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VOP PLFC

All corners are oriented and the V at DBL, DBR and DFL is solved. The fourth D corner may be in U or already at DFR; the latter gives the corner PLL cases. Permute the last five corners after orientation.

8 cases · 81 algorithms

Proven optimum for every case.

Definition of the set: Speedsolving wiki (VOP method).

How to read this page
  • Each case is seen at three quarters: top, front and right faces, plus the top layer's back and left stickers as flat strips.
  • 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.

AS (Adjacent/Same)

Optimum 7 moves

8 algorithms

First algorithm: (U2) x R2 B' U2 B R2 B' U2

SS (Same/Same)

Optimum 10 moves

13 algorithms

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

AO (Adjacent/Opposite)

Optimum 5 moves

8 algorithms

First algorithm: (U2) x U2 B' U2 B U2

OO (Opposite/Opposite)

Optimum 9 moves

16 algorithms

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

OA (Opposite/Adjacent)

Optimum 5 moves

8 algorithms

First algorithm: (U) z' U2 L U2 L' U2

SA (Same/Adjacent)

Optimum 7 moves

8 algorithms

First algorithm: (U') x U2 B R2 B' U2 B R2

Case 7

Optimum 9 moves

10 algorithms

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

Case 8

Optimum 11 moves

10 algorithms

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

Algorithms