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	<updated>2026-10-20T16:44:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=37030</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=37030"/>
		<updated>2018-07-25T14:48:38Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U2 R&#039; U&#039;) R U2 (L&#039; U R&#039; U&#039; L)|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Y - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|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;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U&#039; R&#039; U&#039;) F2 U&#039; (R U R&#039;) D R2|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R2 U&#039; R2 U&#039; R2 U) (F U F&#039;) R2 (F U&#039; F&#039;)|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=37029</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=37029"/>
		<updated>2018-07-25T14:48:13Z</updated>

		<summary type="html">&lt;p&gt;Sefer: Adding algs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U2 R&#039; U&#039;) R U2 (L&#039; U R&#039; U&#039; L)|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Y - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|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;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U&#039; R&#039; U&#039;) F2 U&#039; (R U R&#039;) D R2|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R2 U&#039; R2 U&#039; R2 U) (F U F&#039;) R2 (F U&#039; F&#039;)|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
R2 U&#039; R2 U&#039; R2 U F U F&#039; R2 F U&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=37028</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=37028"/>
		<updated>2018-07-25T14:41:59Z</updated>

		<summary type="html">&lt;p&gt;Sefer: Adding algs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U2 R&#039; U&#039;) R U2 (L&#039; U R&#039; U&#039; L)|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Y - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|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;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U&#039; R&#039; U&#039;) F2 U&#039; (R U R&#039;) D R2|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=36653</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=36653"/>
		<updated>2018-05-08T13:06:42Z</updated>

		<summary type="html">&lt;p&gt;Sefer: Re arrange , more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames=Beginner&#039;s method, Samsara method&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speedcubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Beginner 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
With this method, the novice cuber truly completes each layer one after the other, using few algorithms (but taking perhaps over 100 moves). This is one of the most popular beginners&#039; methods in existence.&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* Bottom layer: [[Corners XG]] ([[Cross]] plus Corners)&lt;br /&gt;
* Middle Layer:  Insert the 4 middle layer edges (each edge is inserted individually)&lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_beginner_methods&amp;diff=34750</id>
		<title>Category:2x2x2 beginner methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_beginner_methods&amp;diff=34750"/>
		<updated>2018-01-10T18:39:36Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most common beginner method for the [[2x2x2 Cube]] is the [[Layer_by_layer#2x2x2_LBL_Method|LBL (2x2x2)]] approach for the 3x3x3, since the 2x2x2 can be regarded as a 3x3x3 with only corners (without the edges and centers).&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34749</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34749"/>
		<updated>2018-01-10T18:25:38Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speed cubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Introductory 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=([[Daisy]] -&amp;gt;) [[Cross]] -&amp;gt; [[Corners XG]] -&amp;gt; [[Std LBL edges]] -&amp;gt; [[4-Look Last Layer]]&lt;br /&gt;
|description=[[The Beginner Method]] is a [[3x3 beginner method]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At this stage the novice cuber truly completes each layer one after the other, using few algorithms but taking perhaps over 100 moves. &lt;br /&gt;
&lt;br /&gt;
{{Main Article|Article=The Beginner Method}}&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* Bottom layer [[corners]]&lt;br /&gt;
* Middle Layer [[edges]] &lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_beginner_methods&amp;diff=34748</id>
		<title>Category:2x2x2 beginner methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_beginner_methods&amp;diff=34748"/>
		<updated>2018-01-10T18:24:57Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most common beginner method for the [[2x2x2 Cube]] is the [[Layer_by_layer#2x2x2_LBL_Method|LBL (2x2x2)]] approche for the 3x3x3, since the 2x2x2 can be regarded as a 3x3x3 with only corners (without the edges and centers).&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_speedsolving_methods&amp;diff=34747</id>
		<title>Category:2x2x2 speedsolving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_speedsolving_methods&amp;diff=34747"/>
		<updated>2018-01-10T18:17:07Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the [[2x2x2 cube]] can be considered as just the [[corner]]s of the [[3x3x3 cube]], there are several ways of [[Methods|solving]] it, ranging from simple to advanced. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Methods ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Methods ==&lt;br /&gt;
There are a couple of very advanced methods for solving the 2x2x2. Due to the magnitude of algorithms required for these methods, these methods are only used by several speed cubers.&lt;br /&gt;
&lt;br /&gt;
* [[CLL Method]] (42 algs)&lt;br /&gt;
* [[SOAP Method]] (58 algs)&lt;br /&gt;
* [[SS Method]] (60 algs)&lt;br /&gt;
* [[OFOTA Method]] (92 algs)&lt;br /&gt;
* [[EG Method]] (120 algs)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=6497 2x2x2 Algorithms]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=152726&amp;amp;postcount=14 Guimond/Ortega Step 0 move count]&lt;br /&gt;
* Solvador Cubi&#039;s [http://solvexio.cf/app/#/PLUS_MINUS PLUS ± MINUS] technique of three independent, but progressive 3-step methods for beginners to proficient solvers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34746</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34746"/>
		<updated>2018-01-10T18:15:33Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speed cubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Introductory 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=([[Daisy]] -&amp;gt;) [[Cross]] -&amp;gt; [[Corners XG]] -&amp;gt; [[Std LBL edges]] -&amp;gt; [[4-Look Last Layer]]&lt;br /&gt;
|description=[[The Beginner Method]] is a [[3x3 beginner method]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At this stage the novice cuber truly completes each layer one after the other, using few algorithms but taking perhaps over 100 moves. &lt;br /&gt;
&lt;br /&gt;
{{Main Article|Article=The Beginner Method}}&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* Bottom layer [[corners]]&lt;br /&gt;
* Middle Layer [[edges]] &lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=OFOTA_Method&amp;diff=34745</id>
		<title>OFOTA Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=OFOTA_Method&amp;diff=34745"/>
		<updated>2018-01-10T18:12:55Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=OFOTA&lt;br /&gt;
|image=Ofota_method.gif&lt;br /&gt;
|proposers=[[Erik Akkersdijk]]&lt;br /&gt;
|year=&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=92&lt;br /&gt;
|moves=16&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The OFOTA method (opposite face orient, orient, all) has three steps. First you create an entire face of opposite colors, next you orient the opposite face while sorting the colors so you have two solid-color faces. This step is like the second and third steps of Guimond combined, only starting with a 4 oriented corners on D, rather than 3. Finally you permute both layers at once. According to Erik&#039;s page, there are a minimum of 92 algorithms including reflections (87 orientation algs and 5 [[PBL]]).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/OFOTA-1.html funpic.org Tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_beginner_methods&amp;diff=34744</id>
		<title>Category:2x2x2 beginner methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_beginner_methods&amp;diff=34744"/>
		<updated>2018-01-10T18:11:51Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most common beginner method for the [[2x2x2 Cube]] involves using the 3x3x3 [[LBL Method]], since the 2x2x2 can be regarded as a 3x3x3 without the edges and centers.&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=34743</id>
		<title>VOP method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=VOP_method&amp;diff=34743"/>
		<updated>2018-01-10T18:08:33Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=VOP&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Kenneth Gustavsson]]&lt;br /&gt;
|year=2010&lt;br /&gt;
|anames=LFC&lt;br /&gt;
|variants=[[Guimond Method]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=24&lt;br /&gt;
|moves= ~18&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;VOP&#039;&#039;&#039; is an experimental three-step method for the [[2x2x2 cube]]:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;V&#039;&#039;&#039;: Make a fully solved V in the first layer of three pieces (intuitive)&lt;br /&gt;
:&#039;&#039;&#039;O&#039;&#039;&#039;: OLFC, orient last five corners (Guimond orientation, 16 cases)&lt;br /&gt;
:&#039;&#039;&#039;P&#039;&#039;&#039;: PLFC, permute last five corners (separation and permutation, 6+2 cases)&lt;br /&gt;
&lt;br /&gt;
The +2 cases for PLFC are the two last layer permutations (J and N) that occur if the last corner of FL skips to place.&lt;br /&gt;
&lt;br /&gt;
As a stand-alone method, VOP has no direct advantage or disadvantage compared to existing methods like [[Guimond Method|Guimond]] and [[Ortega Method|Ortega]]. It is most beneficial as an [[add-on]] for Guimond; cubers who know Guimond only need to learn the PLFC cases, plus some orientation cases in case the Guimond version destroys the V.&lt;br /&gt;
&lt;br /&gt;
==The six cases of PLFC==&lt;br /&gt;
PLFC, the 3rd step, can be recognised by the FLU, FUR, RFU, and RUB stickers. All you need to make sure of is that on the D face, the odd color is on the DFR sticker, and on the U face, the odd sticker is at the ULB position.&lt;br /&gt;
&lt;br /&gt;
[[File:PLFC cases.jpg]]&lt;br /&gt;
&lt;br /&gt;
==PLFC Algorithms==&lt;br /&gt;
&lt;br /&gt;
===OA:===&lt;br /&gt;
{{Alg| U F2 U R2 F2 U2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U F2 U&#039; F2 U2 R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U F2 U&#039; R2 F2 U2 R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U R2 F2 U R2 U2 R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U R2 F2 U&#039; R2 U2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 U R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U2 R2 U&#039; R2 U&#039; R2 |cube=2x2x2}}&lt;br /&gt;
===AO:===&lt;br /&gt;
{{Alg| U&#039; F2 R2 U F2 U2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U&#039; F2 R2 U&#039; F2 U2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U&#039; R2 U F2 R2 U2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U&#039; R2 U R2 U2 F2 R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U&#039; R2 U&#039; F2 R2 U2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U2 F2 U F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| y&#039; R2 U2 R2 U R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| y&#039; U2 R2 U&#039; R2 U R2 |cube=2x2x2}}&lt;br /&gt;
===AS:===&lt;br /&gt;
{{Alg| U R2 U&#039; F2 U R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U F2 U&#039; F2 U&#039; R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U F2 U&#039; R2 F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U R2 F2 U R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R&#039; U&#039; R F2 R&#039; U R |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; F2 U R2 F2 U&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U&#039; R2 F2 U&#039; R2 U&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 F2 U R2 U&#039; R2 U&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 F2 U&#039; R2 U R2 U R2 |cube=2x2x2}}&lt;br /&gt;
===SA:===&lt;br /&gt;
{{Alg| U&#039; F2 U R2 U&#039; F2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R2 U F2 U&#039; F2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 R2 U&#039; F2 U F2 U |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 U F2 R2 U F2 U |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 U R2 U&#039; F2 R2 U |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 F U F&#039; R2 F U&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 R2 U&#039; F2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; R2 U F2 R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; R2 U R2 U F2 R2 |cube=2x2x2}}&lt;br /&gt;
===OO:===&lt;br /&gt;
{{Alg| R2 D L2 U L2  U&#039; L2 D&#039; R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 U2 R2 U&#039; R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R F&#039; U R2 U&#039; F R&#039; F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| F R2 U F&#039; R2 F U&#039; R2 F&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F&#039; R U&#039; F2 U R&#039; F R |cube=2x2x2}}&lt;br /&gt;
{{Alg| R&#039; F2 U&#039; R F2 R&#039; U F2 R |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U R2 U R2 U&#039; R2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U&#039; F2 U&#039; F2 U F2 U R2 |cube=2x2x2}}&lt;br /&gt;
===SS:===&lt;br /&gt;
{{Alg| R2 U R2 U&#039; R2 D R2 U&#039; R2 U R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R U R&#039; F2 R F&#039; R U R2 F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 R2 U&#039; R&#039; F R&#039; F2 R U&#039; R&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U&#039; F2 U R2 U F2 U2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| F2 U2 F2 U&#039; R2 U&#039; R2 U |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R&#039; U F U2 F&#039; R&#039; F |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 U R2 U&#039; R2 U |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 R2 U F2 R2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 F2 R2 U R2 U&#039; F2 R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 U F2 U2 F2 U&#039; F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 U&#039; F2 U F2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| U2 R2 U&#039; R2 F2 U&#039; F2 R2 |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U R2 U&#039; F2 U&#039; R2 U&#039; |cube=2x2x2}}&lt;br /&gt;
{{Alg| R2 U2 R2 U F2 U F2 |cube=2x2x2}}&lt;br /&gt;
Many of the algorithms were generated [http://speedcubing.com/CubeSolver/MiniCubeSolver.html here].&lt;br /&gt;
&lt;br /&gt;
==OVP==&lt;br /&gt;
Another and perhaps better approach is to switch the first two steps: orient first, then solve the V. Advanced solvers may be able to force the V during orientation in one look most of the time, making this a two-look method.&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:experimental methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Twisty_Corners_of_Last_Layer&amp;diff=34742</id>
		<title>Twisty Corners of Last Layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Twisty_Corners_of_Last_Layer&amp;diff=34742"/>
		<updated>2018-01-10T18:08:16Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=TCLL (2x2x2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Robert Yau]]&lt;br /&gt;
[[Christopher Olson]] &lt;br /&gt;
|year=2013&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[LBL]]&lt;br /&gt;
[[CLL]]&lt;br /&gt;
|steps=2&lt;br /&gt;
|algs=126 (86 for only TCLL)&lt;br /&gt;
|moves=&amp;lt;15&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;TCLL&#039;&#039;&#039; or &#039;&#039;&#039;Twisty Corners of Last Layer&#039;&#039;&#039; is an advanced 2x2 method proposed in 2013 by [[Robert Yau]] and [[Christopher Olson|Chris Olson]] based off a study into [http://www.speedsolving.com/forum/threads/rofl-method.43898/ RoFL] (ROtten First Layer) by [[Stefan Pochmann]]. It is efficient and is very good for those who can 1-look their 2x2 solves and cancel into algorithms. It can be divided into 3 subsets: regular [[CLL]], &#039;&#039;&#039;TCLL-&#039;&#039;&#039; (where the misoriented corner in DR faces to the right) and &#039;&#039;&#039;TCLL+&#039;&#039;&#039; (where the corner faces to the front). There are 43 algorithms for each TCLL set and 40 for the CLL.&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
#Solve a layer (one corner can be twisted in place)&lt;br /&gt;
#TCLL&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Can easily be 1-looked in almost all cases fairly easily.&lt;br /&gt;
*Lots of cancellations can be formed between the layer and the algorithm&lt;br /&gt;
*Building a layer with a twisted corner is much shorter than building a full layer&lt;br /&gt;
*Can have ridiculously easy solves&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*It is not generally recommended to use TCLL as a stand alone method&lt;br /&gt;
*Beginners may find it difficult to 1-look solves and take advantage of the cancellations&lt;br /&gt;
*Approximately 2 Times more algorithms than CLL, EG-1 or EG-2&lt;br /&gt;
&lt;br /&gt;
==Example Solves==&lt;br /&gt;
#R&#039; F&#039; R2 F R&#039; U&#039; F2 R&#039; U&#039;&lt;br /&gt;
#*x2 y&#039; (Canceling moves instead of doing U2 R U2 R) U2 F R F&#039; R U&lt;br /&gt;
#F&#039; R U&#039; R&#039; U F2 R&#039; U2 R2&lt;br /&gt;
#*y&#039; L&#039; U&#039; L&#039; F&#039; L F U2 L&#039; U2 L&lt;br /&gt;
#U R&#039; F R&#039; U2 R F&#039; R U&#039;&lt;br /&gt;
#*z2 U&#039; (Canceling moves instead of doing R U&#039; R&#039;) R U2 R&#039; U2 R U2 R&#039; U&lt;br /&gt;
#R&#039; F U R F2 R U&#039; R2 U&lt;br /&gt;
#*x L2 U2 R U R&#039; U&#039; R U2 R&#039; F&#039; R U R&#039; F&#039;&lt;br /&gt;
#U2 F2 U&#039; F U&#039; F&#039; R&#039; F&#039; U2&lt;br /&gt;
#*x&#039; y&#039; U F2 R U2 R&#039; U R&#039; F R F&#039; R U&#039; R&#039;&lt;br /&gt;
#U R2 F&#039; U R U2 R F2 U2&lt;br /&gt;
#*x&#039; U2 R y U&#039; F R&#039; F&#039; R2 U R&#039;&lt;br /&gt;
#U2 F&#039; R&#039; U&#039; F2 U&#039; R2 U R2&lt;br /&gt;
#*x2 U F&#039; R F&#039; R U R2 U&#039; R U R&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[CLL]]&lt;br /&gt;
*[[EG]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/tcll-2x2-method.44438/ TCLL proposal thread]&lt;br /&gt;
*[https://cyotheking.squarespace.com/tcll-1/ Chris Olson&#039;s TCLL- page on his website]&lt;br /&gt;
*[https://cyotheking.squarespace.com/tcll/ Chris Olson&#039;s TCLL+ page on his website]&lt;br /&gt;
*[http://www.speedsolving.com/forum/threads/rofl-method.43898/ Stefan&#039;s RoFL Thread]&lt;br /&gt;
*[http://www.speedsolving.com/forum/threads/all-of-tcll-sub-1.44955/ Chris Olson Sub-1s all TCLL+]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=HD_Method&amp;diff=34741</id>
		<title>HD Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=HD_Method&amp;diff=34741"/>
		<updated>2018-01-10T18:07:14Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=HD&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=V. Higgs, J. Demars&lt;br /&gt;
|year=2017&lt;br /&gt;
|anames=EG-VOP&lt;br /&gt;
|variants=[[VOP]], HD-G&lt;br /&gt;
|steps=3, 2 (HD-G)&lt;br /&gt;
|algs=52, 41 (HD-G)&lt;br /&gt;
|moves= 15-16, ~13.53 (HD-G)&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The HD method (short for the Higgs-Demars method, named after its creators) is an intermediate 2x2 method that is similar in speed to CLL. The HD method has three steps:&lt;br /&gt;
&lt;br /&gt;
:1. Solving the V (solving 3/4 of an Ortega face on the D-layer)&lt;br /&gt;
:2. LOLS (orienting the remaining 5 corners of the cube)&lt;br /&gt;
:3. NLL (solving the rest of the cube in one algorithm)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The V ==&lt;br /&gt;
The V is the first step of the HD method and by far the easiest. For this step you intuitively build 3/4 of a face on the D-layer. The V requires no algorithms and averages about 1.5 moves per solve. The maximum number of moves for a V is 3. Here are [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2077631397/ 50 sample V&#039;s] provided by Jonathan Lewis.&lt;br /&gt;
&lt;br /&gt;
== LOLS ==&lt;br /&gt;
LOLS (short for Lewis Orientation of the Last Slot) is the second step of the HD method and consists of 16 algorithms (plus the 7 well-known OLLs). The aim of this step is to have the u or d-layer color facing up on the remaining five unoriented pieces. The algorithms for this step were created by Jonathan Lewis (also known as Shiv3r) and V. Higgs (also known as Thermex) and the algsheet can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=670959495/ here]. The average movecount for an LOLS algorithm is about 5.5 moves and many of the algs are under 5 moves.&lt;br /&gt;
&lt;br /&gt;
== NLL ==&lt;br /&gt;
NLL (short for Neuro Last Layers) is the last step of the HD method and requires the most algorithms of any step (36). The algorithms permute the V, place the DFR corner in its slot and also permute the u-layer corners. Just like the LOLS step, the unsolved D-layer corner should be held in the DFR position. Most of the [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ NLL algorithms] were made by Neuro.&lt;br /&gt;
&lt;br /&gt;
== HD-G ==&lt;br /&gt;
The HD-G, or HD-Guimond method is a variant of the HD method where the V and CO steps are done simultaneously and (semi) intuitively. This is done similarly to the first step of the [[Guimond Method]], hence the name. The biggest difference is that the last move of the CO case may be changed, or more may be added, to ensure that a V is formed on both opposite faces. This is an advanced variant, and less suitable for beginners.&lt;br /&gt;
&lt;br /&gt;
== Pros ==&lt;br /&gt;
*The HD method contains a fairly reasonable number of algorithms; it only has a few more algorithms than CLL and far less than full EG. Plus, many of the algorithms are less than 5 moves, making them effortless to memorize.&lt;br /&gt;
*The HD method is pretty easy to one-look (see below) since the V is only 1 or 2 moves on average and the rest of the solve is algorithmic.&lt;br /&gt;
*HD has a pretty low movecount, comparable to [[CLL]] and [[EG]].&lt;br /&gt;
&lt;br /&gt;
== Cons ==&lt;br /&gt;
*The HD method is very different from most mainstream methods and can be difficult to learn and master for someone transitioning over from a method like [[LBL]] or [[Ortega]].&lt;br /&gt;
*Nothing about HD really stands out, and there are other 2x2 methods with less algorithms that can achieve similar movecounts.&lt;br /&gt;
*The HD method is still in development, and many algorithms require improvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One-looking ==&lt;br /&gt;
One of the main advantages of the HD method is how simple one-looking and two-looking a solve can be. The V can easily be one-looked as it is only one or two moves on average. After that, the solver should be able to see what LOLS case comes after solving the V. If the solver can see this far during inspection they can successfully two-look the solve, leaving only the NLL step, which can either be seen once the V and LOLS cases are executed (two-looking) or during inspection along with the other steps (one-looking). In order to one-look the solver needs to see the permutation of the pieces in the LOLS case and understand how the LOLS cases effect permutation of the pieces. The document showing how permutation is effected during LOLS can be found [https://docs.google.com/spreadsheets/d/1A1kCVmEEwaXhpZbTkbYLhKRQDmTMSDCKK-tj0QpqvI8/edit#gid=2041376278/ here].&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/hd-method-2x2-alternative-to-cll.65442/ HD discussion]&lt;br /&gt;
&lt;br /&gt;
*[https://docs.google.com/document/d/14Er3Jl9AHy4es-6Sz9gU0RYgDmuBR1bFIUN-VThHAwc/edit/ HD method pdf]&lt;br /&gt;
&lt;br /&gt;
*[https://www.speedsolving.com/forum/threads/hd-vs-eg-2x2-method-showdown.67124/ Movecount statistics and comparison to EG]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SOAP_Method&amp;diff=34739</id>
		<title>SOAP Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SOAP_Method&amp;diff=34739"/>
		<updated>2018-01-10T18:04:56Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=SOAP&lt;br /&gt;
|image=Soap.gif&lt;br /&gt;
|proposers=[[Justin Jaffray]]&lt;br /&gt;
|year=2009&lt;br /&gt;
|anames&lt;br /&gt;
|variants=SS&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=58 Total&amp;lt;br/&amp;gt;53 Orientation&amp;lt;br/&amp;gt;5 PBL&lt;br /&gt;
|moves=18&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SOAP Method&#039;&#039;&#039; is a 2x2 speedsolving method invented by [[Justin Jaffray]] in 2009. The letters stand for &#039;&#039;&#039;S&#039;&#039;&#039;eparate, &#039;&#039;&#039;O&#039;&#039;&#039;rient &#039;&#039;&#039;A&#039;&#039;&#039;ll, &#039;&#039;&#039;P&#039;&#039;&#039;ermute. There are three steps. First, separate two opposite colours into opposite layers and build half a face on the bottom. Next, orient the all pieces using one of 53 algorithms.  Finally, permute both layers. ([[PBL]]).&lt;br /&gt;
&lt;br /&gt;
It is possible to perform all of the orientation algs 2-gen, although many of them are not optimal. A unique property of this method is that when using 2-gen algs, it becomes very easy to predict the PBL, which means that you can often solve the cube in 1 look. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[SS Method]]&lt;br /&gt;
* [[Ortega Method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://spreadsheets.google.com/pub?key=tLBVarBM6YVltzQfS4-eSgw&amp;amp;output=html Algs for Orientation Step]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=16237 SOAP 2x2 Method]&lt;br /&gt;
* [http://amvhell.com/stuff/cubes/SOAP/SOAP.html SOAP Method Tutorial and algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=SS_Method&amp;diff=34738</id>
		<title>SS Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=SS_Method&amp;diff=34738"/>
		<updated>2018-01-10T18:04:18Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=SS&lt;br /&gt;
|image=Ss_method.gif&lt;br /&gt;
|proposers=[[Mitchell Stern]], [[Timothy Sun]]&lt;br /&gt;
|year=2008&lt;br /&gt;
|anames=SternSun method&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=109&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;SS method&#039;&#039;&#039; (short for &#039;&#039;&#039;Stern-Sun&#039;&#039;&#039;) is a 2x2 method invented by [[Mitchell Stern]] and [[Timothy Sun]] in 2008.&lt;br /&gt;
&lt;br /&gt;
The SS method has three steps. In the first step, solve 3/4 of a face. In the second step, finish the face while simultaneously orienting the opposite face. Finally, permute both layers at once. Without counting reflections, there are 60 algorithms, including the 5 [[PBLs]]. Including reflections, it comes to 109 algorithms.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&amp;quot;Stern&amp;quot; is the German word for star, making SS the &amp;quot;Star-Sun&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[CLS]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cube.garron.us/2x2x2/SS/SS_0_1.pdf SS Algorithm Sheet]&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_49_SS SS Algorithms at OMFG COLORS!]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=23922 SS Method]&lt;br /&gt;
* [http://amvhell.com/stuff/cubes/SubSS/SubSS.html SubSS]&lt;br /&gt;
* [https://docs.google.com/leaf?id=0B1HP6i5J4mf9YTczZmY5ZTgtOTM0Zi00NDg1LWIzNDEtNWEwYTc3ZmExOTFl&amp;amp;hl=en_US SS Method Algorithms Word Doc]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CLL&amp;diff=34737</id>
		<title>CLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CLL&amp;diff=34737"/>
		<updated>2018-01-10T18:02:07Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=CLL (2x2x2)&lt;br /&gt;
|image=Cll.gif&lt;br /&gt;
|proposers&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[LBL]]&lt;br /&gt;
|steps=2&lt;br /&gt;
|algs=42 (27 min)&lt;br /&gt;
|moves=9.8&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CLL&#039;&#039;&#039;, short for &#039;&#039;&#039;C&#039;&#039;&#039;orners of the &#039;&#039;&#039;L&#039;&#039;&#039;ast &#039;&#039;&#039;L&#039;&#039;&#039;ayer, is a step that solves the [[last layer]] [[corner]]s, generally on a [[2x2x2 Cube]] in one [[algorithm]]. Not to be confused with [[COLL]] that is an abbreviation for exactly the same approach except COLL preserves LL edge orientation on a [[3x3x3]].&lt;br /&gt;
&lt;br /&gt;
There are two different sets of CLL, the first is for [[2x2x2 cube]], and the other that is used for [[corners first]] (the [[Waterman method]]) that preserves the [[first two layers]] on the [[3x3x3 cube]]. In the latter case the LL edges are solved using [[ELL]] after the CLL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As a 2x2x2 Speedsolving Method ==&lt;br /&gt;
&lt;br /&gt;
The first stage of CLL for the 2x2x2 consists of completely solving one layer of the cube (both orientation and permutation) as in the [[Layer by layer|Layer-By-Layer method]]. Then, using one of 42 algorithms (2 of which are PLLs), you solve the remaining orientation and permutation of the last layer (thus giving a 1 Look Last Layer). The algorithms needed are given in the [[CxLL|CxLL pages]]. This method is also named the Waterman method after the 1980s master cuber [[Marc Waterman]] from the Netherlands who was using it for his [[corners first]] method (on 3x3x3) back then ([http://rubikscube.info/waterman/index.php the Waterman documentation]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
CLL was first officially used by [[Guus Razoux Schultz]] ([http://www.worldcubeassociation.org/results/p.php?i=1982RAZO01 WCA]) during the [[World Rubik&#039;s Cube Championship 1982|WC 1982]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[CLL algorithms (3x3x3)]]&lt;br /&gt;
* [[CMLL]], [[COLL]], [[CxLL]], [[CxLL Algorithms]]&lt;br /&gt;
* [[L3C]], [[L4C]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[Waterman Method]]&lt;br /&gt;
* [[EG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cyotheking.weebly.com/index.html Chris Olson&#039;s CLL algs]&lt;br /&gt;
* [http://www.speedcubing101.com/cll.html Anthony Brooks&#039; CLL algs]&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_31_CLL David Woner&#039;s CLL algs]&lt;br /&gt;
* [http://sites.google.com/site/kubbuth/2x2x2/cll 2x2x2 CLL in Swedish] [http://sites.google.com/site/kubbuth/2x2x2/cll/algos Algos]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#2x2x2cll CLL algs in Printable PDF form from Kungfoomanchu.com]&lt;br /&gt;
* [http://ottozingcubing.weebly.com/cll.html Jay McNeil&#039;s CLL algs]&lt;br /&gt;
* [http://nskuber-en.ucoz.ru/index/cll/0-4 CLL algs]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=X4WVutkJqic Erik Akkersdijk&#039;s CLL Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/rowehess Rowe Hessler&#039;s Channel] - contains CLL algs&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/RowanKinneavy Rowan Kinneavy&#039;s Channel] - more CLL algs&lt;br /&gt;
* [http://algdb.net/ Algdb]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:3x3x3 last layer substeps]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2&amp;diff=34736</id>
		<title>Category:2x2x2</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2&amp;diff=34736"/>
		<updated>2018-01-10T17:59:10Z</updated>

		<summary type="html">&lt;p&gt;Sefer: creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:2x2x2]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Ortega_Method&amp;diff=34735</id>
		<title>Ortega Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Ortega_Method&amp;diff=34735"/>
		<updated>2018-01-10T17:56:46Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Ortega&lt;br /&gt;
|image=Ortega.gif&lt;br /&gt;
|proposers=[[Jeffrey Varasano]] &amp;lt;br/&amp;gt; [[Victor Ortega]] &amp;lt;br/&amp;gt; [[Josef Jelinek]]&lt;br /&gt;
|year=1981, later reintroduced in 2000&lt;br /&gt;
|anames=Varasano&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3 (Solve D face, Solve U face, [[PBL]])&lt;br /&gt;
|algs=11 to 12&lt;br /&gt;
|moves=20&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ortega Method&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Varasano Method&#039;&#039;&#039;, is a 2x2 and 3x3 [[speedsolving]] method. It is named after [[Victor Ortega]], and is mostly popular today for being an intermediate 2x2 solving method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Naming Dispute ==&lt;br /&gt;
[[Victor Ortega]] is often credited for creating the method.  While it is true that Victor popularized the method, he cannot be said to have created it, similar to the naming dispute with the [[CFOP]] method. The popularity of the method dates from December 2001 when [[Josef Jelinek]] added Ortega&#039;s [[Corners First]] method (as a solution for 3x3x3 cubes) to his website.[https://web.archive.org/web/20011225093221/http://cube.misto.cz/_MAIL_/index.html] (Jelínek himself had already outlined a Corners-first approach comparable to the Ortega Method.[https://web.archive.org/web/20010212015351/http://cube.misto.cz/_MAIL_/corners.html]) His website has always stated that Ortega&#039;s method was &amp;quot;based on [[Minh Thai]]&#039;s &#039;&#039;Winning Solution&#039;&#039;&amp;quot; (from 1982).[https://web.archive.org/web/20020208013747/http://cube.misto.cz/_MAIL_/cfsm.html] The method got picked-up by 2x2 cubers and became widely known as the Ortega Method.&lt;br /&gt;
&lt;br /&gt;
In 2015 competitive cuber and YouTuber [[Christopher Olson]] researched the creation of the Ortega method. He found an original 3x3 method in a book by [[Jeffrey Varasano]], the 1981 US record holder for the Rubik&#039;s cube, explaining how he solved a Rubik&#039;s cube in under 45 seconds. His was a Corners-first method similar to the method used by Minh Thai to win the [[World Championship 1982]]. But the method for solving the corners turned out to have the same steps as the &amp;quot;Ortega&amp;quot; method. This led to Chris creating [https://youtu.be/054bInnL8YY a video] to rename the Ortega method to the Varasano method. However, the naming change did not stick and the majority still call it &amp;quot;Ortega&amp;quot;, although &amp;quot;Varasano-Ortega&amp;quot; is sometimes used.&lt;br /&gt;
&lt;br /&gt;
== As a 2x2x2 Method ==&lt;br /&gt;
&lt;br /&gt;
Using Ortega as a 2x2x2 method first involves solving one [[face]] intuitively; don&#039;t worry about solving an entire [[layer]], because the face will be [[permutation|permuted]] later. Second, [[orientation|orient]] the opposite face, either by using the same [[OLL]] algorithms as on 3x3x3 or by using more efficient ones made for 2x2x2 (see below). Finally, you permute both layers at the same time by using [[PBL]]. The last step may sound difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn (11 without reflections).&lt;br /&gt;
&lt;br /&gt;
For the first face, without [[colour neutral]]ity, the average move count in [[HTM]] is a surprisingly low 3.97, and no cases require more than 5 turns. Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.&lt;br /&gt;
&lt;br /&gt;
The case shown in the picture in the method information box is known as [[Sune]], one of the OLL cases.&lt;br /&gt;
&lt;br /&gt;
== As a 3x3x3 Method ==&lt;br /&gt;
Using Ortega as a 3x3x3 method involves first solving the [[corner]]s completely, followed by insertion of the D layer [[edge]]s, and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted. @see rubikscube.info link below..&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[OLL (2x2x2)]] (algs for 2nd step)&lt;br /&gt;
* [[PBL]] (algs for the 3rd step)&lt;br /&gt;
* [[LBL]]&lt;br /&gt;
* [[Guimond Method]]&lt;br /&gt;
* [[EG Method]]&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://youtu.be/054bInnL8YY Why the Ortega method was renamed to the Varasano method]&lt;br /&gt;
* [http://rubikscube.info/ortega.php rubikscube.info]&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/2x2_ortega.html funpic.org]&lt;br /&gt;
* [http://rapidshare.com/files/129358752/Ortega_Method-English.doc Martijn Bakker&#039;s Ortega doc]&lt;br /&gt;
* [http://www.cubewhiz.com/ortega.php Bob Burton&#039;s Ortega page]&lt;br /&gt;
* Youtube: [http://www.youtube.com/watch?v=DFuklZhenvk 2x2 Ortega Method Tutorial] by theWestonian&lt;br /&gt;
* Youtube: [http://www.youtube.com/watch?v=U0_i02oJurE 2x2x2 Ortega outline]&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=nLnWxaQAeZE 3x3x3 Varasano with L6E Tutorial]&lt;br /&gt;
* Youtube: [http://www.youtube.com/watch?v=1VEtgnL_Ia8 3x3x3 Ortega Video Tutorial]&lt;br /&gt;
* [http://sites.google.com/site/kubbuth/2x2x2/ortega Ortega method in Swedish]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 corners first methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Guimond_Method&amp;diff=34734</id>
		<title>Guimond Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Guimond_Method&amp;diff=34734"/>
		<updated>2018-01-10T17:55:52Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Guimond&lt;br /&gt;
|image=Guimond.gif&lt;br /&gt;
|proposers=[[Gaétan Guimond]]&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=23 (2 for beginner)&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Guimond Method&#039;&#039;&#039; is a 2x2 speedsolving method invented by [[Gaétan Guimond]]. It first orients both layers, then permuting both layers ([[PBL]]). This method is very popular because it is move efficient, and can be reduced to a 2-look method for more experienced users. Guimond requires 23 algorithms (or 16 without reflections).&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
&lt;br /&gt;
# Solve just 3/4 of a [[face]] of opposite colours. &#039;Opposite&#039; colours are colours which appear at opposite ends of the cube. White/Yellow for example (western scheme). For colour neutral solvers this step is often skipped. If not it rarely requires more than 1 move, which makes for easy planning of the next step.&lt;br /&gt;
# Solve 2 opposite faces of opposite colours. This step has 16 cases (15 excluding solved, 8 excluding mirrors). The majority of algorithms are 3 or 4 moves, with the exception of 4 cases.&lt;br /&gt;
# Separate opposite colours to create two solved opposite faces. There are 6 cases (4 excluding the solved and trivial case, 3 if using x2 rotation). The optimal algs have a move counts of 1, 3, 3 and 5 moves.&lt;br /&gt;
# Permute both layers [[PBL]]. This is exactly the same as the final step in Ortega, making these two methods complementary.&lt;br /&gt;
&lt;br /&gt;
== Guimond as a Beginner Method ==&lt;br /&gt;
Guimond makes a slightly more efficient and intuitive alternative to [[Beginner LBL]]. The beginner method procedure is as follows:&lt;br /&gt;
&lt;br /&gt;
# Use intuition to orient three cubies on both U and D faces. Mixing U/D colours at this stage is fine, as long as each U/D face has three oriented cubies (ie. with U or D colour on top).&lt;br /&gt;
# Using a U face turn, place the misoriented U-face cubie in URF. Flip the cube using x2 and do the same for the opposite layer.&lt;br /&gt;
# Now check the orientation of the misoriented URF cubie. If the U/D colour is facing you, use x2 to flip the cube. Now the misorineted cubie should have the U/D colour facing to the right.&lt;br /&gt;
# Apply the algorithm &#039;&#039;&#039;R&#039; F U&#039; R&#039;&#039;&#039; to complete orientation of the U/D faces.&lt;br /&gt;
# Using F2 R2 and U moves, swap U/D cubies until the U-face contains only U colour.&lt;br /&gt;
# Now look at the U layer only&lt;br /&gt;
#* If you see 1 bar, position the cube (using y turns) so that the bar is in the back face. Apply the algorithm &#039;&#039;&#039;R&#039; F R&#039; B2 R F&#039; R&#039; B2 R2&#039;&#039;&#039; (A-perm).&lt;br /&gt;
#* If there are no bars apply A-perm to create a bar.&lt;br /&gt;
# Do x2 and repeat step 6 for the D layer to complete the cube.&lt;br /&gt;
&lt;br /&gt;
== Guimond-style 3x3x3 Method ==&lt;br /&gt;
It is possible to solve the 3x3x3 cube using the same basic phases of the 2x2x2 Guimond method. The method is broken down into:&lt;br /&gt;
# Orientation of all the pieces&lt;br /&gt;
#* Orientation of edges (see [[EOLine]])&lt;br /&gt;
#* Orientation of corners (same as Guimond, but preserving EO)&lt;br /&gt;
# Separation of the U/D Layer&lt;br /&gt;
#* Move all mid-edges into E-slice&lt;br /&gt;
#* Corner Separation (same as Guimond)&lt;br /&gt;
#* Edge Separation&lt;br /&gt;
# Permutation of all the pieces&lt;br /&gt;
#* Final solve of E-Slice&lt;br /&gt;
#* U/D layer permutation (Using [[PLL]])&lt;br /&gt;
&lt;br /&gt;
== Predicted Separation ==&lt;br /&gt;
This is a more advanced form of regular Guimond, which allows one look to be eliminated. During inspection the solver works out the separation case (step 2), so that the separation alg can be executed immediately after the first step, without pause.&lt;br /&gt;
&lt;br /&gt;
== 2 Step Guimond ==&lt;br /&gt;
This goes one step further than predicted separation and actually carries out separation and orientation (steps 1 and 2) all at the same time. The solver starts with three corners, then uses a larger set of algs to solve orientation and separation in one step. This is similar to the [[SS Method]], but requires more algorithms.&lt;br /&gt;
&lt;br /&gt;
== Ortega-style OLL ==&lt;br /&gt;
Where a scramble leaves one face with four oriented U/D corners, it is possible to simply use an Ortega OLL alg to bring the cube straight to the separation step. Because mixing of U/D colours doesn&#039;t matter in this step, slightly more efficient algorithms may be used. See [[OLL (2x2x2)#Mixing U/D|OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[LBL]]&lt;br /&gt;
* [[Ortega Method]]&lt;br /&gt;
* [[VOP Method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/2x2_guimond.html funpic.org]&lt;br /&gt;
* [http://rapidshare.com/files/129358753/Guimond_Method-english.doc Martijn Bakker&#039; doc on RapidShare]&lt;br /&gt;
* [http://www.amvhell.com/stuff/cubes/guimond/guimond.html Zarxrax&#039;s Complete Guimond Tutorial]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=13055 2 Alg Guimond]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=3566 What is the &amp;quot;fridrich&amp;quot; of 2x2x2 cubing?] (info on 2-step Guimond)&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3x3 Guimond-style Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_methods&amp;diff=34733</id>
		<title>Category:2x2x2 methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_methods&amp;diff=34733"/>
		<updated>2018-01-10T17:54:51Z</updated>

		<summary type="html">&lt;p&gt;Sefer: rearrange (content from speedsolving method)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the [[2x2x2 cube]] can be considered as just the [[corner]]s of the [[3x3x3 cube]], there are several ways of [[Methods|solving]] it, ranging from simple to advanced.&lt;br /&gt;
&lt;br /&gt;
The best 2x2x2 solvers can solve the cube in a global average of under 2 seconds.&lt;br /&gt;
&lt;br /&gt;
== Basic Methods ==&lt;br /&gt;
* [[Layer by layer]] (LBL) - One of the easiest ways to solve the 2x2x2 is just like the 3x3x3. First, you done one layer (as in a 3x3x3 beginner&#039;s method), then you can solve the orientation and permutation in two steps. Orient the last layer using an algorithm from 2-look [[OLL (2x2x2)|OLL]], pretending there is a cross on top, and finally do a [[PLL (2x2x2)|PLL]]. Note that the 2x2x2 has a much higher chance of an OLL or PLL skip, as it has no edges. You can also sometimes use more efficient sequences, such as FRUR&#039;U&#039;F&#039; for the &amp;quot;superman&amp;quot; orientation case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate Methods ==&lt;br /&gt;
* [[Ortega]]: Done one layer, then orients and permuteL both layers (PBL)&lt;br /&gt;
* [[Guimond]]: It first orients both layers, then permuting both layers (PBL)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Methods ==&lt;br /&gt;
There are a couple of very advanced methods for solving the 2x2x2. Due to the magnitude of algorithms required for these methods, these methods are only used by several speed cubers.&lt;br /&gt;
&lt;br /&gt;
* [[CLL Method]] (42 algs)&lt;br /&gt;
* [[SOAP Method]] (58 algs)&lt;br /&gt;
* [[SS Method]] (60 algs)&lt;br /&gt;
* [[OFOTA Method]] (92 algs)&lt;br /&gt;
* [[EG Method]] (120 algs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://erikku.er.funpic.org/rubik/Tutorials.html Erik&#039;s 2x2x2 tutorial page], which actually contains most of these methods, [[algorithm]]s and fuller explanations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:Methods by puzzle]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34732</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34732"/>
		<updated>2018-01-10T17:36:05Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Y - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|F (R U&#039; R&#039; U&#039;) (R U R&#039; F) (R U R&#039; U&#039;) R&#039; F R F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/ karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=OLL_(2x2x2)&amp;diff=34731</id>
		<title>OLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=OLL_(2x2x2)&amp;diff=34731"/>
		<updated>2018-01-10T17:35:50Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
These algorithms [[orientation|orient]] the top layer on a [[2x2x2]]. Three variants of these [[algorithm]]s are given depending on how they affect the rest of the cube. The parts of algorithms are grouped together for easier memorization and visual distinction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you accomplishe this step, you can move to [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*For &#039;&#039;optimal moves&#039;&#039;:&lt;br /&gt;
** As a triple (x, y, z) where x is the number of optimal moves for case 1, y for case 2, and z for case 3 above.&lt;br /&gt;
** A &#039;&#039;question mark&#039;&#039; means that number of optimal moves is not known. But always x ≥ y ≥ z.&lt;br /&gt;
*According which method:&lt;br /&gt;
** Algs which don&#039;t affect the bottom layer (suitable for both [[LBL]] and [[Ortega]]) are unmarked&lt;br /&gt;
** Algs which affect bottom layer permutation (suitable for [[Ortega]] only) are marked with an &#039;&#039;&#039;O&#039;&#039;&#039; (these are also useful for [[EG]] 1)&lt;br /&gt;
** Algs which mix bottom and top layers (suitable if used with [[Guimond]]-style separation) are marked with a &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Sune ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Su.gif&lt;br /&gt;
|name=Sune&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(R U R&#039; U) (R U2&#039; R&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R D&#039; R2 F2 D&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R D&#039; R2 (y&#039;) R2 D&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg| L&#039; D L2 (y) L2 D L&#039;|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R2 U&#039; R U&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Anti-Sune ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2AS.gif&lt;br /&gt;
|name=Anti-Sune&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|R U2 R&#039; U&#039; R U&#039; R&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R D&#039; R2 F2 D&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R D&#039; R2 (y&#039;) R2 D&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R2 U R&#039; U R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Bowtie ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Bo.gif&lt;br /&gt;
|name=Bowtie&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, ?, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y&#039;) (F&#039; U F) (U R U&#039; R&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F (R U&#039; R&#039;) U&#039; (R U R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F R&#039; F&#039; R U R U&#039; R&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R&#039; F R B&#039; R&#039; F&#039; R B|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|L&#039; U R D&#039; R&#039; U&#039; R U|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y) F R U2 R&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Headlights ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2He.gif&lt;br /&gt;
|name=Headlights&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(6, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y2) F (R U R&#039; U&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F (U R U&#039; R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y&#039;) R&#039; F&#039; U&#039; F U R|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y&#039;) R U2 R U2 R U R2|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|(y&#039;) R U2 R U2 R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== H ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2H.gif&lt;br /&gt;
|name=H&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(5, ?, 3) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|R2 U2&#039; R&#039; U2 R2|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R2 U2 R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2T.gif&lt;br /&gt;
|name=T&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, ?, 6) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y) (R U R&#039; U&#039;) (F&#039; U&#039; F)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) (R&#039; F R F&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R U R&#039; U&#039; L&#039; U R U&#039; (x&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y2) R U&#039; R&#039; F&#039; U F |OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Pi ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Pi.gif&lt;br /&gt;
|name=Pi&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(9, 7, 7) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|U R U2 R2 U&#039; R2 U&#039; R2 U2 R|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|y F (R U R&#039; U&#039;) (R U R&#039; U&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|y&#039; F (U R U&#039; R&#039;) (U R U&#039; R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U R2) F&#039; (R2 U R&#039;)|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R&#039; F R2 U&#039; R2&#039; F R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R U R&#039; L&#039; U&#039; L R U R&#039;|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) (R U2 R&#039;)|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Note: ==&lt;br /&gt;
For the algs marked &#039;&#039;&#039;G&#039;&#039;&#039;, the inverse of the final move may be used to create a better [[Guimond|separation]] case.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[CxLL_Algorithms#Navigator|CxLL Algs]] (First column for OLLs)&lt;br /&gt;
* [[OLL]] (for 3x3x3)&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=29906&amp;amp;postcount=9 OLL U/D Mixing algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegaoll.php Bob Burton&#039;s OLL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CLL&amp;diff=34730</id>
		<title>CLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CLL&amp;diff=34730"/>
		<updated>2018-01-10T17:30:44Z</updated>

		<summary type="html">&lt;p&gt;Sefer: redaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=CLL (2x2x2)&lt;br /&gt;
|image=Cll.gif&lt;br /&gt;
|proposers&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[LBL]]&lt;br /&gt;
|steps=2&lt;br /&gt;
|algs=42 (27 min)&lt;br /&gt;
|moves=9.8&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CLL&#039;&#039;&#039;, short for &#039;&#039;&#039;C&#039;&#039;&#039;orners of the &#039;&#039;&#039;L&#039;&#039;&#039;ast &#039;&#039;&#039;L&#039;&#039;&#039;ayer, is a step that solves the [[last layer]] [[corner]]s, generally on a [[2x2x2 Cube]] in one [[algorithm]]. Not to be confused with [[COLL]] that is an abbreviation for exactly the same approach except COLL preserves LL edge orientation on a [[3x3x3]].&lt;br /&gt;
&lt;br /&gt;
There are two different sets of CLL, the first is for [[2x2x2 cube]], and the other that is used for [[corners first]] (the [[Waterman method]]) that preserves the [[first two layers]] on the [[3x3x3 cube]]. In the latter case the LL edges are solved using [[ELL]] after the CLL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== As a 2x2x2 Speedsolving Method ==&lt;br /&gt;
&lt;br /&gt;
The first stage of CLL for the 2x2x2 consists of completely solving one layer of the cube (both orientation and permutation) as in the [[Layer by layer|Layer-By-Layer method]]. Then, using one of 42 algorithms (2 of which are PLLs), you solve the remaining orientation and permutation of the last layer (thus giving a 1 Look Last Layer). The algorithms needed are given in the [[CxLL|CxLL pages]]. This method is also named the Waterman method after the 1980s master cuber [[Marc Waterman]] from the Netherlands who was using it for his [[corners first]] method (on 3x3x3) back then ([http://rubikscube.info/waterman/index.php the Waterman documentation]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
CLL was first officially used by [[Guus Razoux Schultz]] ([http://www.worldcubeassociation.org/results/p.php?i=1982RAZO01 WCA]) during the [[World Rubik&#039;s Cube Championship 1982|WC 1982]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[CLL algorithms (3x3x3)]]&lt;br /&gt;
* [[CMLL]], [[COLL]], [[CxLL]], [[CxLL Algorithms]]&lt;br /&gt;
* [[L3C]], [[L4C]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[Waterman Method]]&lt;br /&gt;
* [[EG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cyotheking.weebly.com/index.html Chris Olson&#039;s CLL algs]&lt;br /&gt;
* [http://www.speedcubing101.com/cll.html Anthony Brooks&#039; CLL algs]&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_31_CLL David Woner&#039;s CLL algs]&lt;br /&gt;
* [http://sites.google.com/site/kubbuth/2x2x2/cll 2x2x2 CLL in Swedish] [http://sites.google.com/site/kubbuth/2x2x2/cll/algos Algos]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#2x2x2cll CLL algs in Printable PDF form from Kungfoomanchu.com]&lt;br /&gt;
* [http://ottozingcubing.weebly.com/cll.html Jay McNeil&#039;s CLL algs]&lt;br /&gt;
* [http://nskuber-en.ucoz.ru/index/cll/0-4 CLL algs]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=X4WVutkJqic Erik Akkersdijk&#039;s CLL Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/rowehess Rowe Hessler&#039;s Channel] - contains CLL algs&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/RowanKinneavy Rowan Kinneavy&#039;s Channel] - more CLL algs&lt;br /&gt;
* [http://algdb.net/ Algdb]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:3x3x3 last layer substeps]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_substeps&amp;diff=34728</id>
		<title>Category:2x2x2 substeps</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_substeps&amp;diff=34728"/>
		<updated>2018-01-10T16:38:46Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Substeps]]&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CLL&amp;diff=34727</id>
		<title>CLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CLL&amp;diff=34727"/>
		<updated>2018-01-10T16:35:50Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Substep Infobox&lt;br /&gt;
|name=CLL (2x2x2)&lt;br /&gt;
|image=Cll.gif&lt;br /&gt;
|proposers&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[LBL]]&lt;br /&gt;
|steps=2&lt;br /&gt;
|algs=42 (27 min)&lt;br /&gt;
|moves=9.8&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CLL&#039;&#039;&#039;, short for &#039;&#039;&#039;C&#039;&#039;&#039;orners of the &#039;&#039;&#039;L&#039;&#039;&#039;ast &#039;&#039;&#039;L&#039;&#039;&#039;ayer, is a step that solves the [[last layer]] [[corner]]s, generally on a [[2x2x2 Cube]] in one [[algorithm]].&lt;br /&gt;
&lt;br /&gt;
CLL is not to be confused with [[COLL]] that is an abbreviation for exactly the same name except COLL preserves LL edge orientation on a [[3x3x3]].&lt;br /&gt;
&lt;br /&gt;
There are two different sets of CLL, one that is used for [[corners first]] (the [[Waterman method]]) and the [[2x2x2 cube]], and one that preserves the [[first two layers]] on the [[3x3x3 cube]]. In the latter case the LL edges are solved after the CLL using [[ELL]].&lt;br /&gt;
&lt;br /&gt;
== As a 2x2x2 Speedsolving Method ==&lt;br /&gt;
&lt;br /&gt;
The first stage of CLL for the 2x2x2 consists of completely solving one layer of the cube (both orientation and permutation) as in the [[Layer by layer|Layer-By-Layer method]]. Then, using one of 42 algorithms (2 of which are PLLs), you solve the remaining orientation and permutation of the last layer (thus giving a 1 Look Last Layer). The algorithms needed are given in the [[CxLL|CxLL pages]]. This method is also named the Waterman method after the 1980s master cuber [[Marc Waterman]] from the Netherlands who was using it for his [[corners first]] method back then ([http://rubikscube.info/waterman/index.php the Waterman documentation]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
CLL was first officially used by [[Guus Razoux Schultz]] ([http://www.worldcubeassociation.org/results/p.php?i=1982RAZO01 WCA]) during the [[World Rubik&#039;s Cube Championship 1982|WC 1982]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[CLL algorithms (3x3x3)]]&lt;br /&gt;
* [[CMLL]], [[COLL]], [[CxLL]], [[CxLL Algorithms]]&lt;br /&gt;
* [[L3C]], [[L4C]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[Waterman Method]]&lt;br /&gt;
* [[EG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://cyotheking.weebly.com/index.html Chris Olson&#039;s CLL algs]&lt;br /&gt;
* [http://www.speedcubing101.com/cll.html Anthony Brooks&#039; CLL algs]&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_31_CLL David Woner&#039;s CLL algs]&lt;br /&gt;
* [http://sites.google.com/site/kubbuth/2x2x2/cll 2x2x2 CLL in Swedish] [http://sites.google.com/site/kubbuth/2x2x2/cll/algos Algos]&lt;br /&gt;
* [http://www.kungfoomanchu.com/#2x2x2cll CLL algs in Printable PDF form from Kungfoomanchu.com]&lt;br /&gt;
* [http://ottozingcubing.weebly.com/cll.html Jay McNeil&#039;s CLL algs]&lt;br /&gt;
* [http://nskuber-en.ucoz.ru/index/cll/0-4 CLL algs]&lt;br /&gt;
* YouTube: [http://www.youtube.com/watch?v=X4WVutkJqic Erik Akkersdijk&#039;s CLL Tutorial]&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/rowehess Rowe Hessler&#039;s Channel] - contains CLL algs&lt;br /&gt;
* YouTube: [http://www.youtube.com/user/RowanKinneavy Rowan Kinneavy&#039;s Channel] - more CLL algs&lt;br /&gt;
* [http://algdb.net/ Algdb]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:3x3x3 last layer substeps]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=34726</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=34726"/>
		<updated>2018-01-10T16:32:02Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* (R&#039; F R&#039;) B2 R F&#039; (R&#039; B2 R2)  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* y&#039; R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; R&#039; U2 R2 B&#039; (Ja Permutation)&lt;br /&gt;
* y&#039; R2 U R2&#039; U&#039; R2 y&#039; R2&#039; U&#039; R2 U R2 U&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039;) D R2&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039; U) F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&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; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* [R&#039; U R&#039; U&#039;] y [R&#039; F&#039;] [R2 U&#039; R&#039; U] [R&#039; F R F]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* R2 B2 R2&#039;&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* [R U&#039; R] F2 [R&#039; U R&#039;]&lt;br /&gt;
* [R U&#039; L] U2 [R&#039; U R&#039;]&lt;br /&gt;
* y2 [R&#039; U L&#039;] U2 [R U&#039; L]&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Guimond_Method&amp;diff=34725</id>
		<title>Guimond Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Guimond_Method&amp;diff=34725"/>
		<updated>2018-01-10T16:30:41Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Guimond&lt;br /&gt;
|image=Guimond.gif&lt;br /&gt;
|proposers=[[Gaétan Guimond]]&lt;br /&gt;
|year=1980s&lt;br /&gt;
|anames&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=23 (2 for beginner)&lt;br /&gt;
|moves&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Guimond Method&#039;&#039;&#039; is a 2x2 speedsolving method invented by [[Gaétan Guimond]]. It first orients both layers, then permuting both layers ([[PBL]]). This method is very popular because it is move efficient, and can be reduced to a 2-look method for more experienced users. Guimond requires 23 algorithms (or 16 without reflections).&lt;br /&gt;
&lt;br /&gt;
== The Steps ==&lt;br /&gt;
&lt;br /&gt;
# Solve just 3/4 of a [[face]] of opposite colours. &#039;Opposite&#039; colours are colours which appear at opposite ends of the cube. White/Yellow for example (western scheme). For colour neutral solvers this step is often skipped. If not it rarely requires more than 1 move, which makes for easy planning of the next step.&lt;br /&gt;
# Solve 2 opposite faces of opposite colours. This step has 16 cases (15 excluding solved, 8 excluding mirrors). The majority of algorithms are 3 or 4 moves, with the exception of 4 cases.&lt;br /&gt;
# Separate opposite colours to create two solved opposite faces. There are 6 cases (4 excluding the solved and trivial case, 3 if using x2 rotation). The optimal algs have a move counts of 1, 3, 3 and 5 moves.&lt;br /&gt;
# Permute both layers [[PBL]]. This is exactly the same as the final step in Ortega, making these two methods complementary.&lt;br /&gt;
&lt;br /&gt;
== Guimond as a Beginner Method ==&lt;br /&gt;
Guimond makes a slightly more efficient and intuitive alternative to [[Beginner LBL]]. The beginner method procedure is as follows:&lt;br /&gt;
&lt;br /&gt;
# Use intuition to orient three cubies on both U and D faces. Mixing U/D colours at this stage is fine, as long as each U/D face has three oriented cubies (ie. with U or D colour on top).&lt;br /&gt;
# Using a U face turn, place the misoriented U-face cubie in URF. Flip the cube using x2 and do the same for the opposite layer.&lt;br /&gt;
# Now check the orientation of the misoriented URF cubie. If the U/D colour is facing you, use x2 to flip the cube. Now the misorineted cubie should have the U/D colour facing to the right.&lt;br /&gt;
# Apply the algorithm &#039;&#039;&#039;R&#039; F U&#039; R&#039;&#039;&#039; to complete orientation of the U/D faces.&lt;br /&gt;
# Using F2 R2 and U moves, swap U/D cubies until the U-face contains only U colour.&lt;br /&gt;
# Now look at the U layer only&lt;br /&gt;
#* If you see 1 bar, position the cube (using y turns) so that the bar is in the back face. Apply the algorithm &#039;&#039;&#039;R&#039; F R&#039; B2 R F&#039; R&#039; B2 R2&#039;&#039;&#039; (A-perm).&lt;br /&gt;
#* If there are no bars apply A-perm to create a bar.&lt;br /&gt;
# Do x2 and repeat step 6 for the D layer to complete the cube.&lt;br /&gt;
&lt;br /&gt;
== Guimond-style 3x3x3 Method ==&lt;br /&gt;
It is possible to solve the 3x3x3 cube using the same basic phases of the 2x2x2 Guimond method. The method is broken down into:&lt;br /&gt;
# Orientation of all the pieces&lt;br /&gt;
#* Orientation of edges (see [[EOLine]])&lt;br /&gt;
#* Orientation of corners (same as Guimond, but preserving EO)&lt;br /&gt;
# Separation of the U/D Layer&lt;br /&gt;
#* Move all mid-edges into E-slice&lt;br /&gt;
#* Corner Separation (same as Guimond)&lt;br /&gt;
#* Edge Separation&lt;br /&gt;
# Permutation of all the pieces&lt;br /&gt;
#* Final solve of E-Slice&lt;br /&gt;
#* U/D layer permutation (Using [[PLL]])&lt;br /&gt;
&lt;br /&gt;
== Predicted Separation ==&lt;br /&gt;
This is a more advanced form of regular Guimond, which allows one look to be eliminated. During inspection the solver works out the separation case (step 2), so that the separation alg can be executed immediately after the first step, without pause.&lt;br /&gt;
&lt;br /&gt;
== 2 Step Guimond ==&lt;br /&gt;
This goes one step further than predicted separation and actually carries out separation and orientation (steps 1 and 2) all at the same time. The solver starts with three corners, then uses a larger set of algs to solve orientation and separation in one step. This is similar to the [[SS Method]], but requires more algorithms.&lt;br /&gt;
&lt;br /&gt;
== Ortega-style OLL ==&lt;br /&gt;
Where a scramble leaves one face with four oriented U/D corners, it is possible to simply use an Ortega OLL alg to bring the cube straight to the separation step. Because mixing of U/D colours doesn&#039;t matter in this step, slightly more efficient algorithms may be used. See [[OLL (2x2x2)#Mixing U/D|OLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[LBL]]&lt;br /&gt;
* [[Ortega Method]]&lt;br /&gt;
* [[VOP Method]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/2x2_guimond.html funpic.org]&lt;br /&gt;
* [http://rapidshare.com/files/129358753/Guimond_Method-english.doc Martijn Bakker&#039; doc on RapidShare]&lt;br /&gt;
* [http://www.amvhell.com/stuff/cubes/guimond/guimond.html Zarxrax&#039;s Complete Guimond Tutorial]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=13055 2 Alg Guimond]&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=3566 What is the &amp;quot;fridrich&amp;quot; of 2x2x2 cubing?] (info on 2-step Guimond)&lt;br /&gt;
* Speedsolving.com [http://www.speedsolving.com/forum/showthread.php?t=15534 3x3x3 Guimond-style Method]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:Fewest Moves Methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=EG_Method&amp;diff=34724</id>
		<title>EG Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=EG_Method&amp;diff=34724"/>
		<updated>2018-01-10T16:29:42Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=EG&lt;br /&gt;
|image=Eg_method.gif&lt;br /&gt;
|proposers=[[Erik Akkersdijk]] &amp;lt;br/&amp;gt; [[Gunnar Krig]]&lt;br /&gt;
|year=2006&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=2&lt;br /&gt;
|algs=128 (including PBL)&lt;br /&gt;
|moves=12.35&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;EG method&#039;&#039;&#039; (Erik-Gunnar), so far only used for the [[2x2x2 cube]], only has two [[step]]s: solve one [[face]], and then finish the entire cube in one algorithm. Without reflections, it requires 128 algorithms. There are 3 bottom layer cases that each require the same amount of algorithms as [[CLL]]. Those that know CLL already know 1/3rd of EG. The other two groups of cases have a T permutation on bottom (EG 1), and a Y permutation on bottom (EG 2).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|[[Image:2x2 EG 2.jpg|160px|thumb|CLL first layer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|[[Image:2x2 EG 1.jpg|160px|thumb|EG 1 first layer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|[[Image:2x2 EG 0.jpg|160px|thumb|EG 2 first layer]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;EG&#039;&#039;&#039; is by far the best method for solving the cube in one look, many scrambles have an easy first layer so it is often easy to see the whole solve in the inspection, this is the strongest reason for learning EG, most other times you are better off using [[CLL]]. This because of the many cases, it takes a great lot of practice to learn to do all fast (in EG 1 it is not only the case and alg, you also have to remember on which side you need to put the FL pair before the alg) but the worst problem with EG is the AUF&#039;s you get in EG 1 (that occures 4:6 times). You need to AUF first before and then after the alg and it is not possible to pre AUF like it is in CLL because of the need of the first AUF (you got to have LL aligned propely to the pair in the first layer to swap the correct FL pieces). CLL has got a more complicated first layer on average but you regain it in the end.&lt;br /&gt;
&lt;br /&gt;
The best is probably to learn EG but use CLL for all cases where you cannot see the whole solve in the inspection.&lt;br /&gt;
&lt;br /&gt;
==LEG-1==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LEG-1 (2x2x2)&lt;br /&gt;
|image=&lt;br /&gt;
|proposers=[[Christopher Olson]] &lt;br /&gt;
|year=2014&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[EG-1]]&lt;br /&gt;
|steps=2&lt;br /&gt;
|algs=42 (including [[PBL]])&lt;br /&gt;
|moves=&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
LEG-1 Is just like an EG-1 except you hold the bar on left, not on the back. That saves you a rotation after bulding a face so you can go straight into your alg. Tho some of the algs for LEG-1 are not as good as EG-1, so its recommended to learn full EG first and then learn LEG-1.&lt;br /&gt;
&lt;br /&gt;
==EG 2 or not?==&lt;br /&gt;
Some cubers have only learnt CLL and EG1 because you can cancel the last moves of making a face with &#039;R2 F2 R2&#039; (0+0 PBL) if you see that you will have a EG 2 case, giving you a CLL case.&lt;br /&gt;
&lt;br /&gt;
Another method that has been used for EG 2 is to inverse solve LL using normal CLL, say you have EG 0 and [[CxLL H D]], then you can use the CLL for [[CxLL H U]] that will &amp;quot;solve&amp;quot; LL to diagonal permut and then add the permutation for [[PBL]] 0+0 in the end. In some cases, like this, the alg ends in R2 so the only extra turn you need to add is the F2, like this; orginal CLL &#039;&#039;R2 U2 R U2 R2&#039;&#039; makes &#039;&#039;R2 U2 R U2 &#039;&#039;&#039;F2&#039;&#039;&#039; R2&#039;&#039; to solve the inverse CLL and 0+0 PBL. All CLL&#039;s have an inverse CLL, to look at the pairs just set up one case and do the 0+0 PBL (R2 F2 R2) and you will have the inverse instead. It is also possible to insert a single F2 PBL in the middle of a CLL alg if pieces are in correct position but this will not always solve the inverse case but some diffrent one, this shows that; null alg R U2 R - R&#039; U2 R&#039;, with insert R U2 R &#039;&#039;&#039;F2&#039;&#039;&#039; R&#039; U2 R&#039; (you have to test it on a cube to see the effect of the insert).&lt;br /&gt;
&lt;br /&gt;
Those who learn EG and chooses to &#039;cheat&#039; in the EG 2 part should be aware of the fact that the EG 2 cases are often easy to solve, if you add the permutation in the last part of the first layer you also add turns, naturally, but you may also get a longer alg for the CLL than you would have gotten for the EG 2 case, you will loose double those times. On average you can improve a good bit by learning also the last part of the method.&lt;br /&gt;
&lt;br /&gt;
==EG for 3x3?==&lt;br /&gt;
It is possible to use EG for the [[3x3x3 cube]] as a [[columns first]] method but with a different set of algorithms. The idea is to orient four pairs without minding relative order and then sort the pairs and solve CLL using a EG algorithm, one that preserves the pairs, &amp;quot;Pairs EG&amp;quot; or [[PEG]]. But this has only been tested as a experimental method so far.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
* [[2x2x2 methods]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/EGIndex.html Erik Akkersdijk&#039;s Tutorial]&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_42_EG1 Algs for the EG1 set] (by David Woner)&lt;br /&gt;
* [http://www.speedcubing101.com/eg-1.html More algs for EG1] (by Anthony Brooks)&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=5184  EG(D?) 2x2 method- 12.35 move avg.]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=18486 Good EG + CLL Algorithms]&lt;br /&gt;
* [https://docs.google.com/leaf?id=0B1HP6i5J4mf9ZTY3NTY5OTQtMzdkNC00OTBjLTgyOTgtZGZmYjgzNDgzNDY1&amp;amp;hl=en_US EG2 Algorithms Word Doc]&lt;br /&gt;
* [http://cyotheking.squarespace.com/ Christopher Olson&#039;s Page w/ EG Algs]&lt;br /&gt;
* [http://algdb.net Algorithm database containing all of the EG algs] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Ortega_Method&amp;diff=34723</id>
		<title>Ortega Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Ortega_Method&amp;diff=34723"/>
		<updated>2018-01-10T16:27:59Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Method Infobox&lt;br /&gt;
|name=Ortega&lt;br /&gt;
|image=Ortega.gif&lt;br /&gt;
|proposers=[[Jeffrey Varasano]] &amp;lt;br/&amp;gt; [[Victor Ortega]] &amp;lt;br/&amp;gt; [[Josef Jelinek]]&lt;br /&gt;
|year=1981, later reintroduced in 2000&lt;br /&gt;
|anames=Varasano&lt;br /&gt;
|variants&lt;br /&gt;
|steps=3 (Solve D face, Solve U face, [[PBL]])&lt;br /&gt;
|algs=11 to 12&lt;br /&gt;
|moves=20&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ortega Method&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Varasano Method&#039;&#039;&#039;, is a 2x2 and 3x3 [[speedsolving]] method. It is named after [[Victor Ortega]], and is mostly popular today for being an intermediate 2x2 solving method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Naming Dispute ==&lt;br /&gt;
[[Victor Ortega]] is often credited for creating the method.  While it is true that Victor popularized the method, he cannot be said to have created it, similar to the naming dispute with the [[CFOP]] method. The popularity of the method dates from December 2001 when [[Josef Jelinek]] added Ortega&#039;s [[Corners First]] method (as a solution for 3x3x3 cubes) to his website.[https://web.archive.org/web/20011225093221/http://cube.misto.cz/_MAIL_/index.html] (Jelínek himself had already outlined a Corners-first approach comparable to the Ortega Method.[https://web.archive.org/web/20010212015351/http://cube.misto.cz/_MAIL_/corners.html]) His website has always stated that Ortega&#039;s method was &amp;quot;based on [[Minh Thai]]&#039;s &#039;&#039;Winning Solution&#039;&#039;&amp;quot; (from 1982).[https://web.archive.org/web/20020208013747/http://cube.misto.cz/_MAIL_/cfsm.html] The method got picked-up by 2x2 cubers and became widely known as the Ortega Method.&lt;br /&gt;
&lt;br /&gt;
In 2015 competitive cuber and YouTuber [[Christopher Olson]] researched the creation of the Ortega method. He found an original 3x3 method in a book by [[Jeffrey Varasano]], the 1981 US record holder for the Rubik&#039;s cube, explaining how he solved a Rubik&#039;s cube in under 45 seconds. His was a Corners-first method similar to the method used by Minh Thai to win the [[World Championship 1982]]. But the method for solving the corners turned out to have the same steps as the &amp;quot;Ortega&amp;quot; method. This led to Chris creating [https://youtu.be/054bInnL8YY a video] to rename the Ortega method to the Varasano method. However, the naming change did not stick and the majority still call it &amp;quot;Ortega&amp;quot;, although &amp;quot;Varasano-Ortega&amp;quot; is sometimes used.&lt;br /&gt;
&lt;br /&gt;
== As a 2x2x2 Method ==&lt;br /&gt;
&lt;br /&gt;
Using Ortega as a 2x2x2 method first involves solving one [[face]] intuitively; don&#039;t worry about solving an entire [[layer]], because the face will be [[permutation|permuted]] later. Second, [[orientation|orient]] the opposite face, either by using the same [[OLL]] algorithms as on 3x3x3 or by using more efficient ones made for 2x2x2 (see below). Finally, you permute both layers at the same time by using [[PBL]]. The last step may sound difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn (11 without reflections).&lt;br /&gt;
&lt;br /&gt;
For the first face, without [[colour neutral]]ity, the average move count in [[HTM]] is a surprisingly low 3.97, and no cases require more than 5 turns. Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.&lt;br /&gt;
&lt;br /&gt;
The case shown in the picture in the method information box is known as [[Sune]], one of the OLL cases.&lt;br /&gt;
&lt;br /&gt;
== As a 3x3x3 Method ==&lt;br /&gt;
Using Ortega as a 3x3x3 method involves first solving the [[corner]]s completely, followed by insertion of the D layer [[edge]]s, and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted. @see rubikscube.info link below..&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[OLL (2x2x2)]] (algs for 2nd step)&lt;br /&gt;
* [[PBL]] (algs for the 3rd step)&lt;br /&gt;
* [[LBL]]&lt;br /&gt;
* [[Guimond Method]]&lt;br /&gt;
* [[EG Method]]&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://youtu.be/054bInnL8YY Why the Ortega method was renamed to the Varasano method]&lt;br /&gt;
* [http://rubikscube.info/ortega.php rubikscube.info]&lt;br /&gt;
* [http://erikku.er.funpic.org/rubik/2x2_ortega.html funpic.org]&lt;br /&gt;
* [http://rapidshare.com/files/129358752/Ortega_Method-English.doc Martijn Bakker&#039;s Ortega doc]&lt;br /&gt;
* [http://www.cubewhiz.com/ortega.php Bob Burton&#039;s Ortega page]&lt;br /&gt;
* Youtube: [http://www.youtube.com/watch?v=DFuklZhenvk 2x2 Ortega Method Tutorial] by theWestonian&lt;br /&gt;
* Youtube: [http://www.youtube.com/watch?v=U0_i02oJurE 2x2x2 Ortega outline]&lt;br /&gt;
* Youtube: [https://www.youtube.com/watch?v=nLnWxaQAeZE 3x3x3 Varasano with L6E Tutorial]&lt;br /&gt;
* Youtube: [http://www.youtube.com/watch?v=1VEtgnL_Ia8 3x3x3 Ortega Video Tutorial]&lt;br /&gt;
* [http://sites.google.com/site/kubbuth/2x2x2/ortega Ortega method in Swedish]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 corners first methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_speedsolving_methods&amp;diff=34722</id>
		<title>Category:2x2x2 speedsolving methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:2x2x2_speedsolving_methods&amp;diff=34722"/>
		<updated>2018-01-10T16:25:55Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the [[2x2x2 cube]] can be considered as just the [[corner]]s of the [[3x3x3 cube]], there are several ways of [[Methods|solving]] it, ranging from simple to advanced. The best site for many of these methods, containing [[algorithm]]s and fuller explanations, is [http://erikku.er.funpic.org/rubik/Tutorials.html Erik&#039;s 2x2x2 tutorial page], which actually contains most of these methods. For any method it helps to be [[color-neutral]] so you can avoid bad cases.&lt;br /&gt;
&lt;br /&gt;
The best 2x2x2 solvers can solve the cube in a global average of under 2 seconds.&lt;br /&gt;
&lt;br /&gt;
== Basic Methods ==&lt;br /&gt;
* [[3x3x3 Like Method]] - One of the easiest ways to solve the 2x2x2 is just like the 3x3x3. First, you insert the first layer corners, as in a 3x3x3 beginner&#039;s method, then orient the last layer, using an algorithm from 2-look OLL, pretending there is a cross on top, and finally do a PLL, switching two corners along with the two edges, or a three cycle of corners, if applies. Note that the 2x2x2 has a much higher chance of an OLL or PLL skip, as it has no edges. You can also sometimes use more efficient sequences, such as FRUR&#039;U&#039;F&#039; for the &amp;quot;superman&amp;quot; orientation case.&lt;br /&gt;
&lt;br /&gt;
* [[LBL]] - This is an extension of the 3x3x3 method above. The first step is to solve one layer of the cube; this is an intuitive step, so you should try to figure out how to do it all during inspection, and do it in as few moves as you can. Then you can solve the orientation and permutation in two steps. Some cubers choose to learn to do these last two steps in one, by learning [[CLL]], which has 42 algorithms.&lt;br /&gt;
&lt;br /&gt;
== Intermediate Methods ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Methods ==&lt;br /&gt;
There are a couple of very advanced methods for solving the 2x2x2. Due to the magnitude of algorithms required for these methods, these methods are only used by several speed cubers.&lt;br /&gt;
&lt;br /&gt;
* [[CLL Method]] (42 algs)&lt;br /&gt;
* [[SOAP Method]] (58 algs)&lt;br /&gt;
* [[SS Method]] (60 algs)&lt;br /&gt;
* [[OFOTA Method]] (92 algs)&lt;br /&gt;
* [[EG Method]] (120 algs)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=6497 2x2x2 Algorithms]&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=152726&amp;amp;postcount=14 Guimond/Ortega Step 0 move count]&lt;br /&gt;
* Solvador Cubi&#039;s [http://solvexio.cf/app/#/PLUS_MINUS PLUS ± MINUS] technique of three independent, but progressive 3-step methods for beginners to proficient solvers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 methods by difficulty]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=OLL_(2x2x2)&amp;diff=34721</id>
		<title>OLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=OLL_(2x2x2)&amp;diff=34721"/>
		<updated>2018-01-10T16:25:06Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
These algorithms [[orientation|orient]] the top layer on a [[2x2x2]]. Three variants of these [[algorithm]]s are given depending on how they affect the rest of the cube. The parts of algorithms are grouped together for easier memorization and visual distinction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you accomplishe this step, you can move to [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*For &#039;&#039;optimal moves&#039;&#039;:&lt;br /&gt;
** As a triple (x, y, z) where x is the number of optimal moves for case 1, y for case 2, and z for case 3 above.&lt;br /&gt;
** A &#039;&#039;question mark&#039;&#039; means that number of optimal moves is not known. But always x ≥ y ≥ z.&lt;br /&gt;
*According which method:&lt;br /&gt;
** Algs which don&#039;t affect the bottom layer (suitable for both [[LBL]] and [[Ortega]]) are unmarked&lt;br /&gt;
** Algs which affect bottom layer permutation (suitable for [[Ortega]] only) are marked with an &#039;&#039;&#039;O&#039;&#039;&#039; (these are also useful for [[EG]] 1)&lt;br /&gt;
** Algs which mix bottom and top layers (suitable if used with [[Guimond]]-style separation) are marked with a &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Sune ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Su.gif&lt;br /&gt;
|name=Sune&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(R U R&#039; U) (R U2&#039; R&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R D&#039; R2 F2 D&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R D&#039; R2 (y&#039;) R2 D&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg| L&#039; D L2 (y) L2 D L&#039;|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R2 U&#039; R U&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Anti-Sune ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2AS.gif&lt;br /&gt;
|name=Anti-Sune&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|R U2 R&#039; U&#039; R U&#039; R&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R D&#039; R2 F2 D&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R D&#039; R2 (y&#039;) R2 D&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R2 U R&#039; U R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Bowtie ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Bo.gif&lt;br /&gt;
|name=Bowtie&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, ?, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y&#039;) (F&#039; U F) (U R U&#039; R&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F (R U&#039; R&#039;) U&#039; (R U R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F R&#039; F&#039; R U R U&#039; R&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R&#039; F R B&#039; R&#039; F&#039; R B|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|L&#039; U R D&#039; R&#039; U&#039; R U|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y) F R U2 R&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Headlights ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2He.gif&lt;br /&gt;
|name=Headlights&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(6, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y2) F (R U R&#039; U&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F (U R U&#039; R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y&#039;) R&#039; F&#039; U&#039; F U R|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y&#039;) R U2 R U2 R U R2|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|(y&#039;) R U2 R U2 R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== H ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2H.gif&lt;br /&gt;
|name=H&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(5, ?, 3) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|R2 U2&#039; R&#039; U2 R2|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R2 U2 R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2T.gif&lt;br /&gt;
|name=T&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, ?, 6) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y) (R U R&#039; U&#039;) (F&#039; U&#039; F)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) (R&#039; F R F&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R U R&#039; U&#039; L&#039; U R U&#039; (x&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y2) R U&#039; R&#039; F&#039; U F |OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Pi ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Pi.gif&lt;br /&gt;
|name=Pi&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(9, 7, 7) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|U R U2 R2 U&#039; R2 U&#039; R2 U2 R|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|y F (R U R&#039; U&#039;) (R U R&#039; U&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|y&#039; F (U R U&#039; R&#039;) (U R U&#039; R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U R2) F&#039; (R2 U R&#039;)|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R&#039; F R2 U&#039; R2&#039; F R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R U R&#039; L&#039; U&#039; L R U R&#039;|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) (R U2 R&#039;)|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Note: ==&lt;br /&gt;
For the algs marked &#039;&#039;&#039;G&#039;&#039;&#039;, the inverse of the final move may be used to create a better [[Guimond|separation]] case.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[CxLL_Algorithms#Navigator|CxLL Algs]] (First column for OLLs)&lt;br /&gt;
* [[OLL]] (for 3x3x3)&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=29906&amp;amp;postcount=9 OLL U/D Mixing algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegaoll.php Bob Burton&#039;s OLL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34720</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34720"/>
		<updated>2018-01-10T16:24:30Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Y - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|F (R U&#039; R&#039; U&#039;) (R U R&#039; F) (R U R&#039; U&#039;) R&#039; F R F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/ karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=2x2x2_Cube&amp;diff=34719</id>
		<title>2x2x2 Cube</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=2x2x2_Cube&amp;diff=34719"/>
		<updated>2018-01-10T16:23:17Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Puzzle Infobox|&lt;br /&gt;
|NAME=2x2x2&lt;br /&gt;
|IMAGE=Wiki 2x2x2 solved.jpg&lt;br /&gt;
|ALTERNATIVENAMES=Pocket Cube, Mini Cube, 2x2&lt;br /&gt;
|SHAPE=Cube&lt;br /&gt;
|MECHANISM=2x2x2&lt;br /&gt;
|INVENTOR=Erno Rubik&lt;br /&gt;
|YEAR=1981&lt;br /&gt;
|COMPANIES=Ideal Toy}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2x2x2 Cube&#039;&#039;&#039; (also known as a &#039;&#039;&#039;Pocket Cube&#039;&#039;&#039; or &#039;&#039;&#039;Mini Cube&#039;&#039;&#039; and normally referred to as the &#039;&#039;&#039;2x2x2&#039;&#039;&#039; or &#039;&#039;&#039;2x2&#039;&#039;&#039;) is a twistable [[puzzle]] in the shape of a [[cube]] that is cut once along each of three axes. &lt;br /&gt;
&lt;br /&gt;
The first such cube was [[Rubik&#039;s Brand|Rubik&#039;s Pocket Cube]] invented by [[Erno Rubik]] and released by [[Ideal]] Toys in 1981. In 1998 [[Chen Sen Li]] patented his [[East Sheen]] cube. Since the mid-2000s other brands began to appear such as the [[LanLan]], the [[Ghosthand 2x2x2|Ghosthand]] and the [[WitTwo]]. &lt;br /&gt;
&lt;br /&gt;
This puzzle has 8 [[corner]] pieces only. The 2x2x2 cube has 3,674,160 possible positions (assuming one piece is always solved from orienting the puzzle), each of which can be solved in 11 turns ([[HTM]]) / 14 turns ([[QTM]]) or fewer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:2x2x2_beginner_methods|2x2x2 Beginner Methods]]&lt;br /&gt;
* [[:Category:2x2x2_speedsolving_methods|2x2x2 Speedsolving Methods]]&lt;br /&gt;
* [[2x2x2 Cubes]] (brands)&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pocket_Cube The Wikipedia article]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Regularcubics}}&lt;br /&gt;
{{Cubics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:Twisty puzzles]]&lt;br /&gt;
[[Category:Twisty puzzles used in WCA-official events]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34718</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34718"/>
		<updated>2018-01-10T16:22:42Z</updated>

		<summary type="html">&lt;p&gt;Sefer: cat 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speed cubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Introductory 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=([[Daisy]] -&amp;gt;) [[Cross]] -&amp;gt; [[Corners XG]] -&amp;gt; [[Std LBL edges]] -&amp;gt; [[4-Look Last Layer]]&lt;br /&gt;
|description=[[The Beginner Method]] is a [[3x3 beginner method]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At this stage the novice cuber truly completes each layer one after the other, using few algorithms but taking perhaps over 100 moves. &lt;br /&gt;
&lt;br /&gt;
{{Main Article|Article=The Beginner Method}}&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* Bottom layer [[corners]]&lt;br /&gt;
* Middle Layer [[edges]] &lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2]]&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34717</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34717"/>
		<updated>2018-01-10T16:16:09Z</updated>

		<summary type="html">&lt;p&gt;Sefer: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speed cubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Introductory 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=([[Daisy]] -&amp;gt;) [[Cross]] -&amp;gt; [[Corners XG]] -&amp;gt; [[Std LBL edges]] -&amp;gt; [[4-Look Last Layer]]&lt;br /&gt;
|description=[[The Beginner Method]] is a [[3x3 beginner method]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At this stage the novice cuber truly completes each layer one after the other, using few algorithms but taking perhaps over 100 moves. &lt;br /&gt;
&lt;br /&gt;
{{Main Article|Article=The Beginner Method}}&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* Bottom layer [[corners]]&lt;br /&gt;
* Middle Layer [[edges]] &lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34716</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34716"/>
		<updated>2018-01-10T16:15:48Z</updated>

		<summary type="html">&lt;p&gt;Sefer: /* 2x2x2 LBL Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speed cubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Introductory 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=([[Daisy]] -&amp;gt;) [[Cross]] -&amp;gt; [[Corners XG]] -&amp;gt; [[Std LBL edges]] -&amp;gt; [[4-Look Last Layer]]&lt;br /&gt;
|description=[[The Beginner Method]] is a [[3x3 beginner method]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At this stage the novice cuber truly completes each layer one after the other, using few algorithms but taking perhaps over 100 moves. &lt;br /&gt;
&lt;br /&gt;
{{Main Article|Article=The Beginner Method}}&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* Bottom layer [[corners]]&lt;br /&gt;
* Middle Layer [[edges]] &lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[CLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34715</id>
		<title>Layer by layer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Layer_by_layer&amp;diff=34715"/>
		<updated>2018-01-10T16:14:49Z</updated>

		<summary type="html">&lt;p&gt;Sefer: LBL 2x2x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Layer-By-Layer&#039;&#039;&#039;, or normally only &#039;&#039;&#039;LBL&#039;&#039;&#039; is a group of [[method]]s that solves the [[cube]] in layers. In the basic, [[3x3x3 beginner methods#Layer By Layer|beginner LBL method]], the solver finishes the layers one at a time: the [[first layer]] edges, then corners, then the second layer edges, and finally the [[last layer]]. This is a common method for new cubers to discover on their own. In more advanced LBL methods, you solve layers more efficiently or solve two layers at once. For example, in the [[CFOP method]], one solves the [[first two layers]] simultaneously by forming a [[cross]] of the first layer [[edge]]s, and then filling in four [[pair]]s of a [[corner]] and an [[edge]] into the so-called [[slot]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3x3x3 LBL Method == &lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (3x3x3)&lt;br /&gt;
|image=Layer_by_layer.gif&lt;br /&gt;
|proposers=[[David Singmaster]] and others&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CFOP]], [[8355]]&lt;br /&gt;
|steps=5+&lt;br /&gt;
|algs=6+&lt;br /&gt;
|moves=80+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are many 3x3x3 methods that fully or partially use a LBL approach, including [[CFOP]], the method used by most top speed cubers in the world. Three examples of how cubers might approach LBL:  &lt;br /&gt;
&lt;br /&gt;
===Introductory 3x3x3 LBL===&lt;br /&gt;
&lt;br /&gt;
{{Method Header&lt;br /&gt;
|listofsteps=([[Daisy]] -&amp;gt;) [[Cross]] -&amp;gt; [[Corners XG]] -&amp;gt; [[Std LBL edges]] -&amp;gt; [[4-Look Last Layer]]&lt;br /&gt;
|description=[[The Beginner Method]] is a [[3x3 beginner method]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At this stage the novice cuber truly completes each layer one after the other, using few algorithms but taking perhaps over 100 moves. &lt;br /&gt;
&lt;br /&gt;
{{Main Article|Article=The Beginner Method}}&lt;br /&gt;
&lt;br /&gt;
* ( [[Daisy]] )&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* Bottom layer [[corners]]&lt;br /&gt;
* Middle Layer [[edges]] &lt;br /&gt;
* [[4-Look Last Layer]], sometimes actually more like 8-looks by re-using algorithms&lt;br /&gt;
&lt;br /&gt;
===Intermediate 3x3x3 LBL===&lt;br /&gt;
At this stage the cuber may develop strategies such as keyhole to reduce middle layer moves, as well as learning further last layer algorithms. &lt;br /&gt;
&lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[Keyhole]] F2L&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
===Advanced 3x3x3 LBL===&lt;br /&gt;
The advanced LBL cuber often uses [[CFOP]], employing fast, intuitive F2L techniques and learning many more last layer algorithms to reduce moves and improve speed further. &lt;br /&gt;
* [[Cross]]&lt;br /&gt;
* [[F2L]]&lt;br /&gt;
* [[OLL]]&lt;br /&gt;
* [[PLL]]&lt;br /&gt;
&lt;br /&gt;
== 2x2x2 LBL Method ==&lt;br /&gt;
{{Method Infobox&lt;br /&gt;
|name=LBL (2x2x2)&lt;br /&gt;
|image=Lbl.gif&lt;br /&gt;
|proposers=none&lt;br /&gt;
|year=1970s&lt;br /&gt;
|anames&lt;br /&gt;
|variants=[[CLL]]&lt;br /&gt;
|steps=3&lt;br /&gt;
|algs=3+&lt;br /&gt;
|moves=25+&lt;br /&gt;
|purpose=&amp;lt;sup&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Beginner Method]]&lt;br /&gt;
* [[Speedsolving]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As if you are solving the 3x3 using the Layer-By-Layer method.&lt;br /&gt;
&lt;br /&gt;
Done the bottom layer first, then [[OLL (2x2x2)]], and last [[CLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;br clear=&amp;quot;right&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[OLL]] (3x3x3)&lt;br /&gt;
* [[PLL]] (3x3x3)&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[CLL (2x2x2)]]&lt;br /&gt;
* [[Layer]]&lt;br /&gt;
* [[First Layer]]&lt;br /&gt;
* [[Last Layer]]&lt;br /&gt;
* [[4-Look Last Layer]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
===Web pages===&lt;br /&gt;
&lt;br /&gt;
* [https://www.rubiks.com/blog/how-to-solve-the-rubiks-cube How to solve the Rubik&#039;s cube] The official beginner&#039;s guide on rubiks.com&lt;br /&gt;
* [http://peter.stillhq.com/jasmine/rubikscubesolution.html Jasmine Lee&#039;s Beginner Solution] Excellent beginner&#039;s solution, more concise than the rubiks.com version. &lt;br /&gt;
* [http://www.kungfoomanchu.com/guides/andy-klise-3x3x3-beginners-guide.pdf Andy Klise&#039;s beginner&#039;s guide] (pdf) A &amp;quot;cheat sheet&amp;quot; summary version of Jasmine Lee&#039;s page, with less explanation. &lt;br /&gt;
* [http://www.rubiksplace.com Beginners solution with animations] Excellent tutorial at www.rubiksplace.com&lt;br /&gt;
* [http://rubikscube.info/beginner.php rubikscube.info Beginner LBL for the 2x2x2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video tutorials===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rubiks.com/Academy/Tyson%20Video.aspx Tyson Mao&#039;s tutorial on rubiks.com] &lt;br /&gt;
* [http://www.youtube.com/user/CubeRight#p/u/8/VVrOmmKnVjo CubeRight&#039;s Beginners Tutorial (HD)] Excellent tutorial, easy transition to Fridrich method. &lt;br /&gt;
* [http://www.youtube.com/watch?v=609nhVzg-5Q Badmephiosto&#039;s Beginners Tutorial] Quality tutorial, also designed for easy transition to Fridrich method &lt;br /&gt;
* [http://www.youtube.com/watch?v=HsQIoPyfQzM Dan Brown&#039;s Beginner Method] combines corner orientation/permutation into one step making the solve a little easier, but much slower and more difficult to transition to Fridrich (video)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 beginner methods]]&lt;br /&gt;
[[Category:3x3x3 beginner methods]]&lt;br /&gt;
[[Category:2x2x2 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 speedsolving methods]]&lt;br /&gt;
[[Category:3x3x3 Layers methods]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=34714</id>
		<title>PBL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PBL&amp;diff=34714"/>
		<updated>2018-01-10T15:54:03Z</updated>

		<summary type="html">&lt;p&gt;Sefer: add PLL (2x2x2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Permutation of both layers&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;PBL&#039;&#039;&#039;, is a [[step]] used in a number of [[2x2x2]] methods (and thus [[corners first]] methods). Specifically, the [[Ortega method]] and the [[Guimond method]], perhaps the two most popular advanced [[2x2x2]] methods, both finish with a PBL step. When solving only corners, PBL has five unsolved cases, which can be recognized by the number of pairs on each side that are correctly permuted (a solved side has 4 pairs, an adjacent swap has 1 pair, and an opposite swap has 0 pairs), so the unsolved cases are 0+0, 1+0, 1+1, 4+0, and 4+1. [[Algorithm]]s for PBL (for 2x2x2 or CF) can be found at the [[Template:CxLLnav|CxLL]] pages (the grey cases in the topmost line).&lt;br /&gt;
&lt;br /&gt;
It is actually possible, in theory, to do PBL in one step for [[3x3x3]] or [[Square-1]] - in this case we would be permuting not only corners but the whole layers. No [[speedcubing]] method actually uses this, though, because there are about 800 cases in total and recognition is very difficult. For the [[Square-1]], many methods do PBL in two steps, by first solving the [[corner]]s of both layers and then doing the [[edges]] of both layers. Even though two layers are being permuted at once, though, solvers conventionally refer to the steps as simply [[CP]] and [[EP]].&lt;br /&gt;
&lt;br /&gt;
== Algorithms ==&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF Corners  ====&lt;br /&gt;
&lt;br /&gt;
[[Image:PBL1.gif]]&lt;br /&gt;
* y&#039; x U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; R2&lt;br /&gt;
* (R&#039; F R&#039;) B2 R F&#039; (R&#039; B2 R2)  ([[PLL#A_Permutation_:_a|A Permutation]])&lt;br /&gt;
* U&#039; x&#039; R2 U2 R&#039; U&#039; R U2 L&#039; U R&#039;&lt;br /&gt;
* y&#039; R2 F2 R&#039; U&#039; R F2 R&#039; U R&#039;&lt;br /&gt;
* y&#039; (U&#039;) R&#039; U L&#039; U2 R U&#039; R&#039; U2 R L&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U&#039; R&#039; U&#039; R U R&#039; F&#039;  ([[PLL#T_Permutation_:_t|T Permutation]])&lt;br /&gt;
* y&#039; R U2 R&#039; U&#039; R U2 L&#039; U R&#039; U&#039; L&lt;br /&gt;
* y2 R&#039; U L&#039; U2 R U&#039; R&#039; U2 R2 B&#039; (Ja Permutation)&lt;br /&gt;
* y&#039; R2 U R2&#039; U&#039; R2 y&#039; R2&#039; U&#039; R2 U R2 U&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL2.gif]]&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039;) D R2&lt;br /&gt;
* (R U&#039; R&#039; U&#039;) F2 (U&#039; R U R&#039; U) F2&lt;br /&gt;
* L&#039; U L D R2 D R&#039; U&#039; R D&#039; R2&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; ([[PLL#Y_Permutation|Y Permutation]])&lt;br /&gt;
* R&#039; U L&#039; U2 R U&#039; x&#039; U L&#039; U2 R U&#039; L&lt;br /&gt;
* [R&#039; U R&#039; U&#039;] y [R&#039; F&#039;] [R2 U&#039; R&#039; U] [R&#039; F R F]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UF + DF Corners  ====&lt;br /&gt;
[[Image:PBL3.gif]]&lt;br /&gt;
* R2 U&#039; R2&#039; (U2&#039; + y) R2 U&#039; R2&#039;&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; F2 U&#039; R2&lt;br /&gt;
* R2&#039; U&#039; R2 U2&#039; x&#039; U2 x&#039; U&#039; R2&lt;br /&gt;
* R2 U F2 U2 R2 U R2&lt;br /&gt;
* y2 R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* z&#039; U2 L U2 (L&#039; R&#039;) U2 R U2&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap U + D Diagonal  ====&lt;br /&gt;
[[Image:PBL4.gif]]&lt;br /&gt;
&lt;br /&gt;
* R2&#039; F2 R2&lt;br /&gt;
* R2 B2 R2&#039;&lt;br /&gt;
* (R L) U2 (R&#039; L&#039;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB Corners + D-Layer Diagonal  ====&lt;br /&gt;
[[Image:PBL5.gif]]&lt;br /&gt;
&lt;br /&gt;
* [R U&#039; R] F2 [R&#039; U R&#039;]&lt;br /&gt;
* [R U&#039; L] U2 [R&#039; U R&#039;]&lt;br /&gt;
* y2 [R&#039; U L&#039;] U2 [R U&#039; L]&lt;br /&gt;
* x2 y&#039; R2 U&#039; R2 U R2 U&#039; R2 U R2&lt;br /&gt;
* z2 R D&#039; L U2 L&#039; D R&#039;&lt;br /&gt;
* x2 R D&#039; L U2 R&#039; F U&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
==== Swap UB + DB Corners  ====&lt;br /&gt;
[[Image:PBL6.gif]]&lt;br /&gt;
* R2 U&#039; B2 U2&#039; R2&#039; U&#039; R2&lt;br /&gt;
* R2 U R2 U2 F2 U F2&lt;br /&gt;
* R2&#039; U R2 U2 y&#039; R2&#039; U R2&lt;br /&gt;
* L2&#039; U F2&#039; U2 R2&#039; U R2&#039;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first two algorithms (Y perm and A perm) only affect the top layer, and because of that, they can be used in LBL methods.&lt;br /&gt;
&lt;br /&gt;
Note that D moves are the same as U + y, just a different notation, what you do for real is something in between. The effect of it is that you transform F moves to R or L (D R makes the same turns as U F + y&#039;).&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
* [[OLL (2x2x2)]]&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://dtwoner.110mb.com/index.php?p=1_40_PBL David Woner&#039;s PBL algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegapbl.php Bob Burton&#039;s PBL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34713</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34713"/>
		<updated>2018-01-10T15:51:15Z</updated>

		<summary type="html">&lt;p&gt;Sefer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Y - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|F (R U&#039; R&#039; U&#039;) (R U R&#039; F) (R U R&#039; U&#039;) R&#039; F R F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/ karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=OLL_(2x2x2)&amp;diff=34712</id>
		<title>OLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=OLL_(2x2x2)&amp;diff=34712"/>
		<updated>2018-01-10T15:34:13Z</updated>

		<summary type="html">&lt;p&gt;Sefer: rearrange - plus &amp;quot;See also PLL (2x2x2)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
These algorithms [[orientation|orient]] the top layer on a [[2x2x2]]. Three variants of these [[algorithm]]s are given depending on how they affect the rest of the cube. The parts of algorithms are grouped together for easier memorization and visual distinction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you accomplishe this step, you can move to [[PLL (2x2x2)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
*For &#039;&#039;optimal moves&#039;&#039;:&lt;br /&gt;
** As a triple (x, y, z) where x is the number of optimal moves for case 1, y for case 2, and z for case 3 above.&lt;br /&gt;
** A &#039;&#039;question mark&#039;&#039; means that number of optimal moves is not known. But always x ≥ y ≥ z.&lt;br /&gt;
*According which method:&lt;br /&gt;
** Algs which don&#039;t affect the bottom layer (suitable for both [[LBL]] and [[Ortega]]) are unmarked&lt;br /&gt;
** Algs which affect bottom layer permutation (suitable for [[Ortega]] only) are marked with an &#039;&#039;&#039;O&#039;&#039;&#039; (these are also useful for [[EG]] 1)&lt;br /&gt;
** Algs which mix bottom and top layers (suitable if used with [[Guimond]]-style separation) are marked with a &#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Sune ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Su.gif&lt;br /&gt;
|name=Sune&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(R U R&#039; U) (R U2&#039; R&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R D&#039; R2 F2 D&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R D&#039; R2 (y&#039;) R2 D&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg| L&#039; D L2 (y) L2 D L&#039;|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R2 U&#039; R U&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Anti-Sune ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2AS.gif&lt;br /&gt;
|name=Anti-Sune&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|R U2 R&#039; U&#039; R U&#039; R&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R D&#039; R2 F2 D&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R D&#039; R2 (y&#039;) R2 D&#039; R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R2 U R&#039; U R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Bowtie ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Bo.gif&lt;br /&gt;
|name=Bowtie&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, ?, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y&#039;) (F&#039; U F) (U R U&#039; R&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F (R U&#039; R&#039;) U&#039; (R U R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F R&#039; F&#039; R U R U&#039; R&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R&#039; F R B&#039; R&#039; F&#039; R B|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|L&#039; U R D&#039; R&#039; U&#039; R U|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y) F R U2 R&#039; F|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Headlights ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2He.gif&lt;br /&gt;
|name=Headlights&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(6, 6, 5) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y2) F (R U R&#039; U&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|F (U R U&#039; R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y&#039;) R&#039; F&#039; U&#039; F U R|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y&#039;) R U2 R U2 R U R2|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|(y&#039;) R U2 R U2 R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== H ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2H.gif&lt;br /&gt;
|name=H&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(5, ?, 3) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|R2 U2&#039; R&#039; U2 R2|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R2 U2 R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== T ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2T.gif&lt;br /&gt;
|name=T&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(7, ?, 6) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|(y) (R U R&#039; U&#039;) (F&#039; U&#039; F)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) (R&#039; F R F&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|R U R&#039; U&#039; L&#039; U R U&#039; (x&#039;)|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(y2) R U&#039; R&#039; F&#039; U F |OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Pi ==&lt;br /&gt;
{{case&lt;br /&gt;
|image=2x2Pi.gif&lt;br /&gt;
|name=Pi&lt;br /&gt;
|methods=[[OLL (2x2x2)]]&lt;br /&gt;
|optimal=(9, 7, 7) [[HTM]]&lt;br /&gt;
|text=&lt;br /&gt;
}}&lt;br /&gt;
{{Alg|U R U2 R2 U&#039; R2 U&#039; R2 U2 R|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|y F (R U R&#039; U&#039;) (R U R&#039; U&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|y&#039; F (U R U&#039; R&#039;) (U R U&#039; R&#039;) F&#039;|OLL|cube=2x2x2|comment=}}&lt;br /&gt;
{{Alg|(R U R2) F&#039; (R2 U R&#039;)|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R&#039; F R2 U&#039; R2&#039; F R|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|R U R&#039; L&#039; U&#039; L R U R&#039;|OLL|cube=2x2x2|comment=&#039;&#039;&#039;O&#039;&#039;&#039;}}&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) (R U2 R&#039;)|OLL|cube=2x2x2|comment=&#039;&#039;&#039;G&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== Note: ==&lt;br /&gt;
For the algs marked &#039;&#039;&#039;G&#039;&#039;&#039;, the inverse of the final move may be used to create a better [[Guimond|separation]] case.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[PLL (2x2x2)]]&lt;br /&gt;
* [[CLL]]&lt;br /&gt;
* [[PBL]]&lt;br /&gt;
* [[CxLL_Algorithms#Navigator|CxLL Algs]] (First column for OLLs)&lt;br /&gt;
* [[OLL]] (for 3x3x3)&lt;br /&gt;
* [[Layer-By-Layer]]&lt;br /&gt;
* [[Ortega]]&lt;br /&gt;
* [[Guimond]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* Speedsolving.com: [http://www.speedsolving.com/forum/showpost.php?p=29906&amp;amp;postcount=9 OLL U/D Mixing algs]&lt;br /&gt;
* [http://www.cubewhiz.com/ortegaoll.php Bob Burton&#039;s OLL algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:2X2X2Algos-Y.jpg&amp;diff=34711</id>
		<title>File:2X2X2Algos-Y.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:2X2X2Algos-Y.jpg&amp;diff=34711"/>
		<updated>2018-01-10T15:19:59Z</updated>

		<summary type="html">&lt;p&gt;Sefer: rename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2X2X2 PLL L (or Y)&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34710</id>
		<title>PLL (2x2x2)</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=PLL_(2x2x2)&amp;diff=34710"/>
		<updated>2018-01-10T15:18:27Z</updated>

		<summary type="html">&lt;p&gt;Sefer: Creation - full featured&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&#039;&#039;&#039;PLL&#039;&#039;&#039; is the acronym for &#039;&#039;&#039;Permutation of the Last Layer&#039;&#039;&#039;. In this step, the pieces on the top layer have already been oriented ([[OLL (2x2x2)]]) so that the top face has all the same color, and they can now be moved into their solved positions.&lt;br /&gt;
&lt;br /&gt;
These algorithms [[Permutation|permute]] the top layer on a [[2x2x2]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellspacing=&#039;5&#039; cellpadding=&#039;5&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== I - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-T.jpg]]&lt;br /&gt;
{{Alg|(R U R&#039; U&#039;) R&#039; F (R2 U&#039; R&#039; U&#039;) R U R&#039; F|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&#039;top&#039;&amp;gt;&lt;br /&gt;
== L - Permutation ==&lt;br /&gt;
[[File:2X2X2Algos-Y.jpg]]&lt;br /&gt;
{{Alg|F (R U&#039; R&#039; U&#039;) (R U R&#039; F) (R U R&#039; U&#039;) R&#039; F R F&#039;|PLL|cube=2x2x2|comment=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://karamellens.wordpress.com/2009/07/24/2x2-rubiks-cube-last-layer-algorithms/ karamellens algs]&lt;br /&gt;
&lt;br /&gt;
[http://www.cyotheking.com/cll2-2/ cyotheking algs]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2x2x2 substeps]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:2X2X2Algos-Y.jpg&amp;diff=34709</id>
		<title>File:2X2X2Algos-Y.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:2X2X2Algos-Y.jpg&amp;diff=34709"/>
		<updated>2018-01-10T15:07:04Z</updated>

		<summary type="html">&lt;p&gt;Sefer: 2X2X2 PLL Y&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2X2X2 PLL Y&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=File:2X2X2Algos-T.jpg&amp;diff=34708</id>
		<title>File:2X2X2Algos-T.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=File:2X2X2Algos-T.jpg&amp;diff=34708"/>
		<updated>2018-01-10T15:04:34Z</updated>

		<summary type="html">&lt;p&gt;Sefer: 2X2X2 PLL T&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2X2X2 PLL T&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Japanese_Color_Scheme&amp;diff=23728</id>
		<title>Japanese Color Scheme</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Japanese_Color_Scheme&amp;diff=23728"/>
		<updated>2014-03-20T15:01:27Z</updated>

		<summary type="html">&lt;p&gt;Sefer: WCS image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Japanese colors.png|thumb|The Japanese color scheme.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Japanese color scheme&#039;&#039;&#039; is one of the two most common color schemes for the [[Rubik&#039;s cube]] (with the other being the [[Western color scheme]]). Although this color scheme was used on some of the earliest mass-produced cubes, the official-brand cubes in North America and Europe have for many years used the Western Color Scheme. One of the first cubers to use this color scheme since 2003 was [[Shotaro Makisumi]], for whom this color scheme may be named. A small number of American and European cubers also use this color scheme by choice. &lt;br /&gt;
&lt;br /&gt;
Some cubers in Asia are also known to use a mirrored version of this color scheme.&lt;br /&gt;
&lt;br /&gt;
[[Image:Western colors.png|thumb|The Western color scheme.]]&lt;br /&gt;
&lt;br /&gt;
Although cubers who use the Western color scheme (and the [[Fridrich method]]) typically solve with a white or yellow [[cross]] (and therefore a white or yellow [[last layer]]), Japanese color scheme users usually prefer a blue cross, because a white last layer gives easy recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Western Color Scheme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle hardware]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Western_Color_Scheme&amp;diff=23727</id>
		<title>Western Color Scheme</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Western_Color_Scheme&amp;diff=23727"/>
		<updated>2014-03-20T14:59:46Z</updated>

		<summary type="html">&lt;p&gt;Sefer: JCS image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Western colors.png|thumb|The Western color scheme.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Western Color Scheme&#039;&#039;&#039; is one of the two most common color schemes for the [[Rubik&#039;s cube]] (with the other being the [[Japanese color scheme]]). As far as officially produced cubes go, the Japanese color scheme came first, but this has been the color scheme of choice for official-brand cubes in North America and Europe for many years. &lt;br /&gt;
&lt;br /&gt;
This color scheme is also known as &#039;&#039;&#039;BOY&#039;&#039;&#039;, short for Blue-Orange-Yellow, for the arrangement of colors around one of the cube&#039;s [[corner]]s; or Minus Yellow, referring to the relation between each opposing sides&#039; colors, as described below.&lt;br /&gt;
&lt;br /&gt;
One interesting thing about this color scheme is that the color of any side, plus or minus yellow, equals the color of the opposite side.&lt;br /&gt;
&lt;br /&gt;
[[Image:Japanese colors.png|thumb|The Japanese color scheme.]]&lt;br /&gt;
&lt;br /&gt;
Cubers who use the Western Color Scheme (with the [[Fridrich method]]) typically solve with a white or yellow [[cross]], which gives a white or yellow [[last layer]]. Unlike cubers who use the Japanese color scheme (again with the [[Fridrich method]]), usually use a blue [[cross]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Japanese Color Scheme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle hardware]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Western_Color_Scheme&amp;diff=23726</id>
		<title>Western Color Scheme</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Western_Color_Scheme&amp;diff=23726"/>
		<updated>2014-03-20T14:55:49Z</updated>

		<summary type="html">&lt;p&gt;Sefer: redaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Western colors.png|thumb|The Western color scheme.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Western color scheme&#039;&#039;&#039; is one of the two most common color schemes for the [[Rubik&#039;s cube]] (with the other being the [[Japanese color scheme]]). As far as officially produced cubes go, the Japanese color scheme came first, but this has been the color scheme of choice for official-brand cubes in North America and Europe for many years. &lt;br /&gt;
&lt;br /&gt;
This color scheme is also known as &#039;&#039;&#039;BOY&#039;&#039;&#039;, short for Blue-Orange-Yellow, for the arrangement of colors around one of the cube&#039;s [[corner]]s; or Minus Yellow, referring to the relation between each opposing sides&#039; colors, as described below.&lt;br /&gt;
&lt;br /&gt;
One interesting thing about this color scheme is that the color of any side, plus or minus yellow, equals the color of the opposite side.&lt;br /&gt;
&lt;br /&gt;
Unlike cubers who use the Japanese color scheme (with the [[Fridrich method]]), who usually use a blue [[cross]], cubers who use the Western color scheme typically solve with a white or yellow [[cross]], which gives a white or yellow [[last layer]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Japanese Color Scheme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzle hardware]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=BOY&amp;diff=23725</id>
		<title>BOY</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=BOY&amp;diff=23725"/>
		<updated>2014-03-20T14:52:21Z</updated>

		<summary type="html">&lt;p&gt;Sefer: REDIRECT Western Color Scheme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Western Color Scheme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Acronyms]]&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Sledgehammer&amp;diff=23717</id>
		<title>Sledgehammer</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Sledgehammer&amp;diff=23717"/>
		<updated>2014-03-11T19:42:28Z</updated>

		<summary type="html">&lt;p&gt;Sefer: F2L example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sledgehammer2.png|200px|thumb|right|The Sledgehammer from the right]]&lt;br /&gt;
[[File:Sledgehammer3.png|200px|thumb|right|The Sledgehammer from the left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sledgehammer&#039;&#039;&#039; is a move commonly used in [[F2L]] pair insertion: &#039;&#039;&#039;F R&#039; F&#039; R&#039;&#039;&#039; ([[F2L#Corner_in_Place.2C_Edge_in_U_Face|F2L 26]]) on the right or &#039;&#039;&#039;F&#039; L F L&#039;&#039;&#039;&#039; on the left&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alg|F R&#039; F&#039; R|SLDGHMMR}}&lt;br /&gt;
{{Alg|F&#039; L F L&#039;|SLDGHMMR}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use and edge control ====&lt;br /&gt;
When an edge pair that needs to be inserted rests on the left of right face of the cube relative to the face towards you, and the cross (bottom) color is facing away, usually you would have to do a cube rotation and insert it using either U&#039; L&#039; U L on the right or U R U&#039; R&#039; on the left, instead, you could utilize the Sledgehammer without a cube rotation.&lt;br /&gt;
&lt;br /&gt;
This F2L pair insertion method is also often used for edge control. Instead of inserting the pair the usual way, say with U R U&#039; R&#039;, which could leave you with a no-edges OLL, the Sledgehammer can be used to give you a more favorable, easy-to-execute [[OLL]]. This works, however, for only the final pair. If you look ahead to see that no edges are oriented for the upcoming OLL, do the Sledgehammer, and two non-existing edges will come up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variation==&lt;br /&gt;
Similarity, you can also use &amp;quot;&#039;&#039;&#039;Hedgeslammer&#039;&#039;&#039;&amp;quot; from the right &#039;&#039;&#039;FR&#039;F&#039;R&#039;&#039;&#039;, or Hedgeslammer from the left: &#039;&#039;&#039;F&#039;LFL&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sledgehammer also has a popular edge-control variant that will also put up an extra two LL edges into the upcoming OLL. When the F2L pair is connected in the top layer, with the cross color facing you, doing R&#039; F R F&#039; on the right or L F&#039; L&#039; F on the left (although not as common as on the right), can also insert the pair as opposed to U R U&#039; R&#039;. To remember this trigger, it is the last trigger on a popular [[PLL#Y_Permutation|Y Permutation]] algorithm [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;)] , and subsequently the second and last trigger on a common Key OLL algorithm [(R U R&#039; U&#039;) (R&#039; F R F&#039;)].&lt;/div&gt;</summary>
		<author><name>Sefer</name></author>
	</entry>
</feed>