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1. y2 R U2 R' U' R U R' U' R U R' U' R U' R' // y2 R U R' U R U' R' U R U' R' U R U2 R' // y R' U2 R U R' U' R U R' U' R U R' U R // y R' U' R U' R' U R U' R' U R U' R' U2 R

2. y' R' U2 R' D' R U2 R' D R2

3. R U2 R D R' U2 R D' R2

4. F R' F' r U R U' r' // L' R U R' U' L U R U' R' // y' R U R' U' R' F R U R U' R' F' // x' z' R U' R' D R U R' D'

5. x R' U R D' R' U' R D // y F' r U R' U' r' F R

6. y2 R' U' R U R' F' R U R' U' R' F R2 // y2 L' U2 R U' R' U2 L R U' R'

Each number is a different COLL case with alternate algs.
 
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2 look OLL?

Hello, I learned 2 look OLL a while ago.. so I know all the algorithms.. but, the longest part seems to be the cross... I have 2 algorithms: FRUR'U'F' for the Line, and FURU'R'F' for the little L... but is there one for the dot in the middle? It seems to take a long time to do that one, because I have to do both of them to get the cross.. any algorithm for the dot? I did find this one after some searching: [F (R U R' U' ) F'] [f (R U R' U' ) f'] but it just takes a long time to execute.. and is just doing pretty much the same thing that I don't want to do, do one of those algorithms twice. any faster ones? Thanks

-StarOfDoom
 
Rw U2 x Rw U2 Rw U2 Rw' U2 Lw U2 Rw' U2 Rw U2 Rw' U2 Rw'
Also this thread.
Wow! That should cut like 2 or 3 seconds off of my 4x4 times, it is higher moves than what i use now, but looks way faster without inner slices.

Hello, I learned 2 look OLL a while ago.. so I know all the algorithms.. but, the longest part seems to be the cross... I have 2 algorithms: FRUR'U'F' for the Line, and FURU'R'F' for the little L... but is there one for the dot in the middle? It seems to take a long time to do that one, because I have to do both of them to get the cross.. any algorithm for the dot? I did find this one after some searching: [F (R U R' U' ) F'] [f (R U R' U' ) f'] but it just takes a long time to execute.. and is just doing pretty much the same thing that I don't want to do, do one of those algorithms twice. any faster ones? Thanks

-StarOfDoom

There are faster ones, but you would have to learn many different cases. If you know F2L, you could try partial edge control.
 
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Hello, I learned 2 look OLL a while ago.. so I know all the algorithms.. but, the longest part seems to be the cross... I have 2 algorithms: FRUR'U'F' for the Line, and FURU'R'F' for the little L... but is there one for the dot in the middle? It seems to take a long time to do that one, because I have to do both of them to get the cross.. any algorithm for the dot? I did find this one after some searching: [F (R U R' U' ) F'] [f (R U R' U' ) f'] but it just takes a long time to execute.. and is just doing pretty much the same thing that I don't want to do, do one of those algorithms twice. any faster ones? Thanks

-StarOfDoom
Look on the wiki OLL page at the "dot" OLLs. There are 8 cases and you can use any of these since for 2-look you don't care what it does to your corners. Try a few algs and see what you like, but there is nothing short and doing line+L is not a bad option (you can do the F' f as an S move too).

Oh and forget partial edge control. That's advanced and no substitute for learning basic F2L+OLL, IMHO.
 
Oh and forget partial edge control. That's advanced and no substitute for learning basic F2L+OLL, IMHO.
Partial edge control is no substitute for OLL, but it can be useful when you don't know full OLL and even after, I waited until the end to learn the dot OLLs because I could sledgehammer half the time and just use a 6 move oll to get a case I know. Learn to recognize when you will get a dot OLL, it's easy because it all LL edges will be misoriented before the LS, then just sledgehammer. Keep in mind you should still learn the dot cases for when you have a separated insert but I still sledgehammer when I can to avoid dot and I have known full OLL for months.
 
I need a better alg the CLL antisune2 case.

I have these


U' R' U' R U' R' U R' F R F' U R

U' R2 U R U2 L' U R2 U' L

R U2 R' F R' F' R U' R U' R'

But I don't like them so a better one would be great.
 
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