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 correctlyOLL 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:
 Orientation
 Orient
 Permutation
 Edge Orientation
 Corner Permutation
 OCLL
 Winter Variation
 CLS
 Partial Corner Control
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 2gen). The first alg given for each case is optimal in 2gen and the second is optimal in Half Turn Metric, using as many sides that is needed for that (26).
Two corners unoriented
Three corners unoriented
S

S

Four corners unoriented
H

pi
