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This is the thread for the 2x2 method called L5C, or Last Five Corners. This is also called 1LLS, for One Look Last Slot.

The beginning of this discussion may have started here. There's probably somewhere else this was first thought of, and if so, tell me.

L5C is a method where you solve a permuted V, or 3/4 of a layer, first. Then you solve the rest of the cube (L5C) in one algorithm.

This method requires 486 total algs, subtracting CLL and TCLL gives a figure of 358 algs.

Current algsheet is found here.

Advantages:

-Making a Solved V requires significantly fewer moves than a layer or a face. Using a computer optimal solver, I have found that layers require 4.0 moves on average to solve optimally, and faces 3.0. I have not done solving for a Solved V, but it is around 2.2.

So, this means this method has a lower movecount and is easier to one-look.

-Algs can be really simple like R U R' or R U2 R' or R U R2 F R F'

I would like to add a naming convention to the algs. Each set has ~40 algs:

CLL TCLL+ TCLL-

L5C 1= L5C 1+ L5C 1-

L5C 2= L5C 2+ L5C 2-

L5C 3= L5C3+ L5C 3-

The number, 1, 2 or 3, tells you the orientation of the piece that belongs in the slot.

1 is oriented, 2 twisted clockwise, 3 twisted counterclockwise.

The symbol, =, +, or -, tells you the orientation of the piece that is IN the slot.

Again = is oriented, + twisted clockwise, - twisted counterclockwise.

Edit: Also there is subsets, like inside CLL there’s Sunes, Pi, etc, cases.

For L5C = sets, The names will be the same as CLL.

For L5C + and - sets, the names will be the same as TCLL

This method isn't really necessary but is cool.

The beginning of this discussion may have started here. There's probably somewhere else this was first thought of, and if so, tell me.

L5C is a method where you solve a permuted V, or 3/4 of a layer, first. Then you solve the rest of the cube (L5C) in one algorithm.

This method requires 486 total algs, subtracting CLL and TCLL gives a figure of 358 algs.

Current algsheet is found here.

Advantages:

-Making a Solved V requires significantly fewer moves than a layer or a face. Using a computer optimal solver, I have found that layers require 4.0 moves on average to solve optimally, and faces 3.0. I have not done solving for a Solved V, but it is around 2.2.

So, this means this method has a lower movecount and is easier to one-look.

-Algs can be really simple like R U R' or R U2 R' or R U R2 F R F'

I would like to add a naming convention to the algs. Each set has ~40 algs:

CLL TCLL+ TCLL-

L5C 1= L5C 1+ L5C 1-

L5C 2= L5C 2+ L5C 2-

L5C 3= L5C3+ L5C 3-

The number, 1, 2 or 3, tells you the orientation of the piece that belongs in the slot.

1 is oriented, 2 twisted clockwise, 3 twisted counterclockwise.

The symbol, =, +, or -, tells you the orientation of the piece that is IN the slot.

Again = is oriented, + twisted clockwise, - twisted counterclockwise.

Edit: Also there is subsets, like inside CLL there’s Sunes, Pi, etc, cases.

For L5C = sets, The names will be the same as CLL.

For L5C + and - sets, the names will be the same as TCLL

This method isn't really necessary but is cool.

Last edited: Oct 6, 2018