2x2 no-permutation OLLs

Zarxrax

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The following OLLs preserve permutation of all pieces on the cube.
This allows prediction of the PLL/PBL case.
I'm not sure if this is really useful or not.
I found these while looking for some SOAP algs.

Sune/Antisune: The normal RU algs work fine.

Bowtie:
R2 U' R U2 R' U2 R U' R2 (9)
R U' R' F2 U2 R U R' U F' (10)

H: The normal RU alg works fine

T:
R' U R' U2 R U2 R' U R2 U' R' (11)
R2 U R2 U' R2 U R' U2 R U2 R (11)

Headlights:
R' F U' R U' R' U2 F2 R (9)
R U R' F U' R U' R' U2 F2 (10)
R U2 R U2 R' U R2 U' R2 U R2 (11)
R U2 R' U' R2 U2 R U2 R' U R' (11)

Pi: The normal F (sexy move)*2 F' works fine.
 
Nice work, but honestly I find it easier to learn how my current OLLs affect the permutation of the pieces. It's less information to store in my head :P

A great example is the alg for Pi: R' F R2 U R2 F R

This is actually an EG1 case, as it swaps the opp colors in DF (bar in DB). So it's easy to recognize which case to do for Pi (I try to put bars in back for Ortega, because the R2 U' R2 alg is so easy). I try to use the standard F SM SM F' Pi alg if I know that the shorter alg will give me a Y perm (and solved on bottom).
 
For T and U you can use 3x(R U') 3x(R' U) and the inverse of that.

R' U R' F U' R U F2 R2 (9) is faster :p
Though that's an easy to learn (and teach alg). Thanks.

Zarxrax: I use CLL, so this thread isn't exactly helpful to me, but thanks for R2 U' R U2 R' U2 R U' R2 (9), it's far superior to triple Sune :p

I've thought for a while that with 2x2 LBL, Layer->CP->CO is probably more efficient than the way more commonly used method of Layer->CO->CP.
What you have here happened naturally when I used to use LBL, I knew what CP case I'd get, so it was 1 Look LL, with 2 algs, unintentionally. I guess your thread is just giving it a nudge :p
 
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