Difference between revisions of "LLEF"

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== External Links ==
== External Links ==
* [[http://www.ai.univ-paris8.fr/~bh/cube/|Bernard Helmsletter's LL algorithms]]
* [http://www.ai.univ-paris8.fr/~bh/cube/| Bernard Helmsletter's LL algorithms]
[[Category:Cubing Terminology]]
[[Category:Cubing Terminology]]

Revision as of 07:07, 9 August 2010

Last Layer Edges First

The ELL (Edges of the Last Layer) that ignores corners is easier to solve, it uses both lesser moves and has lesser cases than what is the 'normal ELL'. This variation is useful for a 2-look method that solves corners last. But this corner method (sub group of ZBLL) is not in use for speed, this because of two reasons, it has twice the number of cases of CLL and the algorithms that solves them are mostly long (the worst LL case of them all is in this group, it needs 16 HTM turns optimally). Another backdraw is that recognition for solving the edges before the corners is not so easy, you have to AUF to have a chance, sometimes even repeated AUFs.

It can however be useful for FMC. LLEF has a low average optimal solution length of 7.87, while for the last four corners it is 11.73 (a half move more than optimal PLL). Both of these can however be lowered. One can quite often choose a inversion/mirror version of an alg to solve the same LLEF situation thus increasing one's chances of cancelling move and/or getting a better corner case. Partial edge control can also be used to avoid the cases with four flipped edges. The corners can in turn be solved more efficiently with inserted corner 3-cycles rather than at the very end of the solution.

Solving ELL first is 15 cases.

See also:


Note that all of these algorithms are written in the Western notation, where a lowercase letter means a double-layer turn and rotations are denoted by x, y, and z.

Click on an algorithm (not the camera icon) to watch an animation of it.

The images have corners solved in darker colours, this works as a guide for those who don't know the colour sheme or is using something diffrent from this. For all other reasons you can ignore the corners.

All edges oriented (EP)

Adjacent swap

LLE OA.jpg

Speedsolving Logo tiny.gif Alg y' R'U2RUR'UR

Opposite swap

LLE OO.jpg

Speedsolving Logo tiny.gif Alg y L'BL'D2RF'R'D2L2B'

Pure flips (EO)

2-flip (Adjacent)

LLE 2AP.jpg

Speedsolving Logo tiny.gif Alg R'U'R2B'R'B2U'B'

2-flip (Opposite)

LLE 2OP.jpg

Speedsolving Logo tiny.gif Alg y RBL'BLUB'U'R'


LLE 4P.jpg

Speedsolving Logo tiny.gif Alg R2L'BR'BLU2L'B R'L

Adjacent swap

Adjacent RF


Speedsolving Logo tiny.gif Alg y2 R2L'BR'BRB2R'BR'L

Adjacent FL


Speedsolving Logo tiny.gif Alg FURU'R'F'

Adjacent LB


Speedsolving Logo tiny.gif Alg y L'B'RB'R'B2L

Adjacent BR


Speedsolving Logo tiny.gif Alg y' B'U'R'URB

Opposite RF


Speedsolving Logo tiny.gif Alg y2 FRUR'U'F'

Opposite BR


Speedsolving Logo tiny.gif Alg F'L'U'LUF

4-flip (A4)

LLE AS4.jpg

Speedsolving Logo tiny.gif Alg y' BLUL'B'U2B'RBR'

Opposite swap

Adjacent (OA)


Speedsolving Logo tiny.gif Alg y2 B'R'URBLU'L'

Opposite (OO)


Speedsolving Logo tiny.gif Alg B'R'URBL'BLB2UB

4-flip (O4)

LLE OS4.jpg

Speedsolving Logo tiny.gif Alg RB'R'BUB2L'B'LU'B'

External Links