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Two-look PLL

The beginner version of PLL: first place the last-layer corners (2 cases, a swap of adjacent or opposite corners), then its edges (4 cases, the EPLLs). Six cases instead of 21.

6 cases · 404 algorithms

Proven optimum for every case.

Definition of the set: Speedsolving wiki (PLL), Speedsolving wiki (EPLL).

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.

PLL Ub

U-PLL b, EPLL Ub

Optimum 9 moves

39 algorithms

First algorithm: (U) B2 U M U2 M' U B2

PLL Ua

U-PLL a, EPLL Ua

Optimum 9 moves

37 algorithms

First algorithm: (U) B2 U' M U2 M' U' B2

PLL H

H-PLL, X-PLL, EPLL H

Optimum 9 moves

51 algorithms

First algorithm: R2 S2 R2 U' R2 S2 R2

PLL Z

Z-PLL, EPLL Z

Optimum 12 moves

76 algorithms

First algorithm: (U2) M2 Uw M2 Uw' S' M2 S

PLL Ab

Ab-PLL

Optimum 9 moves

116 algorithms

First algorithm: (U2) x Lw' B Lw' U2 Lw B' Lw' U2 Lw2

PLL Y

Y-PLL

Optimum 13 moves

85 algorithms

First algorithm: x' U2 B' Lw2 U Lw' B' Lw' B U Lw' U' Lw U

Algorithms