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	<updated>2026-11-06T18:32:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Fewest_Moves_Challenge&amp;diff=1049</id>
		<title>Fewest Moves Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Fewest_Moves_Challenge&amp;diff=1049"/>
		<updated>2008-09-10T21:28:54Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fewest Moves]]&lt;br /&gt;
&lt;br /&gt;
Commutators&lt;br /&gt;
&lt;br /&gt;
Conjugates&lt;br /&gt;
&lt;br /&gt;
Insertions&lt;br /&gt;
&lt;br /&gt;
Skeleton&lt;br /&gt;
&lt;br /&gt;
http://www.ryanheise.com/cube/fundamental_techniques.html&lt;br /&gt;
&lt;br /&gt;
http://www.speedsolving.com/wiki/index.php/Commutators&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1048</id>
		<title>List of PC cubing software</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1048"/>
		<updated>2008-09-10T21:28:16Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* Animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
A very popular category of Rubik&#039;s cube software is the playable 3D Rubik&#039;s Cube (animated cube), often implemented as a Java applet, which has a long history. The first version of which many current programs are derived was made by Michael Shubart. After that, Karl Hornell made modifications in his version, which again was used by Lars Petrus on his website. Probably the most widely used is RubikPlayer by Werner Randelshofer.&lt;br /&gt;
&lt;br /&gt;
== Standalone Timers ==&lt;br /&gt;
* [http://vanderblonk.com/cube/download/rtt/About.htm RubikTimer] - (Windows)&lt;br /&gt;
* [http://www.strangepuzzle.com/jnetcube.html JNetCube] - (Java)&lt;br /&gt;
* [http://code.google.com/p/rubiks-jtimer/ JTimer] - New version of JNetCube (Java)&lt;br /&gt;
* [http://vanderblonk.com/cube/cubetimer.htm CubeTimer] - Timer with animation&lt;br /&gt;
* [http://gnehzr.net/cct/ CALCubeTimer 0.2] - Interfaces with a stackmat through the microphone port&lt;br /&gt;
* [http://soft.imolecule.net/?lang=en iMolecule Soft DarkCube] - Timer in Thai English under CC By-NC-SA 3.0 license&lt;br /&gt;
&lt;br /&gt;
== Solvers ==&lt;br /&gt;
* [http://software.rubikscube.info/JACube/index.html ACube] - (Java, freeware, command-line based)&lt;br /&gt;
* [http://kociemba.org/cube.htm Cube Explorer] - (Windows, freeware, comes with graphical interface)&lt;br /&gt;
* [http://www.geocities.com/jaapsch/puzzles/cubie.htm Cubie] - Solver with animation (Java, freeware)&lt;br /&gt;
* [http://www.wrongway.org/?rubik Rubik&#039;s Cube Solver by Eric Dietz] - (Windows/Linux, GPL)&lt;br /&gt;
* [http://www.ganpuzzle.com/vcube333demo.htm Learn to Solve Rubik&#039;s Cube with 3 Simple Tricks] - Step-by-step interactive animated solution (Java)&lt;br /&gt;
* [http://www.ganpuzzle.com/hints3x3.htm Rubik&#039;s Solution Hints Booklet Step Animation] - Step-by-step interactive animated solution based on official booklet (Java)&lt;br /&gt;
&lt;br /&gt;
== Animations  ==&lt;br /&gt;
* [http://www.ultimatemagiccube.com Ultimate Magic Cube] - (Windows). Megaminx, pyraminx and much more&lt;br /&gt;
* [http://www.glidingcube.com GlidingCube] - (Windows) A virtual cube puzzle. Intriguing but cannot be built physically.&lt;br /&gt;
* [http://www.superliminal.com/cube/cube.htm 4D Cube] - (Java)&lt;br /&gt;
* [http://www.gravitation3d.com/magiccube5d/ 5D Cube] - (Windows)&lt;br /&gt;
* [http://sourceforge.net/projects/rubiksim/ RubikSim] - (Windows) &lt;br /&gt;
* [http://gabbasoft.com/ Gabbasoft] - (Windows) A collection of NxNxN puzzles 2-20, and with [[supercubes]]&lt;br /&gt;
* [http://www.network54.com/Forum/178387/message/1191974095/  QBASIC Rubik&#039;s Cube] - (DOS/Windows) At 26,375 bytes (25.7 KB), the smallest Rubik&#039;s cube on PC&lt;br /&gt;
&lt;br /&gt;
* [http://www.leinweb.com/snackbar/cube/index.htm  Hungarian HexaHedron ]- (Windows) It is amazing for FMC. Records your solution as you go.&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1047</id>
		<title>List of PC cubing software</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1047"/>
		<updated>2008-09-10T21:27:47Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* Animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
A very popular category of Rubik&#039;s cube software is the playable 3D Rubik&#039;s Cube (animated cube), often implemented as a Java applet, which has a long history. The first version of which many current programs are derived was made by Michael Shubart. After that, Karl Hornell made modifications in his version, which again was used by Lars Petrus on his website. Probably the most widely used is RubikPlayer by Werner Randelshofer.&lt;br /&gt;
&lt;br /&gt;
== Standalone Timers ==&lt;br /&gt;
* [http://vanderblonk.com/cube/download/rtt/About.htm RubikTimer] - (Windows)&lt;br /&gt;
* [http://www.strangepuzzle.com/jnetcube.html JNetCube] - (Java)&lt;br /&gt;
* [http://code.google.com/p/rubiks-jtimer/ JTimer] - New version of JNetCube (Java)&lt;br /&gt;
* [http://vanderblonk.com/cube/cubetimer.htm CubeTimer] - Timer with animation&lt;br /&gt;
* [http://gnehzr.net/cct/ CALCubeTimer 0.2] - Interfaces with a stackmat through the microphone port&lt;br /&gt;
* [http://soft.imolecule.net/?lang=en iMolecule Soft DarkCube] - Timer in Thai English under CC By-NC-SA 3.0 license&lt;br /&gt;
&lt;br /&gt;
== Solvers ==&lt;br /&gt;
* [http://software.rubikscube.info/JACube/index.html ACube] - (Java, freeware, command-line based)&lt;br /&gt;
* [http://kociemba.org/cube.htm Cube Explorer] - (Windows, freeware, comes with graphical interface)&lt;br /&gt;
* [http://www.geocities.com/jaapsch/puzzles/cubie.htm Cubie] - Solver with animation (Java, freeware)&lt;br /&gt;
* [http://www.wrongway.org/?rubik Rubik&#039;s Cube Solver by Eric Dietz] - (Windows/Linux, GPL)&lt;br /&gt;
* [http://www.ganpuzzle.com/vcube333demo.htm Learn to Solve Rubik&#039;s Cube with 3 Simple Tricks] - Step-by-step interactive animated solution (Java)&lt;br /&gt;
* [http://www.ganpuzzle.com/hints3x3.htm Rubik&#039;s Solution Hints Booklet Step Animation] - Step-by-step interactive animated solution based on official booklet (Java)&lt;br /&gt;
&lt;br /&gt;
== Animations  ==&lt;br /&gt;
* [http://www.ultimatemagiccube.com Ultimate Magic Cube] - (Windows). Megaminx, pyraminx and much more&lt;br /&gt;
* [http://www.glidingcube.com GlidingCube] - (Windows) A virtual cube puzzle. Intriguing but cannot be built physically.&lt;br /&gt;
* [http://www.superliminal.com/cube/cube.htm 4D Cube] - (Java)&lt;br /&gt;
* [http://www.gravitation3d.com/magiccube5d/ 5D Cube] - (Windows)&lt;br /&gt;
* [http://sourceforge.net/projects/rubiksim/ RubikSim] - (Windows) &lt;br /&gt;
* [http://gabbasoft.com/ Gabbasoft] - (Windows) A collection of NxNxN puzzles 2-20, and with [[supercubes]]&lt;br /&gt;
* [http://www.network54.com/Forum/178387/message/1191974095/  QBASIC Rubik&#039;s Cube] - (DOS/Windows) At 26,375 bytes (25.7 KB), the smallest Rubik&#039;s cube on PC&lt;br /&gt;
&lt;br /&gt;
* [http://www.leinweb.com/snackbar/cube/index.htm]- (Windows) It is amazing for FMC. Records your solution as you go.&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Fewest_Moves_Challenge&amp;diff=1046</id>
		<title>Fewest Moves Challenge</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Fewest_Moves_Challenge&amp;diff=1046"/>
		<updated>2008-09-10T21:25:53Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: New page: Fewest Moves  Commutators  Conjugates  Insertions  Skeleton  http://www.ryanheise.com/cube/fundamental_techniques.html&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fewest Moves]]&lt;br /&gt;
&lt;br /&gt;
Commutators&lt;br /&gt;
&lt;br /&gt;
Conjugates&lt;br /&gt;
&lt;br /&gt;
Insertions&lt;br /&gt;
&lt;br /&gt;
Skeleton&lt;br /&gt;
&lt;br /&gt;
http://www.ryanheise.com/cube/fundamental_techniques.html&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=1045</id>
		<title>Category:Megaminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=1045"/>
		<updated>2008-09-10T21:24:05Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* Links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Megaminx Speedsolving Methods ==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, the Megaminx is not substantially harder than a [[3x3x3|Rubik&#039;s Cube]] to solve. The Megaminx can be solved up until the last [[face]] exactly like [[F2L]] on a normal Rubik&#039;s Cube. Generally, a solver will start with a &amp;quot;star&amp;quot; on one side, analogous to the [[cross]] on a Rubik&#039;s Cube. Then, corners and edges are paired and placed exactly like that of Fridrich F2L until only the last face needs to be solved. From here there are several ways to go about solving the last face. Many [[algorithm]]s used on a Rubik&#039;s Cube can be applied to the [[LL|last layer]] of the Megaminx. For example, [[Sune]] (R U R&#039; U R U&#039;2 R&#039;) cycles three edges, and F R U R&#039; U&#039; F&#039; and its inverse orient edges just like that of a Rubik&#039;s Cube.&lt;br /&gt;
&lt;br /&gt;
=== Links: ===&lt;br /&gt;
* [http://stefan-pochmann.info/spocc/speedsolving/megaminx/ Stefan Pochmann&#039;s page]&lt;br /&gt;
* [http://grant.tregay.net/cube/solutions/megaminx/index.html Grant Tregay&#039;s page]&lt;br /&gt;
* [http://erikku.110mb.com/minx.html Erik Akkersdijk&#039;s method and algorithms]&lt;br /&gt;
* [http://www.francocube.com/cyril/mega_index.php François Villaret&#039;s method in French]&lt;br /&gt;
* [http://www.youtube.com/watch?v=VgDbF2ktgBE Stupid Beginner method Video]&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=1044</id>
		<title>Category:Megaminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=1044"/>
		<updated>2008-09-10T21:23:27Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* Links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Megaminx Speedsolving Methods ==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, the Megaminx is not substantially harder than a [[3x3x3|Rubik&#039;s Cube]] to solve. The Megaminx can be solved up until the last [[face]] exactly like [[F2L]] on a normal Rubik&#039;s Cube. Generally, a solver will start with a &amp;quot;star&amp;quot; on one side, analogous to the [[cross]] on a Rubik&#039;s Cube. Then, corners and edges are paired and placed exactly like that of Fridrich F2L until only the last face needs to be solved. From here there are several ways to go about solving the last face. Many [[algorithm]]s used on a Rubik&#039;s Cube can be applied to the [[LL|last layer]] of the Megaminx. For example, [[Sune]] (R U R&#039; U R U&#039;2 R&#039;) cycles three edges, and F R U R&#039; U&#039; F&#039; and its inverse orient edges just like that of a Rubik&#039;s Cube.&lt;br /&gt;
&lt;br /&gt;
=== Links: ===&lt;br /&gt;
* [http://stefan-pochmann.info/spocc/speedsolving/megaminx/ Stefan Pochmann&#039;s page]&lt;br /&gt;
* [http://grant.tregay.net/cube/solutions/megaminx/index.html Grant Tregay&#039;s page]&lt;br /&gt;
* [http://erikku.110mb.com/minx.html Erik Akkersdijk&#039;s method and algorithms]&lt;br /&gt;
* [http://www.francocube.com/cyril/mega_index.php François Villaret&#039;s method in French]&lt;br /&gt;
* [http://www.youtube.com/watch?v=VgDbF2ktgBE Stupid Beginner method]&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=1043</id>
		<title>Category:Pyraminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=1043"/>
		<updated>2008-09-10T21:16:23Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* Turning speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages describes different methods to speedsolve the [[Pyraminx]].&lt;br /&gt;
&lt;br /&gt;
When speedsolving the Pyraminx the method used does not matter as much as it does on other puzzles - an intermediate method is almost always good enough to get fast times. This is a very quick puzzle which isn&#039;t hard to solve efficiently, so the most important things to practice are [[Pyraminx Speedsolving Methods#Lookahead|lookahead]] and [[Pyraminx Speedsolving Methods#Turning speed|turning speed]].&lt;br /&gt;
&lt;br /&gt;
Some of the descriptions here uses a extended notation, see [[Pyraminx notation]] for an explanation of the system.&lt;br /&gt;
&lt;br /&gt;
==Beginner Methods==&lt;br /&gt;
&lt;br /&gt;
This method is recommended mainly to people who just want to solve the Pyraminx, although the puzzle isn&#039;t hard to figure out yourself. You can still go from a total beginner to under 30 seconds in about an hour with this method:&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient the four corners and their tips. They don&#039;t move, so this shouldn&#039;t require any thought.&lt;br /&gt;
* Step 2: Use R&#039; L R L&#039; and L R&#039; L&#039; R to place the edges. These algorithms will move exactly three edges around, so just keep trying until you are done.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Methods==&lt;br /&gt;
&lt;br /&gt;
Intermediate methods can easily give you an average of around 10 seconds or even less. Note that you can do the tips at any stage in the solving process; the place they are given here is only a suggestion.&lt;br /&gt;
&lt;br /&gt;
===Corner First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve two of the three edges next to a corner, and the tip on that corner.&lt;br /&gt;
* Step 2: Use the extra edge slot as a keyhole to fix all of the corners and tips of the last layer (the layer opposite that corner). Then put the corner on B.&lt;br /&gt;
* Step 3: Solve the last edge of the first tip. Algorithms can be found [[Pyraminx algorithms#Last edge on first tip:|here]].&lt;br /&gt;
* Step 4: Finish the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Layer First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient three of the corners. They will share a color; try to simultaneously place as many of the edges of that layer as you can.&lt;br /&gt;
* Step 2: Finish the layer by inserting the remaining edges with RUR&#039;-type insertions. Sometimes there are special tricks you can do in this step if you end up with edges that are already in the layer but in the wrong place or misoriented.&lt;br /&gt;
* Step 3: Solve the last layer in one step. There are 5 possible algorithms.&lt;br /&gt;
* Step 4: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
==Advanced Methods==&lt;br /&gt;
&lt;br /&gt;
There are a couple of advanced methods for the Pyraminx, and although they are not necessary to get very fast times they could provide a boost to the serious solver. They are more efficient than intermediate methods but require more memorization or have harder recognition, and thus will take much more time to master.&lt;br /&gt;
&lt;br /&gt;
===Last 4 Edges===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve all of the corners and two adjacent edges. With practice this can be done in inspection.&lt;br /&gt;
* Step 2: Finish the last 4 edges in one step. There are about 70 algs for this.&lt;br /&gt;
* Step 3: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
===Petrus===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create a &#039;block&#039; by matching one edge to the two adjacent corners, and also fixing those two tips.&lt;br /&gt;
* Step 2: Orient the remaining edges, [[Petrus]]-style, so that they can all be solved using only U and R turns.&lt;br /&gt;
* Step 3: Finish all of the edges using only U and R turns, then fix the last two tips on the U and R corners.&lt;br /&gt;
&lt;br /&gt;
===FP===&lt;br /&gt;
FP stands Fan&#039;s Pyraminx Method or Face-Permute. The idea is similar to Ortega for the 2x2x2 cube. &lt;br /&gt;
&lt;br /&gt;
*Step 1: Make one face. Nothing has to be permuted properly. This can be done in about 3-7 moves usually. It should be possible to easily see this from pre-inspection. The EP of the bottom layer can be determined, making the recognition of the 2nd step extremely easy.&lt;br /&gt;
*Step 2: Permute everything. This can be done in about 6-8 moves usually. There are 20 algorithms for this step.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Lookahead ===&lt;br /&gt;
=== Turning speed ===&lt;br /&gt;
&#039;&#039;&#039;Grip shifts:&#039;&#039;&#039; A good way to increase your turning speed is to optimise your algoritms so you can execute them using as few grip shifts as possible, &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; Take the eight turn alg that orients two edges (here FR and FL), a common case for most methods, normally it is notated something like R&#039; L R L&#039; U L&#039; U&#039; L but using the [[Pyraminx#Extensions to the notation:|extended notation]] that allows face twists as well as tip turns it can be notated and executed like R&#039; L R r&#039; R L&#039; R&#039; r and it gives only one grip shift and no orientations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggers:&#039;&#039;&#039; Another way to increase the speed is to use [[trigger]]s. (L R&#039;) is possibly the easiest trigger you can do: turn L about 30% of the turn and then place your right thumb on top of the edge that now shows its corner sticking out of the F-face. Push the edge using the thumb down to the face compleating th L turn and from there keep pushing until also the R&#039; is done. After some practice you can actually do the whole trigger witout pre-turning the L tip, just place you thumb at the proper place on the edge and go away, two turns in one!&lt;br /&gt;
&lt;br /&gt;
To do the four turn 3-cycle LL edges (L R&#039;) (L&#039; R) then do the first part as above and the second trigger (L&#039; R) in the same manner but now do 30% L&#039; and then the right thumb under the edge that comes out of the D-face and then push all the way up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternative style:&#039;&#039;&#039;&lt;br /&gt;
An alternative style is to hold the whole pyraminx in one hand (left) and only use that hand for U layer triggers. Do everything else with the other hand as you would with a 3x3x3 cube.&lt;br /&gt;
[[Category:Pyraminx]]&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=1042</id>
		<title>Category:Pyraminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=1042"/>
		<updated>2008-09-10T21:14:08Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* FP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages describes different methods to speedsolve the [[Pyraminx]].&lt;br /&gt;
&lt;br /&gt;
When speedsolving the Pyraminx the method used does not matter as much as it does on other puzzles - an intermediate method is almost always good enough to get fast times. This is a very quick puzzle which isn&#039;t hard to solve efficiently, so the most important things to practice are [[Pyraminx Speedsolving Methods#Lookahead|lookahead]] and [[Pyraminx Speedsolving Methods#Turning speed|turning speed]].&lt;br /&gt;
&lt;br /&gt;
Some of the descriptions here uses a extended notation, see [[Pyraminx notation]] for an explanation of the system.&lt;br /&gt;
&lt;br /&gt;
==Beginner Methods==&lt;br /&gt;
&lt;br /&gt;
This method is recommended mainly to people who just want to solve the Pyraminx, although the puzzle isn&#039;t hard to figure out yourself. You can still go from a total beginner to under 30 seconds in about an hour with this method:&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient the four corners and their tips. They don&#039;t move, so this shouldn&#039;t require any thought.&lt;br /&gt;
* Step 2: Use R&#039; L R L&#039; and L R&#039; L&#039; R to place the edges. These algorithms will move exactly three edges around, so just keep trying until you are done.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Methods==&lt;br /&gt;
&lt;br /&gt;
Intermediate methods can easily give you an average of around 10 seconds or even less. Note that you can do the tips at any stage in the solving process; the place they are given here is only a suggestion.&lt;br /&gt;
&lt;br /&gt;
===Corner First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve two of the three edges next to a corner, and the tip on that corner.&lt;br /&gt;
* Step 2: Use the extra edge slot as a keyhole to fix all of the corners and tips of the last layer (the layer opposite that corner). Then put the corner on B.&lt;br /&gt;
* Step 3: Solve the last edge of the first tip. Algorithms can be found [[Pyraminx algorithms#Last edge on first tip:|here]].&lt;br /&gt;
* Step 4: Finish the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Layer First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient three of the corners. They will share a color; try to simultaneously place as many of the edges of that layer as you can.&lt;br /&gt;
* Step 2: Finish the layer by inserting the remaining edges with RUR&#039;-type insertions. Sometimes there are special tricks you can do in this step if you end up with edges that are already in the layer but in the wrong place or misoriented.&lt;br /&gt;
* Step 3: Solve the last layer in one step. There are 5 possible algorithms.&lt;br /&gt;
* Step 4: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
==Advanced Methods==&lt;br /&gt;
&lt;br /&gt;
There are a couple of advanced methods for the Pyraminx, and although they are not necessary to get very fast times they could provide a boost to the serious solver. They are more efficient than intermediate methods but require more memorization or have harder recognition, and thus will take much more time to master.&lt;br /&gt;
&lt;br /&gt;
===Last 4 Edges===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve all of the corners and two adjacent edges. With practice this can be done in inspection.&lt;br /&gt;
* Step 2: Finish the last 4 edges in one step. There are about 70 algs for this.&lt;br /&gt;
* Step 3: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
===Petrus===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create a &#039;block&#039; by matching one edge to the two adjacent corners, and also fixing those two tips.&lt;br /&gt;
* Step 2: Orient the remaining edges, [[Petrus]]-style, so that they can all be solved using only U and R turns.&lt;br /&gt;
* Step 3: Finish all of the edges using only U and R turns, then fix the last two tips on the U and R corners.&lt;br /&gt;
&lt;br /&gt;
===FP===&lt;br /&gt;
FP stands Fan&#039;s Pyraminx Method or Face-Permute. The idea is similar to Ortega for the 2x2x2 cube. &lt;br /&gt;
&lt;br /&gt;
*Step 1: Make one face. Nothing has to be permuted properly. This can be done in about 3-7 moves usually. It should be possible to easily see this from pre-inspection. The EP of the bottom layer can be determined, making the recognition of the 2nd step extremely easy.&lt;br /&gt;
*Step 2: Permute everything. This can be done in about 6-8 moves usually. There are 20 algorithms for this step.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Lookahead ===&lt;br /&gt;
=== Turning speed ===&lt;br /&gt;
&#039;&#039;&#039;Grip shifts:&#039;&#039;&#039; A good way to increase your turning speed is to optimise your algoritms so you can execute them using as few grip shifts as possible, &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; Take the eight turn alg that orients two edges (here FR and FL), a common case for most methods, normally it is notated something like R&#039; L R L&#039; U L&#039; U&#039; L but using the [[Pyraminx#Extensions to the notation:|extended notation]] that allows face twists as well as tip turns it can be notated and executed like R&#039; L R r&#039; R L&#039; R&#039; r and it gives only one grip shift and no orientations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggers:&#039;&#039;&#039; Another way to increase the speed is to use [[trigger]]s. (L R&#039;) is possibly the easiest trigger you can do: turn L about 30% of the turn and then place your right thumb on top of the edge that now shows its corner sticking out of the F-face. Push the edge using the thumb down to the face compleating th L turn and from there keep pushing until also the R&#039; is done. After some practice you can actually do the whole trigger witout pre-turning the L tip, just place you thumb at the proper place on the edge and go away, two turns in one!&lt;br /&gt;
&lt;br /&gt;
To do the four turn 3-cycle LL edges (L R&#039;) (L&#039; R) then do the first part as above and the second trigger (L&#039; R) in the same manner but now do 30% L&#039; and then the right thumb under the edge that comes out of the D-face and then push all the way up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyraminx]]&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=1041</id>
		<title>Category:Pyraminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Pyraminx_methods&amp;diff=1041"/>
		<updated>2008-09-10T21:12:01Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* Advanced Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This pages describes different methods to speedsolve the [[Pyraminx]].&lt;br /&gt;
&lt;br /&gt;
When speedsolving the Pyraminx the method used does not matter as much as it does on other puzzles - an intermediate method is almost always good enough to get fast times. This is a very quick puzzle which isn&#039;t hard to solve efficiently, so the most important things to practice are [[Pyraminx Speedsolving Methods#Lookahead|lookahead]] and [[Pyraminx Speedsolving Methods#Turning speed|turning speed]].&lt;br /&gt;
&lt;br /&gt;
Some of the descriptions here uses a extended notation, see [[Pyraminx notation]] for an explanation of the system.&lt;br /&gt;
&lt;br /&gt;
==Beginner Methods==&lt;br /&gt;
&lt;br /&gt;
This method is recommended mainly to people who just want to solve the Pyraminx, although the puzzle isn&#039;t hard to figure out yourself. You can still go from a total beginner to under 30 seconds in about an hour with this method:&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient the four corners and their tips. They don&#039;t move, so this shouldn&#039;t require any thought.&lt;br /&gt;
* Step 2: Use R&#039; L R L&#039; and L R&#039; L&#039; R to place the edges. These algorithms will move exactly three edges around, so just keep trying until you are done.&lt;br /&gt;
&lt;br /&gt;
==Intermediate Methods==&lt;br /&gt;
&lt;br /&gt;
Intermediate methods can easily give you an average of around 10 seconds or even less. Note that you can do the tips at any stage in the solving process; the place they are given here is only a suggestion.&lt;br /&gt;
&lt;br /&gt;
===Corner First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve two of the three edges next to a corner, and the tip on that corner.&lt;br /&gt;
* Step 2: Use the extra edge slot as a keyhole to fix all of the corners and tips of the last layer (the layer opposite that corner). Then put the corner on B.&lt;br /&gt;
* Step 3: Solve the last edge of the first tip. Algorithms can be found [[Pyraminx algorithms#Last edge on first tip:|here]].&lt;br /&gt;
* Step 4: Finish the edges of the last layer. Algorithms can be found [[Pyraminx algorithms#Edges of Last Layer: (ELL)|here]].&lt;br /&gt;
&lt;br /&gt;
===Layer First===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Orient three of the corners. They will share a color; try to simultaneously place as many of the edges of that layer as you can.&lt;br /&gt;
* Step 2: Finish the layer by inserting the remaining edges with RUR&#039;-type insertions. Sometimes there are special tricks you can do in this step if you end up with edges that are already in the layer but in the wrong place or misoriented.&lt;br /&gt;
* Step 3: Solve the last layer in one step. There are 5 possible algorithms.&lt;br /&gt;
* Step 4: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
==Advanced Methods==&lt;br /&gt;
&lt;br /&gt;
There are a couple of advanced methods for the Pyraminx, and although they are not necessary to get very fast times they could provide a boost to the serious solver. They are more efficient than intermediate methods but require more memorization or have harder recognition, and thus will take much more time to master.&lt;br /&gt;
&lt;br /&gt;
===Last 4 Edges===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Solve all of the corners and two adjacent edges. With practice this can be done in inspection.&lt;br /&gt;
* Step 2: Finish the last 4 edges in one step. There are about 70 algs for this.&lt;br /&gt;
* Step 3: Fix the tips.&lt;br /&gt;
&lt;br /&gt;
===Petrus===&lt;br /&gt;
&lt;br /&gt;
* Step 1: Create a &#039;block&#039; by matching one edge to the two adjacent corners, and also fixing those two tips.&lt;br /&gt;
* Step 2: Orient the remaining edges, [[Petrus]]-style, so that they can all be solved using only U and R turns.&lt;br /&gt;
* Step 3: Finish all of the edges using only U and R turns, then fix the last two tips on the U and R corners.&lt;br /&gt;
&lt;br /&gt;
===FP===&lt;br /&gt;
FP stands Fan&#039;s Pyraminx Method or Face-Permute. The idea is similar to Ortega for the 2x2x2 cube. &lt;br /&gt;
&lt;br /&gt;
*Step 1: Make one face. Nothing has to be permuted properly. This can be done in about 3-7 moves usually.&lt;br /&gt;
*Step 2: Permute everything. This can be done in about 6-8 moves usually. There are 20 algorithms for this step.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Lookahead ===&lt;br /&gt;
=== Turning speed ===&lt;br /&gt;
&#039;&#039;&#039;Grip shifts:&#039;&#039;&#039; A good way to increase your turning speed is to optimise your algoritms so you can execute them using as few grip shifts as possible, &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; Take the eight turn alg that orients two edges (here FR and FL), a common case for most methods, normally it is notated something like R&#039; L R L&#039; U L&#039; U&#039; L but using the [[Pyraminx#Extensions to the notation:|extended notation]] that allows face twists as well as tip turns it can be notated and executed like R&#039; L R r&#039; R L&#039; R&#039; r and it gives only one grip shift and no orientations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggers:&#039;&#039;&#039; Another way to increase the speed is to use [[trigger]]s. (L R&#039;) is possibly the easiest trigger you can do: turn L about 30% of the turn and then place your right thumb on top of the edge that now shows its corner sticking out of the F-face. Push the edge using the thumb down to the face compleating th L turn and from there keep pushing until also the R&#039; is done. After some practice you can actually do the whole trigger witout pre-turning the L tip, just place you thumb at the proper place on the edge and go away, two turns in one!&lt;br /&gt;
&lt;br /&gt;
To do the four turn 3-cycle LL edges (L R&#039;) (L&#039; R) then do the first part as above and the second trigger (L&#039; R) in the same manner but now do 30% L&#039; and then the right thumb under the edge that comes out of the D-face and then push all the way up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyraminx]]&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL&amp;diff=931</id>
		<title>PLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL&amp;diff=931"/>
		<updated>2008-09-05T21:21:12Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* E Permutation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the Permutation of the [[Last Layer]], the last step of many speedsolving methods. In this step, the pieces on the top layer have already been oriented ([[OLL]]) so that the top face has all the same color, and they can now be moved into their solved positions. There are 21 PLLs (13 if you count mirrors and inverses as being the same) and each one is named after a letter. The following page gives a list of all of the PLLs, along with a picture and a list of common [[algorithm]]s for each one. The diagrams below are top views of where you want the pieces to go. For example, the [[PLL#T_Permutation|T Permutation]] (or &#039;T perm&#039;) swaps the UL and UR edges, as well as the UFR and UBR corners. Make sure to try out all of the available algorithms for a case to see which one feels the fastest to you - the same algorithm may not be the fastest for everyone, and shorter algorithms are not always faster than longer ones. PLL is a subgroup of [[ZBLL]].&lt;br /&gt;
&lt;br /&gt;
{{PLL}}&lt;br /&gt;
&lt;br /&gt;
Note that all of these algorithms are written in the Western [[notation]], where a lowercase letter means a double-layer turn and rotations are denoted by x, y, and z.&lt;br /&gt;
&lt;br /&gt;
==Permutations of Edges Only==&lt;br /&gt;
This subgroup, &#039;&#039;&#039;EPLL&#039;&#039;&#039; is used as the last step for many speedsolving methods, for example in the [[VH method]] ([[COLL]]).&lt;br /&gt;
&lt;br /&gt;
===H Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:h.gif]]&lt;br /&gt;
&lt;br /&gt;
* M2 U&#039; M2 U2&#039; M2 U&#039; M2&lt;br /&gt;
* R2&#039; r2 U&#039; L2 l2&#039; U2 R2&#039; r2 U&#039; L2 l2&#039;&lt;br /&gt;
* U&#039; M2 U2 M2 U M2 U2 M2]&lt;br /&gt;
* F2 M2 F2 U&#039; F2 M2 F2 U&lt;br /&gt;
* x U2 M2 U2 B&#039; U2 M2 U2 B&lt;br /&gt;
* R2 U2 R2 U2 R2 U R2 U2 R2 U2 R2 U&#039;&lt;br /&gt;
* L R U2 L&#039; R&#039; F&#039; B&#039; U2 F B&lt;br /&gt;
* L R U2 x U&#039; D&#039; x&#039; y U2 L R&lt;br /&gt;
* R U2 R&#039; U&#039; R&#039; U&#039; R2 U&#039; R2 U2 R2 U2 R&#039; U&lt;br /&gt;
* R2 U2 R U2 R2 U2 R2 U2 R U2 R2&lt;br /&gt;
&lt;br /&gt;
===U Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:u1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 M2 U M U2 M&#039; U M2&lt;br /&gt;
* M2 U M&#039; U2 M U M2&lt;br /&gt;
* R2 U&#039; R&#039; U&#039; R U R U R U&#039; R&lt;br /&gt;
* B2 U&#039; M&#039; U2 M U&#039; B2&lt;br /&gt;
* y2 R U&#039; R U R U R U&#039; R&#039; U&#039; R2&lt;br /&gt;
* M2 U M&#039; U2 M U2 M&#039; U2 M U M2&lt;br /&gt;
&lt;br /&gt;
===U Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:u.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 M2 U&#039; M U2 M&#039; U&#039; M2&lt;br /&gt;
* M2 U&#039; M&#039; U2 M U&#039; M2&lt;br /&gt;
* R&#039; U R&#039; U&#039; R&#039; U&#039; R&#039; U R U R2&lt;br /&gt;
* B2 U M&#039; U2 M U B2&lt;br /&gt;
* y2 R2 U R U R&#039; U&#039; R&#039; U&#039; R&#039; U R&#039;&lt;br /&gt;
* R U&#039; R U R U R&#039; U&#039; R&#039; U&#039; R&#039; U2 R&#039;&lt;br /&gt;
* M2 U&#039; M&#039; U2 M U2 M&#039; U2 M U&#039; M2&lt;br /&gt;
&lt;br /&gt;
===Z Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:z.gif]]&lt;br /&gt;
* x&#039; R U&#039; R&#039; U D R&#039; D U&#039; R&#039; U R D2&#039; F x&lt;br /&gt;
* x M2 U M2 U M&#039; U2 M2 U2 M&#039; U2&lt;br /&gt;
* y M2&#039; U&#039; M&#039; U2&#039; M2&#039; U2&#039; M&#039; U M2&#039;&lt;br /&gt;
* U R&#039; U&#039; R U&#039; R U R U&#039; R&#039; U R U R2 U&#039; R&#039; U&lt;br /&gt;
* R2 U R2 U&#039; R2 F2 R2 U&#039; F2 U R2 F2&lt;br /&gt;
* M&#039; U M2 U M2 U M&#039; U2 M2 U&#039;&lt;br /&gt;
* y&#039; M2 U2 M&#039; U&#039; M2 U&#039; M2 U&#039; M&#039; U&lt;br /&gt;
* R&#039; U L&#039; U2 D2 R U&#039; L R&#039; U L&#039; U2 D2 R U&#039; L&lt;br /&gt;
* R&#039; U L&#039; E2 L U&#039; R L&#039; U R&#039; E2 R U&#039; L&#039;&lt;br /&gt;
* y R2 U&#039; R2 U R2 x&#039; U2 R2 F U2 F&#039; R2 U2&lt;br /&gt;
* M&#039; U M2 U M2 U M&#039; U2 M2 U&#039;&lt;br /&gt;
* U&#039; l&#039; U R U&#039; D&#039; R U D&#039; R U&#039; R&#039; D2&lt;br /&gt;
* d R U R2 U&#039; R&#039; F R U R U&#039; R U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
* M2 U&#039; M E2 M E2 U M2&lt;br /&gt;
* F2 M2 F2 M2 U M2 U M2 U2&lt;br /&gt;
&lt;br /&gt;
==Permutations of Corners Only==&lt;br /&gt;
&lt;br /&gt;
===A Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:a1.gif]]&lt;br /&gt;
&lt;br /&gt;
* x R&#039; U R&#039; D2 R U&#039; R&#039; D2 R2&lt;br /&gt;
* (L&#039; B L&#039;) (F2 L B&#039; L&#039;) (F2 L2)&lt;br /&gt;
* y2 z F2 R U2 R&#039; U2 F2 L&#039; U2 L U2&lt;br /&gt;
* y z&#039; U2 R U2 R&#039; F2 U2 L&#039; U2 L F2&lt;br /&gt;
* R&#039; U2 R2 U&#039; L&#039; U R&#039; U&#039; L U R&#039; U2 R&lt;br /&gt;
* (U R&#039; D r2 U&#039;) (R U r2&#039; U&#039;) (D&#039;)&lt;br /&gt;
&lt;br /&gt;
===A Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:a.gif]]&lt;br /&gt;
&lt;br /&gt;
* y&#039; x R2 D2 R U R&#039; D2 R U&#039; R&lt;br /&gt;
* (R B&#039; R) F2 (R&#039; B R) (F2 R2)&lt;br /&gt;
* y z U2 L&#039; U2 L F2 U2 R U2 R&#039; F2&lt;br /&gt;
* z&#039; F2 L&#039; U2 L U2 F2 R U2 R&#039; U2&lt;br /&gt;
* y&#039; R&#039; U2 R U&#039; L&#039; U R U&#039; L U R2 U2 R&lt;br /&gt;
* (U&#039; r x) (l2&#039; U L U&#039;) (R&#039; U) (L&#039; U&#039; L&#039;) (R&#039; U)&lt;br /&gt;
&lt;br /&gt;
===E Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:e.gif]]&lt;br /&gt;
&lt;br /&gt;
* z2 y x R U&#039; R&#039; D R U R&#039; D2 L&#039; U L D L&#039; U&#039; L&lt;br /&gt;
* x U R&#039; U&#039; L U R U&#039; r2&#039; U&#039; R U L U&#039; R&#039; U&lt;br /&gt;
* y x R U&#039; R&#039; D R U R&#039; u2 R&#039; U R D R&#039; U&#039; R&lt;br /&gt;
* l&#039; U&#039; L&#039; U R U&#039; l U R&#039; U&#039; L U R U&#039; l&#039; U&lt;br /&gt;
* (r&#039; R&#039; U&#039;) (L D&#039; L&#039; U L) (R U&#039; R&#039; D R) U&lt;br /&gt;
* r2 U r2 D x&#039; (R U&#039; R&#039; U)3 x D&#039; r2 U&#039; r2&lt;br /&gt;
* x&#039; U&#039; R U L&#039; U&#039; R&#039; U Rw2 U R&#039; U&#039; Rw&#039; F R F&#039;&lt;br /&gt;
* y&#039; z&#039; R&#039; F R2 U R&#039; B&#039; R U&#039; R2 F&#039; R z R B R&#039;&lt;br /&gt;
* R&#039; U L&#039; D2 L U&#039; R&#039; L&#039; U R&#039; D2 R U&#039; L&lt;br /&gt;
&lt;br /&gt;
==Permutations of Edges and Corners==&lt;br /&gt;
&lt;br /&gt;
===F Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:f.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U&#039; R&#039; U R2 y R U R&#039; U&#039; x U&#039; R&#039; U R U2&lt;br /&gt;
* yz R U R&#039; U&#039; R U2 z&#039; y&#039; R U R&#039; U&#039; y x L&#039; U&#039; L U L2 x&#039;&lt;br /&gt;
* R&#039; U R U&#039; R2 F&#039; U&#039; F U x R U R&#039; U&#039; R2 B&#039;&lt;br /&gt;
* R&#039; U R U&#039; R2&#039; F&#039; U&#039; F U R U&#039; x&#039; R2 U&#039; R&#039; U&lt;br /&gt;
* y R U R&#039; U R U2 R2 U&#039; R U&#039; R&#039; U2 R U r U R&#039; U&#039; L&#039; U R U&#039;&lt;br /&gt;
* R&#039; U2 R&#039; d&#039; R&#039; F&#039; R2 U&#039; R&#039; U R&#039; F R U&#039; F&lt;br /&gt;
* y U&#039; R&#039; U R U&#039; R&#039;2 F&#039; U&#039; F U R x U R&#039; U&#039; R2 &lt;br /&gt;
&lt;br /&gt;
===G Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:g3.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; u R&#039; U R&#039; U&#039; R u&#039; R2 y&#039; R&#039; U R&lt;br /&gt;
* y R2 D B&#039; U B&#039; U&#039; B D&#039; R2 F&#039; U F&lt;br /&gt;
&lt;br /&gt;
===G Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:g2.gif]]&lt;br /&gt;
&lt;br /&gt;
* y L&#039; U&#039; L y&#039; R2&#039; u R&#039; U R U&#039; R u&#039; R2&lt;br /&gt;
* R&#039; U&#039; R B2 D L&#039; U L U&#039; L D&#039; B2&lt;br /&gt;
&lt;br /&gt;
===G Permutation : c===&lt;br /&gt;
&lt;br /&gt;
[[Image:g1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y R2&#039; u&#039; R U&#039; R U R&#039; u R2 B U&#039; B&#039;&lt;br /&gt;
* R U R&#039; F2 D&#039; L U&#039; L&#039; U L&#039; D F2&lt;br /&gt;
&lt;br /&gt;
===G Permutation : d===&lt;br /&gt;
&lt;br /&gt;
[[Image:g.gif]]&lt;br /&gt;
&lt;br /&gt;
* y L U&#039; R U2 L&#039; U R&#039; y (R&#039; L&#039;) U2 (R L)&lt;br /&gt;
* y&#039; (R&#039; F&#039; R F&#039;) (U&#039; L&#039; U) (F R&#039; F&#039; L F2 R)&lt;br /&gt;
* F2 D&#039; L U&#039; L U L&#039; D F2 R U&#039; R&#039;&lt;br /&gt;
* (l&#039; U&#039; U&#039; L&#039; U l F&#039;) (U&#039; L U F R&#039; F R)&lt;br /&gt;
&lt;br /&gt;
===J Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:j1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 R&#039; U2 R U R&#039; z&#039; R2&#039; U R&#039; D R U&#039;&lt;br /&gt;
* y2 L&#039; R&#039; U2 R U R&#039; U2 L U&#039; R U&lt;br /&gt;
* y2 F2 L&#039; U&#039; r U2 l&#039; U R&#039; U&#039; R2&lt;br /&gt;
* y2 R&#039; U2 R U R&#039; U2&#039; L U&#039; R U L&#039;&lt;br /&gt;
* R U&#039; L&#039; U R&#039; U2 L U&#039; L&#039; U2&#039; L&lt;br /&gt;
* R L d2 R&#039; U&#039; R d2 R&#039; U L&#039;&lt;br /&gt;
* (L&#039; U R&#039; U2 L U&#039; R) U (L&#039; U R&#039; U2 L U&#039; R)&lt;br /&gt;
* L&#039; U R&#039; U2 L U&#039; R U L&#039; U R&#039; U2 L U&#039; R&lt;br /&gt;
* L&#039; U2 L U L&#039; U2 R U&#039; L U R&#039;&lt;br /&gt;
&lt;br /&gt;
===J Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:j.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&lt;br /&gt;
* y2 R L U2 L&#039; U&#039; L U2 R&#039; U L&#039; U&#039;&lt;br /&gt;
* (R U R&#039; F&#039;) (R U R&#039; U&#039; R&#039;) F (R2 U&#039; R&#039; U&#039;)&lt;br /&gt;
* y2 F2&#039; R U R&#039; y r2 y&#039; R U&#039; R U R2&#039;&lt;br /&gt;
* L&#039; U R U&#039; L U2 R&#039; U R U2&#039; R&#039;&lt;br /&gt;
* y2 r2 U&#039; L&#039; U r&#039; U2 R B&#039; R&#039; U2&lt;br /&gt;
* (R U&#039; L U2 R&#039; U L) U&#039; (R U&#039; L U2 R&#039; U L)&lt;br /&gt;
* L&#039; U R&#039; U2 L U&#039; L&#039; U2 R L&lt;br /&gt;
&lt;br /&gt;
===N Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:n1.gif]]&lt;br /&gt;
&lt;br /&gt;
* z D R&#039; U R2 D&#039; R (U&#039; D) R&#039; U R2 D&#039; R U&#039; R&lt;br /&gt;
* y&#039; L U&#039; R U2 L&#039; U R&#039; L U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* R U&#039; R&#039; U l U F U&#039; R&#039; F&#039; R U&#039; R U l&#039; U R&#039;&lt;br /&gt;
* L U&#039; L&#039; U L F U F&#039; L&#039; U&#039; L F&#039; L F L&#039; U L&#039;&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; L R&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* R U&#039; L d2 L&#039; U L R&#039; U&#039; R U2 r&#039; F l&#039; U&#039; y2&lt;br /&gt;
* L U&#039; R U2 L&#039; U R&#039; L U&#039; R U2 L&#039; U R&#039; U&#039;&lt;br /&gt;
* R U&#039; R&#039; U l U F U&#039; R&#039; F&#039; R U&#039; R U l&#039; U R&#039;&lt;br /&gt;
* R&#039; U R&#039; D R2&#039; U&#039; R U D&#039; R&#039; D R2&#039; U&#039; R D&#039;&lt;br /&gt;
* R U&#039; L d2 L&#039; U L R&#039; U&#039; R U2 L&#039; U R U&#039;&lt;br /&gt;
* F&#039; R U R&#039; U&#039; R&#039; F R2 F U&#039; R&#039; U&#039; R U F&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
===N Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:n.gif]]&lt;br /&gt;
&lt;br /&gt;
* z U&#039; R D&#039; R2&#039; U R&#039; (U&#039; D) R D&#039; R2 U R&#039; D&#039; R&#039;&lt;br /&gt;
* L&#039; U R&#039; U2&#039; L U&#039; L&#039; R U R&#039; U2&#039; L U&#039; R U&#039;&lt;br /&gt;
* R&#039; U R U&#039; R&#039; F&#039; U&#039; F R U R&#039; F R&#039; F&#039; R U&#039; R&lt;br /&gt;
* z U&#039; R D&#039; R2 U R&#039; U&#039; z&#039; R U R&#039; z R2 U R&#039; z&#039; R U&#039;&lt;br /&gt;
* L&#039; U R&#039; z R2 U R&#039; U z&#039; R U R&#039; z R2 U R&#039; z&#039; R U&#039;&lt;br /&gt;
* L&#039; U L U&#039; r&#039; U&#039; F&#039; U L F L&#039; U L&#039; U&#039; r U&#039; L&lt;br /&gt;
&lt;br /&gt;
===R Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:r1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 z U R2 U&#039; R2 U F&#039; U&#039; R&#039; U R U F U2 R&lt;br /&gt;
* y&#039; R2 B&#039; R&#039; U&#039; R&#039; U R B R&#039; U2 R U2 R&#039;&lt;br /&gt;
* R U2 R&#039; U2 R B&#039; R&#039; U&#039; R U R B R2&#039; U&lt;br /&gt;
* R U2 R&#039; U2 R B&#039; R&#039; U&#039; R U l U R2 F&lt;br /&gt;
* U2 R&#039; U&#039; R U2 R U2 L&#039; R2 U R U&#039; R L U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
===R Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:r.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U2 R U2 R&#039; F R U R&#039; U&#039; R&#039; F&#039; R2&#039; U&#039;&lt;br /&gt;
* y R2 B2 U&#039; R&#039; U&#039; R U R U B2 R U&#039; R U&lt;br /&gt;
* R&#039; U2 R U&#039; y&#039; R&#039; F R B&#039; R&#039; F&#039; R z x&#039; R&#039; U R&#039;&lt;br /&gt;
* y2 R&#039; U2 l R U&#039; R&#039; U l&#039; U2&#039; R F R U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
===T Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:t.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
* F R U&#039; R&#039; U R U R2 F&#039; R U R U&#039; R&#039;&lt;br /&gt;
* L2 U&#039; L2 D F2 R2 U R2 D&#039; F2&lt;br /&gt;
* R2 U&#039; R2 D B2 L2 U L2 D&#039; B2&lt;br /&gt;
* R2&#039; u&#039; R2 U R2&#039; y R2 u R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2&#039; U&#039; R2 U&#039; D R2&#039; U&#039; R2 U R2&#039; D&#039;&lt;br /&gt;
&lt;br /&gt;
===V Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:V.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U R&#039; U&#039; y&#039; x R&#039; U&#039; R2 x&#039; U&#039; R&#039; U R&#039; F R F&lt;br /&gt;
* R&#039; U R&#039; U&#039; B&#039; D B&#039; D&#039; B2 R&#039; B&#039; R B R&lt;br /&gt;
* R&#039; U R&#039; U&#039; x2 y&#039; R&#039; U R&#039; U&#039; l R U&#039; R&#039; U R U&lt;br /&gt;
* y L&#039; U R U&#039; L U L&#039; U R&#039; U&#039; L U2 R U2 R&#039;&lt;br /&gt;
* y2 R U&#039; L&#039; U R&#039; U&#039; R U&#039; L U R&#039; U2 L&#039; U2 L&lt;br /&gt;
* y&#039; R&#039; U L U&#039; R U R&#039; U L&#039; U&#039; R U2 L U2 L&#039;&lt;br /&gt;
* L U&#039; R&#039; U L&#039; U&#039; L U&#039; R U L&#039; U2 R&#039; U2 R&lt;br /&gt;
* R&#039; U R&#039; d&#039; R&#039; F&#039; R2 U&#039; R&#039; U R&#039; F R F&lt;br /&gt;
* R&#039; U R&#039; U&#039; y z&#039; U&#039; R U&#039; R&#039; U2 y&#039; R&#039; U&#039; R U R&lt;br /&gt;
&lt;br /&gt;
===Y Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:Y.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2 U&#039; R&#039; U R U&#039; z&#039; y&#039; L&#039; U&#039; R U&#039; R&#039; U&#039; L U y z&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039;&lt;br /&gt;
* F R U&#039; R&#039; F D R&#039; y x R&#039; U&#039; R z R2 y L&#039; d2&lt;br /&gt;
* z&#039; U2 L&#039; U&#039; L U L&#039; y&#039; L&#039; U&#039; R U&#039; R&#039; U&#039; L U&lt;br /&gt;
* F R&#039; F&#039; R U R U&#039; R2 U&#039; R U l U&#039; R&#039; U&lt;br /&gt;
* z U2 R U R&#039; U&#039; R y R U L&#039; U L U R&#039; U&#039;&lt;br /&gt;
* R&#039; U&#039; R F2 R&#039; U R U y&#039; R2 U&#039; R2&#039; U&#039; R2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{PLL}}&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL&amp;diff=930</id>
		<title>PLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL&amp;diff=930"/>
		<updated>2008-09-05T21:07:26Z</updated>

		<summary type="html">&lt;p&gt;162.129.248.3: /* N Permutation : a */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the Permutation of the [[Last Layer]], the last step of many speedsolving methods. In this step, the pieces on the top layer have already been oriented ([[OLL]]) so that the top face has all the same color, and they can now be moved into their solved positions. There are 21 PLLs (13 if you count mirrors and inverses as being the same) and each one is named after a letter. The following page gives a list of all of the PLLs, along with a picture and a list of common [[algorithm]]s for each one. The diagrams below are top views of where you want the pieces to go. For example, the [[PLL#T_Permutation|T Permutation]] (or &#039;T perm&#039;) swaps the UL and UR edges, as well as the UFR and UBR corners. Make sure to try out all of the available algorithms for a case to see which one feels the fastest to you - the same algorithm may not be the fastest for everyone, and shorter algorithms are not always faster than longer ones. PLL is a subgroup of [[ZBLL]].&lt;br /&gt;
&lt;br /&gt;
{{PLL}}&lt;br /&gt;
&lt;br /&gt;
Note that all of these algorithms are written in the Western [[notation]], where a lowercase letter means a double-layer turn and rotations are denoted by x, y, and z.&lt;br /&gt;
&lt;br /&gt;
==Permutations of Edges Only==&lt;br /&gt;
This subgroup, &#039;&#039;&#039;EPLL&#039;&#039;&#039; is used as the last step for many speedsolving methods, for example in the [[VH method]] ([[COLL]]).&lt;br /&gt;
&lt;br /&gt;
===H Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:h.gif]]&lt;br /&gt;
&lt;br /&gt;
* M2 U&#039; M2 U2&#039; M2 U&#039; M2&lt;br /&gt;
* R2&#039; r2 U&#039; L2 l2&#039; U2 R2&#039; r2 U&#039; L2 l2&#039;&lt;br /&gt;
* U&#039; M2 U2 M2 U M2 U2 M2]&lt;br /&gt;
* F2 M2 F2 U&#039; F2 M2 F2 U&lt;br /&gt;
* x U2 M2 U2 B&#039; U2 M2 U2 B&lt;br /&gt;
* R2 U2 R2 U2 R2 U R2 U2 R2 U2 R2 U&#039;&lt;br /&gt;
* L R U2 L&#039; R&#039; F&#039; B&#039; U2 F B&lt;br /&gt;
* L R U2 x U&#039; D&#039; x&#039; y U2 L R&lt;br /&gt;
* R U2 R&#039; U&#039; R&#039; U&#039; R2 U&#039; R2 U2 R2 U2 R&#039; U&lt;br /&gt;
* R2 U2 R U2 R2 U2 R2 U2 R U2 R2&lt;br /&gt;
&lt;br /&gt;
===U Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:u1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 M2 U M U2 M&#039; U M2&lt;br /&gt;
* M2 U M&#039; U2 M U M2&lt;br /&gt;
* R2 U&#039; R&#039; U&#039; R U R U R U&#039; R&lt;br /&gt;
* B2 U&#039; M&#039; U2 M U&#039; B2&lt;br /&gt;
* y2 R U&#039; R U R U R U&#039; R&#039; U&#039; R2&lt;br /&gt;
* M2 U M&#039; U2 M U2 M&#039; U2 M U M2&lt;br /&gt;
&lt;br /&gt;
===U Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:u.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 M2 U&#039; M U2 M&#039; U&#039; M2&lt;br /&gt;
* M2 U&#039; M&#039; U2 M U&#039; M2&lt;br /&gt;
* R&#039; U R&#039; U&#039; R&#039; U&#039; R&#039; U R U R2&lt;br /&gt;
* B2 U M&#039; U2 M U B2&lt;br /&gt;
* y2 R2 U R U R&#039; U&#039; R&#039; U&#039; R&#039; U R&#039;&lt;br /&gt;
* R U&#039; R U R U R&#039; U&#039; R&#039; U&#039; R&#039; U2 R&#039;&lt;br /&gt;
* M2 U&#039; M&#039; U2 M U2 M&#039; U2 M U&#039; M2&lt;br /&gt;
&lt;br /&gt;
===Z Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:z.gif]]&lt;br /&gt;
* x&#039; R U&#039; R&#039; U D R&#039; D U&#039; R&#039; U R D2&#039; F x&lt;br /&gt;
* x M2 U M2 U M&#039; U2 M2 U2 M&#039; U2&lt;br /&gt;
* y M2&#039; U&#039; M&#039; U2&#039; M2&#039; U2&#039; M&#039; U M2&#039;&lt;br /&gt;
* U R&#039; U&#039; R U&#039; R U R U&#039; R&#039; U R U R2 U&#039; R&#039; U&lt;br /&gt;
* R2 U R2 U&#039; R2 F2 R2 U&#039; F2 U R2 F2&lt;br /&gt;
* M&#039; U M2 U M2 U M&#039; U2 M2 U&#039;&lt;br /&gt;
* y&#039; M2 U2 M&#039; U&#039; M2 U&#039; M2 U&#039; M&#039; U&lt;br /&gt;
* R&#039; U L&#039; U2 D2 R U&#039; L R&#039; U L&#039; U2 D2 R U&#039; L&lt;br /&gt;
* R&#039; U L&#039; E2 L U&#039; R L&#039; U R&#039; E2 R U&#039; L&#039;&lt;br /&gt;
* y R2 U&#039; R2 U R2 x&#039; U2 R2 F U2 F&#039; R2 U2&lt;br /&gt;
* M&#039; U M2 U M2 U M&#039; U2 M2 U&#039;&lt;br /&gt;
* U&#039; l&#039; U R U&#039; D&#039; R U D&#039; R U&#039; R&#039; D2&lt;br /&gt;
* d R U R2 U&#039; R&#039; F R U R U&#039; R U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
* M2 U&#039; M E2 M E2 U M2&lt;br /&gt;
* F2 M2 F2 M2 U M2 U M2 U2&lt;br /&gt;
&lt;br /&gt;
==Permutations of Corners Only==&lt;br /&gt;
&lt;br /&gt;
===A Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:a1.gif]]&lt;br /&gt;
&lt;br /&gt;
* x R&#039; U R&#039; D2 R U&#039; R&#039; D2 R2&lt;br /&gt;
* (L&#039; B L&#039;) (F2 L B&#039; L&#039;) (F2 L2)&lt;br /&gt;
* y2 z F2 R U2 R&#039; U2 F2 L&#039; U2 L U2&lt;br /&gt;
* y z&#039; U2 R U2 R&#039; F2 U2 L&#039; U2 L F2&lt;br /&gt;
* R&#039; U2 R2 U&#039; L&#039; U R&#039; U&#039; L U R&#039; U2 R&lt;br /&gt;
* (U R&#039; D r2 U&#039;) (R U r2&#039; U&#039;) (D&#039;)&lt;br /&gt;
&lt;br /&gt;
===A Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:a.gif]]&lt;br /&gt;
&lt;br /&gt;
* y&#039; x R2 D2 R U R&#039; D2 R U&#039; R&lt;br /&gt;
* (R B&#039; R) F2 (R&#039; B R) (F2 R2)&lt;br /&gt;
* y z U2 L&#039; U2 L F2 U2 R U2 R&#039; F2&lt;br /&gt;
* z&#039; F2 L&#039; U2 L U2 F2 R U2 R&#039; U2&lt;br /&gt;
* y&#039; R&#039; U2 R U&#039; L&#039; U R U&#039; L U R2 U2 R&lt;br /&gt;
* (U&#039; r x) (l2&#039; U L U&#039;) (R&#039; U) (L&#039; U&#039; L&#039;) (R&#039; U)&lt;br /&gt;
&lt;br /&gt;
===E Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:e.gif]]&lt;br /&gt;
&lt;br /&gt;
* z2 y x R U&#039; R&#039; D R U R&#039; D2 L&#039; U L D L&#039; U&#039; L&lt;br /&gt;
* x U R&#039; U&#039; L U R U&#039; r2&#039; U&#039; R U L U&#039; R&#039; U&lt;br /&gt;
* y x R U&#039; R&#039; D R U R&#039; u2 R&#039; U R D R&#039; U&#039; R&lt;br /&gt;
* l&#039; U&#039; L&#039; U R U&#039; l U R&#039; U&#039; L U R U&#039; l&#039; U&lt;br /&gt;
* (r&#039; R&#039; U&#039;) (L D&#039; L&#039; U L) (R U&#039; R&#039; D R) U&lt;br /&gt;
* r2 U r2 D x&#039; (R U&#039; R&#039; U)3 x D&#039; r2 U&#039; r2&lt;br /&gt;
* x&#039; U&#039; R U L&#039; U&#039; R&#039; U r2 U R&#039; U&#039; R&#039; F R F&#039;&lt;br /&gt;
* y&#039; z&#039; R&#039; F R2 U R&#039; B&#039; R U&#039; R2 F&#039; R z R B R&#039;&lt;br /&gt;
* R&#039; U L&#039; D2 L U&#039; R&#039; L&#039; U R&#039; D2 R U&#039; L&lt;br /&gt;
&lt;br /&gt;
==Permutations of Edges and Corners==&lt;br /&gt;
&lt;br /&gt;
===F Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:f.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U&#039; R&#039; U R2 y R U R&#039; U&#039; x U&#039; R&#039; U R U2&lt;br /&gt;
* yz R U R&#039; U&#039; R U2 z&#039; y&#039; R U R&#039; U&#039; y x L&#039; U&#039; L U L2 x&#039;&lt;br /&gt;
* R&#039; U R U&#039; R2 F&#039; U&#039; F U x R U R&#039; U&#039; R2 B&#039;&lt;br /&gt;
* R&#039; U R U&#039; R2&#039; F&#039; U&#039; F U R U&#039; x&#039; R2 U&#039; R&#039; U&lt;br /&gt;
* y R U R&#039; U R U2 R2 U&#039; R U&#039; R&#039; U2 R U r U R&#039; U&#039; L&#039; U R U&#039;&lt;br /&gt;
* R&#039; U2 R&#039; d&#039; R&#039; F&#039; R2 U&#039; R&#039; U R&#039; F R U&#039; F&lt;br /&gt;
* y U&#039; R&#039; U R U&#039; R&#039;2 F&#039; U&#039; F U R x U R&#039; U&#039; R2 &lt;br /&gt;
&lt;br /&gt;
===G Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:g3.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; u R&#039; U R&#039; U&#039; R u&#039; R2 y&#039; R&#039; U R&lt;br /&gt;
* y R2 D B&#039; U B&#039; U&#039; B D&#039; R2 F&#039; U F&lt;br /&gt;
&lt;br /&gt;
===G Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:g2.gif]]&lt;br /&gt;
&lt;br /&gt;
* y L&#039; U&#039; L y&#039; R2&#039; u R&#039; U R U&#039; R u&#039; R2&lt;br /&gt;
* R&#039; U&#039; R B2 D L&#039; U L U&#039; L D&#039; B2&lt;br /&gt;
&lt;br /&gt;
===G Permutation : c===&lt;br /&gt;
&lt;br /&gt;
[[Image:g1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y R2&#039; u&#039; R U&#039; R U R&#039; u R2 B U&#039; B&#039;&lt;br /&gt;
* R U R&#039; F2 D&#039; L U&#039; L&#039; U L&#039; D F2&lt;br /&gt;
&lt;br /&gt;
===G Permutation : d===&lt;br /&gt;
&lt;br /&gt;
[[Image:g.gif]]&lt;br /&gt;
&lt;br /&gt;
* y L U&#039; R U2 L&#039; U R&#039; y (R&#039; L&#039;) U2 (R L)&lt;br /&gt;
* y&#039; (R&#039; F&#039; R F&#039;) (U&#039; L&#039; U) (F R&#039; F&#039; L F2 R)&lt;br /&gt;
* F2 D&#039; L U&#039; L U L&#039; D F2 R U&#039; R&#039;&lt;br /&gt;
* (l&#039; U&#039; U&#039; L&#039; U l F&#039;) (U&#039; L U F R&#039; F R)&lt;br /&gt;
&lt;br /&gt;
===J Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:j1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 R&#039; U2 R U R&#039; z&#039; R2&#039; U R&#039; D R U&#039;&lt;br /&gt;
* y2 L&#039; R&#039; U2 R U R&#039; U2 L U&#039; R U&lt;br /&gt;
* y2 F2 L&#039; U&#039; r U2 l&#039; U R&#039; U&#039; R2&lt;br /&gt;
* y2 R&#039; U2 R U R&#039; U2&#039; L U&#039; R U L&#039;&lt;br /&gt;
* R U&#039; L&#039; U R&#039; U2 L U&#039; L&#039; U2&#039; L&lt;br /&gt;
* R L d2 R&#039; U&#039; R d2 R&#039; U L&#039;&lt;br /&gt;
* (L&#039; U R&#039; U2 L U&#039; R) U (L&#039; U R&#039; U2 L U&#039; R)&lt;br /&gt;
* L&#039; U R&#039; U2 L U&#039; R U L&#039; U R&#039; U2 L U&#039; R&lt;br /&gt;
* L&#039; U2 L U L&#039; U2 R U&#039; L U R&#039;&lt;br /&gt;
&lt;br /&gt;
===J Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:j.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&lt;br /&gt;
* y2 R L U2 L&#039; U&#039; L U2 R&#039; U L&#039; U&#039;&lt;br /&gt;
* (R U R&#039; F&#039;) (R U R&#039; U&#039; R&#039;) F (R2 U&#039; R&#039; U&#039;)&lt;br /&gt;
* y2 F2&#039; R U R&#039; y r2 y&#039; R U&#039; R U R2&#039;&lt;br /&gt;
* L&#039; U R U&#039; L U2 R&#039; U R U2&#039; R&#039;&lt;br /&gt;
* y2 r2 U&#039; L&#039; U r&#039; U2 R B&#039; R&#039; U2&lt;br /&gt;
* (R U&#039; L U2 R&#039; U L) U&#039; (R U&#039; L U2 R&#039; U L)&lt;br /&gt;
* L&#039; U R&#039; U2 L U&#039; L&#039; U2 R L&lt;br /&gt;
&lt;br /&gt;
===N Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:n1.gif]]&lt;br /&gt;
&lt;br /&gt;
* z D R&#039; U R2 D&#039; R (U&#039; D) R&#039; U R2 D&#039; R U&#039; R&lt;br /&gt;
* y&#039; L U&#039; R U2 L&#039; U R&#039; L U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* R U&#039; R&#039; U l U F U&#039; R&#039; F&#039; R U&#039; R U l&#039; U R&#039;&lt;br /&gt;
* L U&#039; L&#039; U L F U F&#039; L&#039; U&#039; L F&#039; L F L&#039; U L&#039;&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; L R&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* R U&#039; L d2 L&#039; U L R&#039; U&#039; R U2 r&#039; F l&#039; U&#039; y2&lt;br /&gt;
* L U&#039; R U2 L&#039; U R&#039; L U&#039; R U2 L&#039; U R&#039; U&#039;&lt;br /&gt;
* R U&#039; R&#039; U l U F U&#039; R&#039; F&#039; R U&#039; R U l&#039; U R&#039;&lt;br /&gt;
* R&#039; U R&#039; D R2&#039; U&#039; R U D&#039; R&#039; D R2&#039; U&#039; R D&#039;&lt;br /&gt;
* R U&#039; L d2 L&#039; U L R&#039; U&#039; R U2 L&#039; U R U&#039;&lt;br /&gt;
* F&#039; R U R&#039; U&#039; R&#039; F R2 F U&#039; R&#039; U&#039; R U F&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
===N Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:n.gif]]&lt;br /&gt;
&lt;br /&gt;
* z U&#039; R D&#039; R2&#039; U R&#039; (U&#039; D) R D&#039; R2 U R&#039; D&#039; R&#039;&lt;br /&gt;
* L&#039; U R&#039; U2&#039; L U&#039; L&#039; R U R&#039; U2&#039; L U&#039; R U&#039;&lt;br /&gt;
* R&#039; U R U&#039; R&#039; F&#039; U&#039; F R U R&#039; F R&#039; F&#039; R U&#039; R&lt;br /&gt;
* z U&#039; R D&#039; R2 U R&#039; U&#039; z&#039; R U R&#039; z R2 U R&#039; z&#039; R U&#039;&lt;br /&gt;
* L&#039; U R&#039; z R2 U R&#039; U z&#039; R U R&#039; z R2 U R&#039; z&#039; R U&#039;&lt;br /&gt;
* L&#039; U L U&#039; r&#039; U&#039; F&#039; U L F L&#039; U L&#039; U&#039; r U&#039; L&lt;br /&gt;
&lt;br /&gt;
===R Permutation : a===&lt;br /&gt;
&lt;br /&gt;
[[Image:r1.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 z U R2 U&#039; R2 U F&#039; U&#039; R&#039; U R U F U2 R&lt;br /&gt;
* y&#039; R2 B&#039; R&#039; U&#039; R&#039; U R B R&#039; U2 R U2 R&#039;&lt;br /&gt;
* R U2 R&#039; U2 R B&#039; R&#039; U&#039; R U R B R2&#039; U&lt;br /&gt;
* R U2 R&#039; U2 R B&#039; R&#039; U&#039; R U l U R2 F&lt;br /&gt;
* U2 R&#039; U&#039; R U2 R U2 L&#039; R2 U R U&#039; R L U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
===R Permutation : b===&lt;br /&gt;
&lt;br /&gt;
[[Image:r.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U2 R U2 R&#039; F R U R&#039; U&#039; R&#039; F&#039; R2&#039; U&#039;&lt;br /&gt;
* y R2 B2 U&#039; R&#039; U&#039; R U R U B2 R U&#039; R U&lt;br /&gt;
* R&#039; U2 R U&#039; y&#039; R&#039; F R B&#039; R&#039; F&#039; R z x&#039; R&#039; U R&#039;&lt;br /&gt;
* y2 R&#039; U2 l R U&#039; R&#039; U l&#039; U2&#039; R F R U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
===T Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:t.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
* F R U&#039; R&#039; U R U R2 F&#039; R U R U&#039; R&#039;&lt;br /&gt;
* L2 U&#039; L2 D F2 R2 U R2 D&#039; F2&lt;br /&gt;
* R2 U&#039; R2 D B2 L2 U L2 D&#039; B2&lt;br /&gt;
* R2&#039; u&#039; R2 U R2&#039; y R2 u R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2&#039; U&#039; R2 U&#039; D R2&#039; U&#039; R2 U R2&#039; D&#039;&lt;br /&gt;
&lt;br /&gt;
===V Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:V.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U R&#039; U&#039; y&#039; x R&#039; U&#039; R2 x&#039; U&#039; R&#039; U R&#039; F R F&lt;br /&gt;
* R&#039; U R&#039; U&#039; B&#039; D B&#039; D&#039; B2 R&#039; B&#039; R B R&lt;br /&gt;
* R&#039; U R&#039; U&#039; x2 y&#039; R&#039; U R&#039; U&#039; l R U&#039; R&#039; U R U&lt;br /&gt;
* y L&#039; U R U&#039; L U L&#039; U R&#039; U&#039; L U2 R U2 R&#039;&lt;br /&gt;
* y2 R U&#039; L&#039; U R&#039; U&#039; R U&#039; L U R&#039; U2 L&#039; U2 L&lt;br /&gt;
* y&#039; R&#039; U L U&#039; R U R&#039; U L&#039; U&#039; R U2 L U2 L&#039;&lt;br /&gt;
* L U&#039; R&#039; U L&#039; U&#039; L U&#039; R U L&#039; U2 R&#039; U2 R&lt;br /&gt;
* R&#039; U R&#039; d&#039; R&#039; F&#039; R2 U&#039; R&#039; U R&#039; F R F&lt;br /&gt;
* R&#039; U R&#039; U&#039; y z&#039; U&#039; R U&#039; R&#039; U2 y&#039; R&#039; U&#039; R U R&lt;br /&gt;
&lt;br /&gt;
===Y Permutation===&lt;br /&gt;
&lt;br /&gt;
[[Image:Y.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2 U&#039; R&#039; U R U&#039; z&#039; y&#039; L&#039; U&#039; R U&#039; R&#039; U&#039; L U y z&lt;br /&gt;
* F R U&#039; R&#039; U&#039; R U R&#039; F&#039; R U R&#039; U&#039; R&#039; F R F&#039;&lt;br /&gt;
* F R U&#039; R&#039; F D R&#039; y x R&#039; U&#039; R z R2 y L&#039; d2&lt;br /&gt;
* z&#039; U2 L&#039; U&#039; L U L&#039; y&#039; L&#039; U&#039; R U&#039; R&#039; U&#039; L U&lt;br /&gt;
* F R&#039; F&#039; R U R U&#039; R2 U&#039; R U l U&#039; R&#039; U&lt;br /&gt;
* z U2 R U R&#039; U&#039; R y R U L&#039; U L U R&#039; U&#039;&lt;br /&gt;
* R&#039; U&#039; R F2 R&#039; U R U y&#039; R2 U&#039; R2&#039; U&#039; R2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{PLL}}&lt;/div&gt;</summary>
		<author><name>162.129.248.3</name></author>
	</entry>
</feed>