From Speedsolving.com Wiki
These algorithms orient the top layer on a 2x2x2. Three variants of these algorithms 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.
- According which method:
- Algs which don't affect the bottom layer (suitable for both LBL and Ortega) are unmarked
- Algs which affect bottom layer permutation (suitable for Ortega only) are marked with an O (these are also useful for EG 1)
- Algs which mix bottom and top layers (suitable if used with Guimond-style separation) are marked with a G
- For optimal moves:
- As a triple (x, y, z) where x is the number of optimal moves that don't affect bottom layer, y for O, and z for G.
- A question mark means that number of optimal moves is not known. But always x ≥ y ≥ z.