — OLL edge orientation
- R' F R F' (4 moves) — sledgehammer, appears in various algorithms
Safety and Ergonomics
TPS training puts significant strain on your fingers and wrists. Follow these safety guidelines:
- Always warm up for 5 minutes before speed drills
- Stop immediately if you feel pain (not just fatigue)
- Limit intensive TPS training to 15-20 minutes per session
- Take at least one rest day per week from intensive drills
- Keep your cube well-lubricated to reduce the force required per turn
Repetitive strain injuries (RSI) are a real risk in speedcubing. Building TPS gradually over weeks is safer and more sustainable than attempting dramatic speed increases in short periods.