Difference between revisions of "LLEF"

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:'''Last Layer Edges First'''
 
:'''Last Layer Edges First'''
The '''ELL''' <small>(Edges of the Last Layer)</small> that ignores corners is easier to solve, it uses both lesser moves and has lesser cases than what is the '[[ELL|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 [[algorithm]]s 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.
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The '''ELL''' <small>(Edges of the Last Layer)</small> that ignores corners is easier to solve, it uses both lesser moves and has lesser cases than what is the '[[ELL|normal ELL]]'. This variation is useful for a 2-look method that solves corners last. But this corner method (a 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 [[algorithm]]s 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|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.
 
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|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.

Revision as of 08:07, 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 (a 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 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.

All edges oriented (EP)

Adjacent swap (Sune)

LLE OA.jpg

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


Opposite swap (T-PLL)

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'


4-flip

LLE 4P.jpg

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


Adjacent swap

Adjacent RF

LLE ASFR.jpg

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


Adjacent FL

LLE ASLF.jpg

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


Adjacent LB

LLE ASBL.jpg

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


Adjacent BR

LLE ASRB.jpg

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


Opposite RF

LLE ASOF.jpg

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


Opposite BR

LLE ASOB.jpg

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)

LLE OSA.jpg

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


Opposite (OO)

LLE OSO.jpg

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