LLEF

Revision as of 09:36, 17 August 2010 by Kenneth (talk | contribs) (variants, steps)
LLEF method
LLEF.png
Information about the method
Proposer(s): unknown
Proposed: unknown
Alt Names: none
Variants: ELL, EOLL, EPLL
No. Steps: 1
No. Algs: 15
Avg Moves: 7.87 (Optimal HTM)
Purpose(s):
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 (see L4C). But L4C is not in use for speed solving, 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 turns optimally (HTM)). Another backdraw is that recognition for solving the edges before the corners is not so easy. If you don't have a system for colour recognition 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 moves 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 from a group of totally 48, i.e. a skip of this step occures 1:48 times, skip to EP only occures 1:8 times and skip to pure EO occures 1:6 times.

See also:

Algorithms

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.

The first alg given for each case is the optimal solution in Half Turn Metric.

All edges oriented (EP)

Adjacent swap (Sune)

LLE OA.jpg

Speedsolving Logo tiny.gif Alg (y') R' U2 R U R' U R


Opposite swap (T-PLL)

LLE OO.jpg

Speedsolving Logo tiny.gif Alg (y) L' B L' D2 R F' R' D2 L2 B'


Pure flips (EO)

2-flip (Adjacent)

LLE 2AP.jpg

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


2-flip (Opposite)

LLE 2OP.jpg

Speedsolving Logo tiny.gif Alg (y) R B L' B L U B' U' R'


4-flip

LLE 4P.jpg

Speedsolving Logo tiny.gif Alg R2 L' B R' B L U2 L' B R' L


Adjacent swap

Adjacent RF

LLE ASFR.jpg

Speedsolving Logo tiny.gif Alg (y2) R2 L' B R' B R B2 R' B R' L


Adjacent FL

LLE ASLF.jpg

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


Adjacent LB

LLE ASBL.jpg

Speedsolving Logo tiny.gif Alg (y) L' B' R B' R' B2 L
Speedsolving Logo tiny.gif Alg r U R' U R U2 r' U'
Speedsolving Logo tiny.gif Alg y r U2 R' U' R U' r' U
Speedsolving Logo tiny.gif Alg M U M' U2 M U M' U'


Adjacent BR

LLE ASRB.jpg

Speedsolving Logo tiny.gif Alg (y') B' U' R' U R B


Opposite RF

LLE ASOF.jpg

Speedsolving Logo tiny.gif Alg (y2) F R U R' U' F'
Speedsolving Logo tiny.gif Alg r U L' U' r' U L U' (x) U


Opposite BR

LLE ASOB.jpg

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


4-flip (A4)

LLE AS4.jpg

Speedsolving Logo tiny.gif Alg (y') B L U L' B' U2 B' R B R'


Opposite swap

Adjacent (OA)

LLE OSA.jpg

Speedsolving Logo tiny.gif Alg (y2) B' R' U R B L U' L'


Opposite (OO)

LLE OSO.jpg

Speedsolving Logo tiny.gif Alg B' R' U R B L' B L B2 U B


4-flip (O4)

LLE OS4.jpg

Speedsolving Logo tiny.gif Alg R B' R' B U B2 L' B' L U' B'


External Links