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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 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.

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