Difference between revisions of "Corner Orientation"

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For the [[last layer]] of the [[3x3x3 cube]] there are three main variations used for the seven cases of CO, one that is named 'pure CO' wich orients the corners without affecting anything else, not even corner permutation, one preserves edge orientation wich is [[OLL]] with edges correctly oriented and the last variation orients the corners ignoring edges.
 
For the [[last layer]] of the [[3x3x3 cube]] there are three main variations used for the seven cases of CO, one that is named 'pure CO' wich orients the corners without affecting anything else, not even corner permutation, one preserves edge orientation wich is [[OLL]] with edges correctly oriented and the last variation orients the corners ignoring edges.
  
:For last layer corner orientation preserving edge orientation but ignoring permutations, see [[OLL#All edges flipped correctly|OLL 21 - 27]].
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''For last layer corner orientation preserving edge orientation but ignoring permutations, see [[OLL#All edges flipped correctly|OLL 21 - 27]].''
  
 
== See also: ==
 
== See also: ==

Revision as of 18:13, 9 August 2010

Corner Orientation, abbrevaited CO, the orientation of a cube's corners. There are three possible corner cubie orientations. CO is a sub step in many methods.

For the last layer of the 3x3x3 cube there are three main variations used for the seven cases of CO, one that is named 'pure CO' wich orients the corners without affecting anything else, not even corner permutation, one preserves edge orientation wich is OLL with edges correctly oriented and the last variation orients the corners ignoring edges.

For last layer corner orientation preserving edge orientation but ignoring permutations, see OLL 21 - 27.

See also:

Pure CO

All cases here have long algorithms, the H case is actually the worst LL case of them all and the pi case is second worst. The good thing is that all cases are solveable using only two sides (RU 2-gen). The first alg given for each case is optimal in 2-gen and the second is optimal in Half Turn Metric, using as many sides that is needed for that (2-6).

Two corners unoriented

U

Pure twist U.jpg

Speedsolving Logo tiny.gif Alg R U2 R' U R' U2 R U2 R U R' U' R' U R U2
Speedsolving Logo tiny.gif Alg F U' R2 U R2 U F U' F2 D R2 D' R2


T

Pure twist T.jpg

Speedsolving Logo tiny.gif Alg U R2 U' R U' R2 U R2 U R U' R' U' R U R2
Speedsolving Logo tiny.gif Alg U R2 U' B R2 D' R2 D B2 U' B U R2


L

Pure twist L.jpg

Speedsolving Logo tiny.gif Alg R U' R' U2 R' U2 R U R' U R U2 R U2 R' U'
Speedsolving Logo tiny.gif Alg U2 R' B D2 B' R U2 R' B D2 B' R


Three corners unoriented

S

Pure twist S.jpg

Speedsolving Logo tiny.gif Alg R' U R' U R2 U R' U R2 U R' U R U2 R U2 R2
Speedsolving Logo tiny.gif Alg U' B U' F U2 B2 D' R2 U D F' U' B


-S

Pure twist aS.jpg

Speedsolving Logo tiny.gif Alg R2 U2 R' U R' U2 R' U R' U' R2 U' R2 U' R' U R
Speedsolving Logo tiny.gif Alg U R' U L U' D' F2 D R2 U2 L' U R'


Four corners unoriented

H

Pure twist H.jpg

Speedsolving Logo tiny.gif Alg R U R2 U' R2 U' R U2 R U2 R U' R2 U' R2 U R U
Speedsolving Logo tiny.gif Alg R U2 F2 R' U' F R' U2 F' U2 R2 F U R' F U2


pi

Pure twist pi.jpg

Speedsolving Logo tiny.gif Alg R U R2 U' R2 U' R2 U2 R2 U' R' U R U2 R' U
Speedsolving Logo tiny.gif Alg U R L' D' R2 U2 R' D R2 U2 L U' L2 B2 L2