Difference between revisions of "OLL"
m (Changed optimal move count of OLL 57 - Mistook to be 9 on previous edit because a slice move was counted as 1 move when it should be counted as two. (optimal move count source: http://www.ai.univ-paris8.fr/~bh/cube/solutions_o1.html)) |
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{{Alg|(y') M U R U R' U' M' U R U' R' |OLL}} | {{Alg|(y') M U R U R' U' M' U R U' R' |OLL}} | ||
{{Alg|R2 F2 L F L' F2 R F' R|OLL}} | {{Alg|R2 F2 L F L' F2 R F' R|OLL}} | ||
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=== OLL 57 === | === OLL 57 === |
Revision as of 23:52, 13 April 2016
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OLL (short for Orientation of the Last Layer) is a last-layer step for 3x3 that orients all last-layer corners and edges in one step. It is the first last-layer step in many speedsolving methods, including the Fridrich Method. OLL is usually followed by PLL.
Terminology
Dot OLL refers to OLL cases with no edge oriented correctly, so named because the center sticker forms a lone dot of the last-layer color. These cases are typically longer and harder to execute than others and are sometimes avoided. For example, cubers who have not learned full OLL can use partial edge control to avoid these cases altogether. Even some cubers who know full OLL avoid these cases for one-handed solving.
See also
External links
- Printable OLL PDF (All OLL algs in one page and color coded)
- OLL Cheat Sheet (Printable PDF of all OLL algorithms on 2 pages. Can be printed Double Sided)
- Video series on most commonly used OLLs on youtube by CUBE PORTAL
OLL Algorithms
Parentheses in an algorithm signify the triggers of the algorithm. For example, [(R U R') (L' U L)] shows two triggers in the algorithm, even though it is the same as [R U R' L' U L].
The areas shaded in gray represent the oriented pieces on the top layer. You can tell if a piece is oriented by looking at the top color of the piece in relation to the top center of the cube. If the piece is oriented, the two colors will be the same.
The bars sticking off to the side of an unshaded piece represent where the sticker that needs to be on top is.
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. (how to add algorithms) Click on an algorithm (not the camera icon) to watch an animation of it. |
All edges flipped correctly
This subgroup, OCLL (also OLL-C) is used in methods which have oriented the LL edges earlier in the solve, such as ZZ. Solving the OCLL is also the second part of the 2-look OLL.
"T" shapes
OLL 33
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OLL 45
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"I" shapes
OLL 55
A 4x4x4 special: Note: Rra = (R + r) + (L + l) :: (y) Rr U2 Rra' U2 Rr U2 Rr' U2 Rra U2 Rr' OLL 56
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OLL 51
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OLL 52
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Square shapes
OLL 5
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OLL 6
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Big lightning bolt shapes
OLL 39
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OLL 40
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Small lightning bolt shapes
OLL 7
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OLL 8
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OLL 11
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OLL 12
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Fish shapes
OLL 9
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OLL 10
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OLL 35
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OLL 37
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Knight move shapes
OLL 13
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OLL 14
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OLL 15
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OLL 16
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Awkward shapes
OLL 29
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OLL 30
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OLL 41
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OLL 42
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All Corners Oriented
OLL 28
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OLL 57
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OLL 20
Name: X, Checkers |
OLL | r' R U R U R' U' r2 R2' U R U' r' |
OLL | M U R U R' U' M2 U R U' r' |
OLL | r U R' U' M2 (U R U' R') U' M' |
OLL | x U R' U' M2 U R U' M' x' U' M' |
OLL | M' U2 M' U2 M' U M U2 M U2 M |
OLL | M' U2 M U2 M' U M U2 M' U2 M |
OLL | M U2 M' U2 M U M' U2 M U2 M' U' |
OLL | M d r2 U M' U2 M U r2 S' |
OLL | M U M F R' F' M2 F R F' U' |
OLL | R2 U2 R' F2 U2 R2 F' R2 U2 F2 R U2 R2 U' |
OLL | R B U B' R' F2 B D' L' D B' F2 |
OLL | L' R' F' U2 L2 U2 L2 U2 L2 F L R |
OLL | F2 M F2 M2 U' M2 F2 M' F2 U |
OLL | F2 M F2 U' M2 U B2 M B2 |
OLL | F' B' R E S R S' R2 E' F B |
OLL | S' U' S2 U R' U' R' S' R U R |
OLL | (M U)4 (M' U)4 |
OLL | (M' U)3 M' U' (M' U)3 M' |
OLL | (M' U)4 y2 (M' U) 4 |