Rubik OLL: Difference between revisions
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|width=5% align=center|[[File:oll26-90.gif]]<br/>'''{{blue|OCLL6 - 26}}<br/>Antisune''' |
|width=5% align=center|[[File:oll26-90.gif]]<br/>'''{{blue|OCLL6 - 26}}<br/>Antisune''' |
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|width=45%| |
|width=45%|setup / gives: {{rubik|OCLL7}}<br/> |
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{{rubik|[y] R U2 R' U' R U' R'}} (BM,BB,VC)<br/> |
{{rubik|[y] R U2 R' U' R U' R'}} (BM,BB,VC)<br/> |
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:BB:''This is just the inverse of the Sune, called the Antisune.'' |
:BB:''This is just the inverse of the Sune, called the Antisune.'' |
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'''{{rubik|{{blue|(R' U' R U' R' U2 R)}}}} (AK)''' |
'''{{rubik|{{blue|(R' U' R U' R' U2 R)}}}} (AK)''' |
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|width=45%| |
|width=45%|setup / gives: {{rubik|OCLL6}}<br/> |
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{{rubik|[y] {{bksur}} R U2 R'}} (BM,BB,VC)<br/> |
{{rubik|[y] {{bksur}} R U2 R'}} (BM,BB,VC)<br/> |
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:BB:''This is the Sune. Your right hand should never come off of the cube during the execution at any time.'' |
:BB:''This is the Sune. Your right hand should never come off of the cube during the execution at any time.'' |
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|width=5% align=center|[[File:oll21-90.gif]]<br/>'''{{green|OCLL1 - 21}}''' |
|width=5% align=center|[[File:oll21-90.gif]]<br/>'''{{green|OCLL1 - 21}}''' |
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|width=45%| |
|width=45%|setup / gives: self<br/> |
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{{rubik|[y] (R U2) (R' U' R U R' U' R U' R')}} (BB)<br/> |
{{rubik|[y] (R U2) (R' U' R U R' U' R U' R')}} (BB)<br/> |
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:BB:''This is a very easy case. This can be performed as a double Sune or double Antisune. I recommend learning the COLL cases for this one as well since there are only four cases.'' |
:BB:''This is a very easy case. This can be performed as a double Sune or double Antisune. I recommend learning the COLL cases for this one as well since there are only four cases.'' |
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'''{{rubik|(R' U' R) U' (R' U R) U' (R' U2 R)}} (BM)''' |
'''{{rubik|(R' U' R) U' (R' U R) U' (R' U2 R)}} (BM)''' |
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|width=45%| |
|width=45%|setup / gives: self<br/> |
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{{rubik|R U'2 R'2 U' R2 U' R'2 U2 R}} (BB,BM,VC) |
'''{{rubik|R U'2 R'2 U' R2 U' R'2 U2 R}} (BB,BM,VC)''' |
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:BB:''The execution of this algorithm is pretty neat. The {{rubik|R²}} turns should alternate in direction so that they can be performed by the right hand without letting go of the cube. The left hand holds the cube and makes the {{rubik|U'}} turns.'' |
:BB:''The execution of this algorithm is pretty neat. The {{rubik|R²}} turns should alternate in direction so that they can be performed by the right hand without letting go of the cube. The left hand holds the cube and makes the {{rubik|U'}} turns.'' |
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:Note:'' '''{{red|new grip}}''': {{blue|Thumb on |
:Note:'' '''{{red|new grip}}''': {{blue|Thumb on D face, first {{rubik|U'2}} with right hand, then all other U moves with left hand}}).'' |
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:Note: ''{{red|grip 1}}: {{blue|Thumb on U face, perform {{rubik|U'²}} with right ring and middle finger. The last {{rubik|U²}} is done with RH}}).'' |
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⚫ | |||
:Note: ''{{red|grip 2}}: {{blue|Thumb on F face, perform {{rubik|U'²}} with the left hand}}''. |
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⚫ | |||
:Note:''Interesting algo and my current favorite! Do {{rubik|f' F}} as {{rubik|S'}} instead, blocking the F face with left index after the 1st {{rubik|U'}}. But maybe {{rubik|f' F}} is faster?'' |
:Note:''Interesting algo and my current favorite! Do {{rubik|f' F}} as {{rubik|S'}} instead, blocking the F face with left index after the 1st {{rubik|U'}}. But maybe {{rubik|f' F}} is faster?'' |
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|width=5% align=center|[[File:oll22.gif]]<br/>'''{{blue|OCLL2 - 22}}''' |
|width=5% align=center|[[File:oll22.gif]]<br/>'''{{blue|OCLL2 - 22}}''' |
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|width=5% align=center|[[File:oll24-270.gif]]<br/>'''{{blue|OCLL4 - 24}}''' |
|width=5% align=center|[[File:oll24-270.gif]]<br/>'''{{blue|OCLL4 - 24}}''' |
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|width=45%| |
|width=45%|setup: {{rubik|OCLL5}} / gives: {{rubik|OCLL5}}<br/> |
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{{rubik|[y'] (l' U') (L U) (R U') (r' F)}} (BB)<br/> |
{{rubik|[y'] (l' U') (L U) (R U') (r' F)}} (BB)<br/> |
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:BB:''This one is pretty fast. The only problem is that you have to alternate hands a couple times. I recommend being able to do the mirror of this case as well.'' |
:BB:''This one is pretty fast. The only problem is that you have to alternate hands a couple times. I recommend being able to do the mirror of this case as well.'' |
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:''Do {{rubik|x' R}} as {{rubik|l}} instead ({{blue|normal RH, left thumb on U face}}). |
:''Do {{rubik|x' R}} as {{rubik|l}} instead ({{blue|normal RH, left thumb on U face}}). |
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|width=45%| |
|width=45%|setup: {{rubik|OCLL4}} or {{rubik|OCLL3}} / gives: {{rubik|OCLL4}}<br/> |
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{{rubik|(R' F) (R B') (R' F') (R B)}} (BB)<br/> |
{{rubik|(R' F) (R B') (R' F') (R B)}} (BB)<br/> |
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:BB:''This algorithm is ridiculously fast. Hold your thumb on the bottom of the cube and left middle finger holding the S layer on the upper face. It helps to use your wrist of your left hand to assist in some of the turns.'' |
:BB:''This algorithm is ridiculously fast. Hold your thumb on the bottom of the cube and left middle finger holding the S layer on the upper face. It helps to use your wrist of your left hand to assist in some of the turns.'' |
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|width=5% align=center|[[File:oll23.gif]]<br/>'''{{blue|OCLL3 - 23}}''' |
|width=5% align=center|[[File:oll23.gif]]<br/>'''{{blue|OCLL3 - 23}}''' |
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|width=45%| |
|width=45%|setup: {{rubik|OCCL3'}} or {{rubik|OCCL3²}} / gives: {{rubik|OCLL5}}<br/> |
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'''{{rubik|R2 [D (R' U2) R] [D' (R' U2) R']}} (VC,BB,BM)'''<br/> |
'''{{rubik|R2 [D (R' U2) R] [D' (R' U2) R']}} (VC,BB,BM)'''<br/> |
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:BB:''This is one of the most awkward OLLs with all correctly flipped edges. It's still pretty fast, though.'' |
:BB:''This is one of the most awkward OLLs with all correctly flipped edges. It's still pretty fast, though.'' |
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:Note:''VC does the {{rubik|D'}} by pushing with left ring finger.'' |
:Note:''VC does the {{rubik|D'}} by pushing with left ring finger.'' |
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|width=45%| |
|width=45%|setup / gives: self<br/> |
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Solved |
Solved |
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|width=5% align=center|[[File:oll58.gif]]<br/>'''{{red|OCLL8 - 58}}''' |
|width=5% align=center|[[File:oll58.gif]]<br/>'''{{red|OCLL8 - 58}}''' |
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|[[File:oll18.gif]]<br/>'''{{blue|O6 - 18}}''' |
|[[File:oll18.gif]]<br/>'''{{blue|O6 - 18}}''' |
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|width=45%|⇔ {{rubik|O5}}<br/> |
|width=45%|⇔ {{rubik|O5}}<br/> |
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{{rubik|[F {{bksur}} y' R'] U² {{bkshr}}}} (BB,BM) (edited) |
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:BB:''This case has a couple of fast triggers in it.'' |
:BB:''This case has a couple of fast triggers in it.'' |
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:''Note: BM does the {{rubik|[... y' R'] U²}} as {{rubik|[... F' y'] U²}}. Another variant is to do the {{rubik|y' U²}} as {{rubik|d' U}}.'' |
:''Note: BM does the {{rubik|[... y' R'] U²}} as {{rubik|[... F' y'] U²}}. Another variant is to do the {{rubik|y' U²}} as {{rubik|d' U}}.'' |
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{{rubik|{{ |
'''{{rubik|[F {{bksur}} F'] U² (F' L F L')}} (Me)''' |
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:''I currently do: {{rubik|F (R U R' U) F'}} {{blue|(RH, 2nd U with LH, F' with thumb)}} {{rubik|U² F' L}} {{blue|(LH, F' with index w/o regrip)}} {{rubik|F}} {{blue|(RH)}} {{rubik|L'}} {{bue|(LH)}} |
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{{rubik|{{bkshl}} U² {{bkshl}} (U' F U' F')}}. |
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:''Note: This is simply the inverse of O5'' |
:''Note: This is simply the inverse of O5'' |
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Latest revision as of 20:59, 27 November 2022
Rubik's pages on this wiki |
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This page is dedicated to orienting correctly the last layer of the Rubik's cube.
Resources
- Guides from Andy Klise, including:
- 3x3x3 Speedcubing OLL - Single Page OLL Addition by Andy Klise (or direct link)
- badmephisto's 3x3x3 Speedcubing - All of badmephisto's algorithms by Andy Klise (or direct link)
- Orientation of Last Layer (OLL) by Badmephisto
- Badmephisto is the king of video tutorials. Contains also a trainer program (also on Linux!)
The 57 OLL Cases
Source:
- BB: Bob Burton's - cubewhiz.com (including original pictures and comments),
- BM: Badmephisto's algo,
- AK: Andy Klise's algo,
- VC: Victor Colin's algo.
Moves in BOLD are my current favorites.
Probabilities:
- BLUE — p=1/54
- GREEN — p=1/108
- RED — p=1/216
Triggers:
- (L F' L' F), (R' F R F')
- (L' U' L U'), (R U R' U)
- (L' U' L U), (R U R' U')
All Edges Flipped Correctly
BB: For most of these cases, I instead use some COLL cases, which orients AND permutes the corners, so 1/12 of the time you will be left with a solved cube and the other 11/12 of the time you will be left with an easy (fast) cycle of edges.
Corners Correct, Edges Flipped
Note: BB also add case 20 (O8) in this section
No Edges Flipped Correctly
O1 - 1 |
⇒ O2 / ⇐ O8 OCLL1 or O7 OCLL5 R U² R' (R' F R F') U² (R' F R F') (BB,BM)
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⇔ self or ⇐ O1 [F (R U R' U') F'] [f (R U R' U') f'] (BB,BM)
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O2 - 2 | |
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O3 - 3 |
⇔ O4 [f (R U R' U') f'] U' [F (R U R' U') F'] (BB,BM)
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⇔ O3 [f (R U R' U') f'] U [F (R U R' U') F'] (BB,BM)
[r' R U' r U²' r' U' R U' R' M'] (VC) (video)
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O4 - 4 | |
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O6 - 18 |
⇔ O5 [F (R U R' U) y' R'] U² (R' F R F') (BB,BM) (edited)
[F (R U R' U) F'] U² (F' L F L') (Me)
(L F' L' F) U² (L F' L' F) (U' F U' F').
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⇒ O5 / ⇐ L3² or O8 OCLL5 or O7 U2 OCLL4 M U (R U R' U') r R' (R' F R F') (BB,BM) (edited)
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O7 - 19 | |
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O5 - 17 |
⇔ O6 or ⇐ O7 (R U R' U) (R' F R F') U² (R' F R F') (BB,BM)
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⇔ self M U (R U R' U') r'² R² (U R U' r') (BB,BM) (edited)
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O8 - 20 |
"T" shapes
"P" Shapes
"W" Shapes
"L" shapes
Recognition: If there is a double yellow (a yellow block) on the side, move it to F face. Otherwise there must be a yellow bar, move it to L face. Then:
- If there is no yellow bar, it is either L1 or L2. The side with one yellow tells which face to turn.
- If there is no yellow block, it is either L5 or L6. The yellow L tells to which direction turns the r move.
- Otherwise it is L3 or L4. If the bar is on the left, it is L3 (with modified sledgehammer); if the bar is on the bar, it is the case similar to OCCL3/OCCL5
Lightning Bolts
"C" Shapes
Squares
Fish Shapes
"I" Shapes
I1 - 51 |
⇔ L2 or ⇐ L1 f (R U R' U') (R U R' U') f' (BB)
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⇔ self (R U R' U) R d' (R U' R' F') (BB,BM) (old fav)
R' U' R U' R' d R' U R B (BM)
[y2] {(R' F' U' F U') (R U R' U R) (GAN 356i)
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I2 - 52 | |
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I3 - 55 |
⇒ L2/L1 / ⇐ E2 U² OCLL1 or T1 U OCCL6 (R' F R U R U') (R2' F' R2 U') (R' U R U R') (VC,video)
(R U²) (R² U' R U' R' U²) (F R F') (BB)
R' U² R² U R' U R U² x' U' R' U (BM)
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⇒ L6 / ⇐ E2 OCLL1 [y'] [f (R U R' U') f'] [F (R U R' U') (R U R' U') F'] (BB) (edited)
F (R U R' U') R F' (r U R' U') r' (BM)
(r U r') (U R U' R') (U R U' R') (r U' r') (VC,video)
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I4 - 56 |
"Knight Move" Shapes
K1 - 13 |
⇒ F1 / ⇐ B4 (r U' r' U' r U r') y' (R' U R) (BB)
F U R U' R² F' R (U R U' R') (BM)
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⇔ F2 or ⇐ B3 or K2 y K2 (R' F) (R U R') (F' R) y' (R U' R') (BB,BM) (edited)
(R' F) (R U R') (F' R) (F U' F') (Mip)
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K2 - 14 | |
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K3 - 15 |
⇒ B2 / ⇐ E1 OCLL6 or E2 U' OCLL6 [U²] (l' U' l) (L' U' L U) (l' U l) (BB,BM)
[U2] (r' U' M' U' R) (U r' U r) (VC,video)
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⇒ B1 / ⇐ E2 OCLL7 [U] (r U r') (R U R' U') (r U' r') (BB,BM)
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K4 - 16 |
The "Awkward" Shapes
Setting UP OLL Cases
Here some guidelines to prepare a given OLL case:
- Do the inverse OLL case (this case is given by the ⇔ or ⇐ symbol in the list above).
- Combine two OLL setup cases, for instance a cross OLL like OCCL4 or OCCL5 and a E1/E2.
- Learn the inverse OLL formulas, for instance OCCL3'.
Also, some inverse triggers:
- Inverse right sledgehammer is left sledgehammer y (L F' L' F) y'
Partial Edge Control
- Use
R' F R F'
(SL), instead ofU R U' R'
if no edge are correctly oriented. - For F2L case #35, use
R U R' U2 R U' R' U R U' R'
instead of usualF' U F U2' R U R'
to keep edge orientation.
- Rules of thumb
- Edges on U face always keep their orientation when doing only
U
andR
moves.