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CPLL

The three PLLs that only move corners: Aa, Ab and E.

3 cases · 164 algorithms

Proven optimum for every case.

Definition of the set: Speedsolving wiki (PLL).

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: yellow on top, blue in front, red on the right. Grey marks what the case does not look at.
  • Lengths in HTM: a face turn or a wide turn counts 1, a slice 2, a rotation 0. The "setup" (often a U turn) presents the cube as drawn and does not count.
  • In each case, the best optimal algorithm comes first, then the others from the easiest to the hardest to execute (ease score, lower is easier).
  • "Play" starts from the case (the inverse of the algorithm applied to the solved cube) and runs the algorithm on the 3D cube.

CPLL Aa

A-PLL a

Optimum 9 moves

47 algorithms

First algorithm: (U') Lw2 B2 Lw' U' Lw B2 Lw' U Lw'

CPLL Ab

Ab-PLL

Optimum 9 moves

50 algorithms

First algorithm: Lw U' Lw B2 Lw' U Lw B2 Lw2

CPLL E

E-PLL

Optimum 14 moves

67 algorithms

First algorithm: (U2) F R B R' F' R L F L' B' L F' R' L'

Algorithms