Difference between revisions of "CxLL"

From Speedsolving.com Wiki
(43 intermediate revisions by 11 users not shown)
Line 1: Line 1:
The '''Corners of the Last Layer''', a group of methods that solves the last layer corners in one alg. The most common ones are '''COLL''' and '''CLL''' for the [[3x3x3]]. these differs from that COLL preseves last layer edges orientation and CLL does not. In some cases this gives shorter algs. For [[2x2x2]] that has got no edges and also for [[CF]] that solves edges after the corners are solved you can use even shorter CLL algorithms.
 
  
=== The lists ===
+
'''Corners Last Layer''' is a group of methods collectively known as '''C*LL''' or '''CxLL''' that solve the last layer corners in one algorithm. Each method has certain restrictions that apply, and each can affect other pieces in different ways. For example, [[CMLL]] allows movement of the M layer and allows destruction of the UL and UR edges. Two other common sets of algorithms include [[CLL]] and [[COLL]]. These differ from the fact that the latter preserves last layer's edges orientation while the former does not necessarily. In some cases, CLL will give shorter algorithms due to lack of restrictions.
'''Browse:'''<br>
+
 
 +
C*LL is useful for the [[2x2x2]], which has no edges, and also for [[CF|corners first]], which solves edges after the corners. C*LL is also used in [[Roux Method|Roux's method]], and is specifically known as CMLL. It is of course also useful after a normal F2L is completed, COLL often together with the [[Petrus method]] or in the Fridrich variation, with a preceeding VH or ZB F2L. CLL for 3x3 solves the LL corners before anything is done to the edges, that then are solved using [[ELL]] (the Guus method), probably the most effective way (that is used) to solve a completly scrambled LL in two steps.
 +
 
 +
== The lists ==
 +
=== Browse ===
 +
 
 
At bottom of each page there is a [[CxLL Algorithms#Navigator|navigator]] that you use to browse from page to page by clicking the names under the thumbnail images.
 
At bottom of each page there is a [[CxLL Algorithms#Navigator|navigator]] that you use to browse from page to page by clicking the names under the thumbnail images.
  
'''Case descriptions:'''<br>
+
=== Case Descriptions ===
All colour patterns showed in the decriptions assumes white on top and green in front (official colour sheme). The description images divided into four quadrants makes one corner each. The stickers showed in the images are whites for the four belonging to the U face and four more, the important recognition stickers, the rest of the stickers of the corners you can ignore in recognition, that's why those are not displayed in the images.
+
There are 2 tables for case descriptions. The first is the positional recognition system and the second is the hyperorientation recognition system.
  
In case descriptions there are sometimes links to the "inverse case", that is the case you get if you do N-PLL on the case you got (or faster R L U2 L' R').
+
'''Positional System:'''
 +
{|
 +
| valign="top"| [[image:CxLL Stickers.jpg|96px]]
 +
| valign="top"| All colour patterns showed in the decriptions assumes white on top and green in front (official colour sheme). The description images divided into four quadrants makes one corner each as showed in the image to the left. The stickers showed in the images at the pages are whites for the four belonging to the U face and four more, the important recognition stickers, the rest of the stickers of the corners you can ignore in recognition, that's why those are not displayed in the images.
 +
|}
  
'''The algs:'''<br>
+
'''Hyperorientation System:'''
At each page there are list of algs for diffrent types of CxLL menthods, topmost is COLL followed by CLL, CMLL and so on. An alg suitable for COLL is always also suitable for CLL but a CLL is newer useful for COLL, if your CLL preserves LL edge orientation then it is a COLL and should be listed as that. If your alg destroys M slice edges then it is a CMLL, if it ruins F2L edges it is a CF / 2x2x2 and if it changes FL corner premutation it is a EG 0/1 alg (all levles are also useful for [[Ortega]]).
+
{|
 +
| valign="top"| [[image:Hyper CxLL T U.jpg|96px]]
 +
| valign="top"| All color patterns show the orientation case in white.  The blue and green stickers show the position of opposite color stickers (red/orange, blue/green, white/yellow on the standard scheme).
 +
|}
 +
In case descriptions there are sometimes links to the "inverse case", that is the case you get if you do N-PLL on the case you got (or faster R2 F2 R2).
  
== Beginner / Stepping stone ==
+
=== The Algorithms ===
 +
In each page there is a list of algorithms for different CxLL based methods: topmost is COLL, followed by CLL, CMLL etc. An algorithm suitable for COLL preserves the edge orientation. If not, it is a CLL algorithm. If the algorithm changes the M slice then it is a CMLL. If it changes F2L edges it is a Corners First/2x2x2 algorithm and if it changes FL corner permutation it is a EG 0/1 alg (all levels are also useful for [[Ortega]]).
 +
CLLEF acts in the same way as COLL, except that it flips 4 edges (to be used with OLLs 1, 2, 3, 4, 17, 18 & 19).
 +
 
 +
== Beginners ==
 
For a beginner who likes a stepping stone it is possible to do CxLL in two steps; first orientation and then permutation. In the navigator these algs are the grey cases having single letter names, orientations are in the leftmost row and permutations in the topmost line.
 
For a beginner who likes a stepping stone it is possible to do CxLL in two steps; first orientation and then permutation. In the navigator these algs are the grey cases having single letter names, orientations are in the leftmost row and permutations in the topmost line.
  
== Links: ==
+
== See also ==
 +
* [[CO]]
 +
* [[CLL]], [[CLL algorithms (3x3x3)]]
 +
* [[COLL]]
 +
* [http://www.speedsolving.com/wiki/index.php/Special:MediaWikiAlgDB?mode=view&view=default&puzzle=3&group=COLL COLL Algorithm Database]
 +
* [[CMLL]]
 +
* [[CLLEF]]
 +
* [[OLLCP]]
 +
* [[CxLL algorithms]]
 +
* [[Last Three Corners]]
 +
* [[Last Four Corners]]
 +
 
 +
== External links ==
 +
* [http://www.speedsolving.com/forum/showthread.php?t=6365 Thread discussing this CxLL page]
 
* [http://www.speedsolving.com/forum/showthread.php?t=6497 Thread discussing 2x2x2 algorithms]
 
* [http://www.speedsolving.com/forum/showthread.php?t=6497 Thread discussing 2x2x2 algorithms]
 +
* [http://home.comcast.net/~quadricode/hyperorientations/ Hyperorientations]: A proposed method for recognizing C*LL cases easily.
 +
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=12864 CxLL Recognition]
  
==Navigator==
+
== Navigator ==
 +
{{CxLLnav}}
  
Please do not add algorithms yet, I'm still working on the layout for the pages =)
 
  
{{CxLLnav}}
+
[[Category:3x3x3 last layer substeps]]
 +
[[Category:Algorithms]]

Revision as of 13:24, 17 April 2015

Corners Last Layer is a group of methods collectively known as C*LL or CxLL that solve the last layer corners in one algorithm. Each method has certain restrictions that apply, and each can affect other pieces in different ways. For example, CMLL allows movement of the M layer and allows destruction of the UL and UR edges. Two other common sets of algorithms include CLL and COLL. These differ from the fact that the latter preserves last layer's edges orientation while the former does not necessarily. In some cases, CLL will give shorter algorithms due to lack of restrictions.

C*LL is useful for the 2x2x2, which has no edges, and also for corners first, which solves edges after the corners. C*LL is also used in Roux's method, and is specifically known as CMLL. It is of course also useful after a normal F2L is completed, COLL often together with the Petrus method or in the Fridrich variation, with a preceeding VH or ZB F2L. CLL for 3x3 solves the LL corners before anything is done to the edges, that then are solved using ELL (the Guus method), probably the most effective way (that is used) to solve a completly scrambled LL in two steps.

The lists

Browse

At bottom of each page there is a navigator that you use to browse from page to page by clicking the names under the thumbnail images.

Case Descriptions

There are 2 tables for case descriptions. The first is the positional recognition system and the second is the hyperorientation recognition system.

Positional System:

CxLL Stickers.jpg All colour patterns showed in the decriptions assumes white on top and green in front (official colour sheme). The description images divided into four quadrants makes one corner each as showed in the image to the left. The stickers showed in the images at the pages are whites for the four belonging to the U face and four more, the important recognition stickers, the rest of the stickers of the corners you can ignore in recognition, that's why those are not displayed in the images.

Hyperorientation System:

Hyper CxLL T U.jpg All color patterns show the orientation case in white. The blue and green stickers show the position of opposite color stickers (red/orange, blue/green, white/yellow on the standard scheme).

In case descriptions there are sometimes links to the "inverse case", that is the case you get if you do N-PLL on the case you got (or faster R2 F2 R2).

The Algorithms

In each page there is a list of algorithms for different CxLL based methods: topmost is COLL, followed by CLL, CMLL etc. An algorithm suitable for COLL preserves the edge orientation. If not, it is a CLL algorithm. If the algorithm changes the M slice then it is a CMLL. If it changes F2L edges it is a Corners First/2x2x2 algorithm and if it changes FL corner permutation it is a EG 0/1 alg (all levels are also useful for Ortega). CLLEF acts in the same way as COLL, except that it flips 4 edges (to be used with OLLs 1, 2, 3, 4, 17, 18 & 19).

Beginners

For a beginner who likes a stepping stone it is possible to do CxLL in two steps; first orientation and then permutation. In the navigator these algs are the grey cases having single letter names, orientations are in the leftmost row and permutations in the topmost line.

See also

External links

Navigator

CxLL
edit
CxLL O U.jpg
U
CxLL O D.jpg
D
CxLL O R.jpg
R
CxLL O L.jpg
L
CxLL O F.jpg
F
CxLL O B.jpg
B
CxLL U.jpg
U
CxLL U U.jpg
U U
CxLL U D.jpg
U D
CxLL U R.jpg
U R
CxLL U L.jpg
U L
CxLL U F.jpg
U F
CxLL U B.jpg
U B
CxLL T.jpg
T
CxLL T U.jpg
T U
CxLL T D.jpg
T D
CxLL T R.jpg
T R
CxLL T L.jpg
T L
CxLL T F.jpg
T F
CxLL T B.jpg
T B
CxLL L.jpg
L
CxLL L U.jpg
L U
CxLL L D.jpg
L D
CxLL L R.jpg
L R
CxLL L L.jpg
L L
CxLL L F.jpg
L F
CxLL L B.jpg
L B
CxLL S.jpg
S
CxLL aS U.jpg
S U
CxLL aS D.jpg
S D
CxLL aS R.jpg
S R
CxLL aS L.jpg
S L
CxLL aS F.jpg
S F
CxLL aS B.jpg
S B
CxLL aS.jpg
-S
CxLL S U.jpg
-S U
CxLL S D.jpg
-S D
CxLL S R.jpg
-S R
CxLL S L.jpg
-S L
CxLL S F.jpg
-S F
CxLL S B.jpg
-S B
CxLL Pi.jpg
Pi
CxLL Pi U imp.jpg
Pi U
CxLL pi D.jpg
Pi D
CxLL pi R.jpg
Pi R
CxLL pi L.jpg
Pi L
CxLL pi F.jpg
Pi F
CxLL pi B.jpg
Pi B
CxLL H.jpg
H
CxLL H U.jpg
H U
CxLL H D.jpg
H D
CxLL H R.jpg
H R
CxLL H L.jpg
H L
CxLL H F.jpg
H F
CxLL H B.jpg
H B
Hyper CLL
edit
CxLL O U.jpg
U
CxLL O D.jpg
D
CxLL O R.jpg
R
CxLL O L.jpg
L
CxLL O F.jpg
F
CxLL O B.jpg
B
Hyper CxLL U O.jpg
U
Hyper CxLL U U.jpg
U U
Hyper CxLL U D.jpg
U D
Hyper CxLL U R.jpg
U R
Hyper CxLL U L.jpg
U L
Hyper CxLL U F.jpg
U F
Hyper CxLL U B.jpg
U B
Hyper CxLL T O.jpg
T
Hyper CxLL T U.jpg
T U
Hyper CxLL T D.jpg
T D
Hyper CxLL T R.jpg
T R
Hyper CxLL T L.jpg
T L
Hyper CxLL T F.jpg
T F
Hyper CxLL T B.jpg
T B
Hyper CxLL L O.jpg
L
Hyper CxLL L U.jpg
L U
Hyper CxLL L D.jpg
L D
Hyper CxLL L R.jpg
L R
Hyper CxLL L L.jpg
L L
Hyper CxLL L F.jpg
L F
Hyper CxLL L B.jpg
L B
Hyper CxLL S O.jpg
S
Hyper CxLL S U.jpg
S U
Hyper CxLL S D.jpg
S D
Hyper CxLL S R.jpg
S R
Hyper CxLL S L.jpg
S L
Hyper CxLL S F.jpg
S F
Hyper CxLL S B.jpg
S B
Hyper CxLL aS O.jpg
-S
Hyper CxLL aS U.jpg
-S U
Hyper CxLL aS D.jpg
-S D
Hyper CxLL aS R.jpg
-S R
Hyper CxLL aS L.jpg
-S L
Hyper CxLL aS F.jpg
-S F
Hyper CxLL aS B.jpg
-S B
Hyper CxLL Pi O.jpg
Pi
Hyper CxLL Pi U.jpg
Pi U
Hyper CxLL Pi D.jpg
Pi D
Hyper CxLL Pi R.jpg
Pi R
Hyper CxLL Pi L.jpg
Pi L
Hyper CxLL Pi F.jpg
Pi F
Hyper CxLL Pi B.jpg
Pi B
Hyper CxLL H O.jpg
H
Hyper CxLL H U.jpg
H U
Hyper CxLL H D.jpg
H D
Hyper CxLL H R.jpg
H R
Hyper CxLL H L.jpg
H L
Hyper CxLL H F.jpg
H F
Hyper CxLL H B.jpg
H B