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.
 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 Guimondstyle separation) are marked with a G
Below, the number of optimal moves are mentioned 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. Note. A question mark means that number of optimal moves is not known. But always x ≥ y ≥ z.
Sune

Name: Sune
Used in: OLL (2x2x2)
Optimal moves: (7, 6, 5) HTM


AntiSune

Name: AntiSune
Used in: OLL (2x2x2)
Optimal moves: (7, 6, 5) HTM


Bowtie

Name: Bowtie
Used in: OLL (2x2x2)
Optimal moves: (7, ?, 5) HTM


Headlights

Name: Headlights
Used in: OLL (2x2x2)
Optimal moves: (6, 6, 5) HTM


H

Name: H
Used in: OLL (2x2x2)
Optimal moves: (5, ?, 3) HTM


T

Name: T
Used in: OLL (2x2x2)
Optimal moves: (7, ?, 6) HTM


Pi

Name: Pi
Used in: OLL (2x2x2)
Optimal moves: (9, 7, 7) HTM


Note:
For the algs marked G, the inverse of the final move may be used to create a better separation case.

See also
External links