# CxLL U B

## U B

This is one of the bad COLL's, there are no good algs for it, the shortest are 13 HTM, go to page COLL U B CubeX Algorithms for a full list of all 13 turn algorithms.

### COLL

- (y') R U2 (R2 L') U2 L U L' U2 R2 U' M' (x')
- L' U2 R U' L R' U L' U2 R U' L U' R' ... "N-PLL"
- L' U2 R U' L U' (y) L U' R U2 L' U R' F' ... "Y-PLL"
- L' U R' U' R U' L U R' U2 L' U2 R L ... "V-PLL"

The 4x4 OLL and Double parity algorithms can also be used here, just convert slices to outer layer turns.

### CLL

- (y2) F R U2 L U' R' U L' U2 F'
- (y2) F R U R' U2 (y') L' U R' U' L ... FRUR'U'F' + Niklas

### CMLL

- ...

### CLLEF

- (y') R B' R' B2 U B' R' U2 R y' L U2 L'

### CF / 2x2x2 (Waterman)

- (y' z') U R U2 R U R2 U R U R' ... weeeird!

### EG

**EG 2** --> 2x2x2

**EG 1**

**EG 0**

- (y') R U R F2 R2 U2 R U' R'
- (y2 x) U R U R2 U2 (x' y') U2 R U' R'

CxLLedit |
U |
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Hyper CLLedit |
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