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Ortega OLL

The D face is one colour, with its corners in any order. Orient U while keeping D oriented. Orient the top face after making the bottom face.

7 cases · 575 algorithms

Proven optimum for every case.

Definition of the set: Speedsolving wiki (Ortega Method).

How to read this page
  • Each case is seen from above: the top face in the middle, the top layer's stickers on its sides, the front face at the bottom.
  • Colours of the puzzle in the application. Grey marks what the case does not look at.
  • Lengths: each move counts 1, an inner slice 2, a rotation 0. The "setup" presents the puzzle as drawn and does not count.
  • In each case, the best available optimal algorithm comes first, then the others by increasing ease score. When no optimal writing is available, all algorithms are ranked by this score (lower is easier).
  • "Play" starts from a position of the case and runs the algorithm to the set’s goal. Usually, the starting position is obtained by running the algorithm backwards from the solved puzzle. For a partial goal, the player may start from a representative position of the case in the application; the puzzle is not necessarily fully solved at the end.

Pi

Optimum 7 moves

84 algorithms

First algorithm: R' U R2 y' R' U2 x' U R

H

Optimum 5 moves

59 algorithms

First algorithm: R2 U2 R U2 R2

Anti Sune

Optimum 6 moves

77 algorithms

First algorithm: R U' x U2 R2 y R' U

Sune

Optimum 6 moves

58 algorithms

First algorithm: (U) R' y' R U2 x' U2 R U'

P

Optimum 6 moves

107 algorithms

First algorithm: (U2) R U x U R' U' R'

T

Optimum 7 moves

98 algorithms

First algorithm: (U2) R U R' y' U' R' U' R

L

Optimum 7 moves

92 algorithms

First algorithm: (U') R U' R' y' U' R' U R

Algorithms