This page is dedicated to orienting correctly the last layer of the Rubik's cube.
Resources
- Badmephisto is the king of video tutorials. Contains also a trainer program (also on Linux!)
The 57 OLL Cases
Source:
Moves in BOLD are my current favorites.
Probabilities:
- BLUE — p=1/54
- GREEN — p=1/108
- RED — p=1/216
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.
OCLL6 - 26 Antisune
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⇔ OCLL7
[y] R U² R' U' R U' R' (BM,BB,VC)
- BB:This is just the inverse of the Sune, called the Antisune.
(R' U' R U' R' U² R) (AK)
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⇔ OCLL6
[y] (R U R' U) R U² R' (BM,BB,VC)
- BB:This is the Sune. Your right hand should never come off of the cube during the execution at any time.
(R' U² R U R' U R) (AK)
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OCLL7 - 27 Sune
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OCLL1 - 21
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⇔ self
[y] (R U²) (R' U' R U R' U' R U' R') (BB)
- 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.
[y] F (R U R' U') (R U R' U') (R U R' U') F' (BM,VC)
(R' U' R) U' (R' U R) U' (R' U² R) (BM)
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⇔ self
R U'² R'² U' R² U' R'² U² R (BB,BM,VC)
- BB:The execution of this algorithm is pretty neat. The 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 U' turns.
- Note: new grip: Thumb on U face, perform U'² with right ring and middle finger. The last U² is done with RH).
[f (R U R' U') f'] [F (R U R' U') F'] (BM)
- Note:Interesting algo and my current favorite! Do f' F as S' instead, blocking the F face with left index after the 1st U'. But maybe f' F is faster?
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OCLL2 - 22
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OCLL4 - 24
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⇔ OCLL5 or ⇐ OCLL3
[y'] (l' U') (L U) (R U') (r' F) (BB)
- 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.
[y] (r U R' U') (r' F R F') (BM)
x' (R U R' D) (R U' R' D') (VC)
- Do x' R as l instead (normal RH, left thumb on U face).
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⇔ OCLL4
(R' F) (R B') (R' F') (R B) (BB)
- 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.
F' (r U R' U') (r' F R) (BM)
[y'] x' (R U' R' D) (R U R' D') (VC)
- Do x' R as l instead (normal RH, left thumb on U face).
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OCLL5 - 25
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OCLL3 - 23
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⇒ OCLL5 / ⇐ OCCL3² or OCCL3'
R² [D (R' U²) R] [D' (R' U²) R'] (VC,BB,BM)
- BB:This is one of the most awkward OLLs with all correctly flipped edges. It's still pretty fast, though.
- Note:VC does the D' by pushing with left ring finger.
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⇔ self
Solved
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OCLL8 - 58
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Corners Correct, Edges Flipped
Note: BB also add case 20 (O8) in this section
E1 - 28
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⇔ self or ⇐ E2
(M' U M) U² (M' U M) (BB,BM)
- BB:The middle slices should be done with the left ring finger for M' and the left thumb for M. The (M' U M) group may take some getting used to.
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⇒ E1 / ⇐ E2² or M U (R U R' U') M' (U R U' R')
(R U R' U') r R' (U R U' r') (BB,BM) (edited)
- BB:There's nothing too fancy here. The finger tricks used are pretty common. I do the slice turn as M' now because I think it's a little faster that way.
- Note:BB and BM do r R' as M', but I prefer the former to reuse finger tricks that happen in other OLL's as well.
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E2 - 57
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No Edges Flipped Correctly
O1 - 1
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⇒ O2 / ⇐ O8 OCLL1 or O7 OCLL5
R U² R' (R' F R F') U² (R' F R F') (BB,BM)
- BB:This is just (R U² R') followed by a couple of sledgehammers.
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⇔ self or ⇐ O1
[F (R U R' U') F'] [f (R U R' U') f'] (BB,BM)
- BB:This algorithm is just the easy T-orientation followed by the easy P-orientation.The S can take a little getting used to.
- Note:The F' f can be done as S.
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O2 - 2
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O3 - 3
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⇔ O4
[f (R U R' U') f'] U' [F (R U R' U') F'] (BB,BM)
- BB:This is a clever combination of the two six move OLLs.
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⇔ O3
[f (R U R' U') f'] U [F (R U R' U') F'] (BB,BM)
- This is another combination of the two six move OLLs.
- Note:Do the middle U with the right ring finger by sliding it on the U face.
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O4 - 4
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O6 - 18
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⇔ O5
[F (R U R' U) y' R'] U² (R' F R F') (BB,BM) (edited)
- BB:This case has a couple of fast triggers in it.
- Note: BM does the [... y' R'] U² as [... F' y'] U². Another variant is to do the y' U² as d' U.
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⇒ O5 / ⇐ L3² or O8 OCLL7 or O7 U2 OCLL4
M U (R U R' U') r R' (R' F R F') (BB,BM) (edited)
- BB:This alg is the same as the "X" orientation (#20) except with a slight modification.
- Note:Do first M with left index. BM does r R' as M', but I prefer this combination. BB does the first M as r' R, and R' R' F R F' as x (R'² U) (R U'), but probably with the same fingertricks.
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O7 - 19
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O5 - 17
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⇔ O6 or ⇐ O7
(R U R' U) (R' F R F') U² (R' F R F') (BB,BM)
- BB:This one is very fast. Each of the three triggers should be lightning fast.
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⇔ self
M U (R U R' U') r'² R² (U R U' r') (BB,BM) (edited)
- BB:Here, I use the slice as r' R because it flows a little nicer. This is the least common OLL case (1/216). The finger tricks here are pretty simple.
- Note:BB does the first M as r' R. BM does the r'² R² as M². Standard RH regrip before sexy move.
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O8 - 20
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"T" shapes
T1 - 33
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⇔ F4 or ⇐ A1 or A2 or A4 or (R' F R F') (U' F' U F)
(R U R' U') (R' F R F') (BB,BM)
- BB:This orientation makes up the second half of the Y-permutation. Both triggers are lightning fast, so this should easily be sub-1 second.
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⇔ P1 or ⇐ P2
[F (R U R' U') F'] (BB,BM)
- BB:This is the quickest and shortest OLL case. I use the left index for the U' and the right thumb for the F'.
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T2 - 45
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"P" Shapes
P1 - 44
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⇔ T2 or ⇐ A1
f (R U R' U') f' (BM,BB)
- BB:This is very similar to the easy T orientation (#45) except with a double layer turn instead of just F. It is helpful to know the inverse to avoid a U2 before the alg.
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⇒ T2 / ⇐ C2 or A4
f' (L' U' L U) f (BM,BB)
- BB:This is just the mirror of OLL #44. I also recommend being able to perform this alg from a U2.
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P2 - 43
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P3 - 32
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⇔ B5 or ⇐ W1 or A3
(R d) (L' d') (R' U) (l U l') (BB)
- BB:There should be a nice balance between both hands in performing this algorithm.
(R U B' U') (R' U R B R') (BM) (edited)
- Note: Sexy RH grip, left index on B face to prepare for the B', followed by U' by R thumb, and a RH regrip for the last trigger.
R d L' d' R' U R B R' (BM)
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⇔ B6 or ⇐ W2 or A4
[y2] (R' U') F (U R U' R') F' R (BB)
- BB:This is just the mirror of OLL #32, but I don't perform it as such. Instead, I do an algorithm that contains the inverse of the easy T orienation in it.
[y2] R' U' F U R U' R' F' R (BM)
L' d' R d L U' L' B' L (BM)
(L' U' B U) (L U' L' B' L) (custom)
- Note: I just do as a mirror of P3, also for the grip.
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P4 - 31
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"W" Shapes
W1 - 36
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⇒ P3 / ⇐ OCLL4 U' E2
(L' U' L U') (L' U L U) (L F' L' F) (BB,BM)
(R' U' R U') (R' U R U) (R B' R' B) (BM)
- BB:This is just the mirror of OLL #38. You could also do U2 and perform a right handed version of this algorithm.
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⇒ P4 / ⇐ OCLL4 U E2
(R U R' U) (R U' R' U') (R' F R F') (BB,BM)
- BB:There's nothing difficult about any of these three triggers.
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W2 - 38
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"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
L2 - 48
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⇔ I1 or ⇐ I3 or f (R U R' U') (R U R' U') f'
F (R U R' U') (R U R' U') F' (BB,BM)
- BB:This is just the easy T-orientation performed twice in a row.
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⇒ I1 / ⇐ I3 or f' (L' U' L U) (L' U' L U) f
F' (L' U' L U) (L' U' L U) F (BB,BM)
- BB:This is just the mirror of OLL #48.
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L1 - 47
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L3 - 49
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⇒ L6 / ⇐ L4
(R' F R' F') R² U² y (R' F R F') (BB,BM)
- BB:This algorithm is very similar to OLL #50 with an added cube rotation to make the second trigger easier to perform.
- Note:Normal RH grip, LH index on F face to prepare for the F', RH does everything else without leaving the cube but for the Y rotation. Also, the Y move could be done as d' U', using the RH middle finger then LH index.
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⇒ L3 / ⇐ L4', ie. [x'] R U' R'² D R² U R'² D' R
[y²] (R B' R B R²') U² (F R' F' R) (BB)
- BB:Use the right hand to do the first set of moves all in one motion. The second trigger should be very fast.
[x'] R' D R² U' R²' D' R² U R' (BM) (edited)
- Note:Normal RH grip, LH thumb on U face, only holding S slice. Do this similar to the OCCL3 or OCCL5, but doing R² instead of R.
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L4 - 50
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L5 - 53
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⇔ self
(r' U' R) U' (R' U R) U' (R' U² r) (BB,BM) (edited)
- BB:This is similar to OLL #54, but the first U' is done with the left index finger.
- Note:normal LH grip, right thumb on U face. This is like OCLL1, but with fat R at the start and end.
[y²] l' U' L U' L' U L U' L' U² l (BM)
- normal grip, first U' with right index
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⇔ self or ⇐ L3 or I4
(r U R') U (R U' R') U (R U²' r' (BB,BM) (edited)
- BB:The left hand only holds the cube while the right does everything else. This is sort of like a fat double Sune.
- Note:Either standard grip, first U, then U' and U²' with left hand, or Sexy grip, do everything with right hand but U'. Mirror version of L5 / OCLL1.
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L6 - 54
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Lightning Bolts
B1 - 7
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⇔ S2 or ⇐ B4 or K4
(r U R' U) (R U² r') (BB,BM) (edited)
- BB:This case is just the inverse of one of the squares (OLL #6).
- Note: This one is tricky. I do as follows. Normal LH grip, wide sexy RH grip to do the first U move, then R' U R with the R ring finger. Then U² by either LH or RH. For the movement with the R ring finger to go smooth, it is important that the LH holds the cube very tight and aligned.
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⇔ S1 or ⇐ B3 or F2 or K3
(r' U' R U') (R' U² r) (BM) (edited)
- BB:Like OLL #7, this is just the inverse of one of the squares (OLL #5).
- Note:Very similar to anti-sune (AK variant), but with a wide start and end. Normal LH grip, anti-sune RH grip (right index under BDR corner). LH does all U' move and RH the U² move.
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B2 - 8
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B3 - 11
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⇒ S2/K2/B2 / ⇐ P2 U P2 or OCLL6 U' E2
[y'] r' (R² U R' U R U² R') U M' (BB)
- BB:Like OLL #12, this is just a Sune with a setup move.
- Note:⇒ S2.
[F' (L' U' L U) F] U [F (R U R' U') F'] (BM) (edited)
- Note:⇒ K2. Edited to change y into U.
[F' (L' U' L U) F] U' [F' (L' U' L U) F] (BM)
- Note:⇒ B2. Symmetric of B4..
[y] (r U R' U) (R' F R F') (R U² r') (BM)
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⇒ S1/K1/B1 / ⇐ P1 U' P1 or OCLL7 U' E2
[y] (M U²) (R' U' R U') (R' U² R) U M' (BB)
- BB:This is just a Sune from the back right except with a setup move.
- Note:⇒ S1.
[F (R U R' U') F'] U' [F' (L' U' L U) F] (BM)
- Note:⇒ K1.
[F (R U R' U') F'] U [F (R U R' U') F'] (BM)
- Note:⇒ B1.
(BM)
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B4 - 12
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B5 - 39
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⇔ P3 or ⇐ A1
L [F' (L' U' L U) F] U' L' (BB,BM)
- BB:The right thumb gets a lot of work done at the end of this algorithm.The first trigger can be a little tricky if you don't grip the cube properly. The end can be a bit tricky, too.
[y²] R B' R' U' R U B U' R' (BM)
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⇔ P4
R' [F (R U R' U') F'] U R (BB,BM)
- BB:This is just the mirror of OLL #39.
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B6 - 40
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"C" Shapes
C1 - 34
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⇒ F4 / ⇐ T2 OCLL1
(R U R'² U') (R' F) (R U) (R U') F' (BB,BM)
- BB:This case is fast. It takes a little while to get used to the R²' not being just R', but the algorithm flows very nicely. I make the last F' turn with my right index finger.
(R U R' U') x D' R' U R U' D x' (BM)
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⇒ P2 / ⇐ T2 U OCLL6 or T2 U2 OCLL7
(R' U') (R' F R F') (U R) (BB,BM)
- BB:There's nothing fancy here. This is just a sledgehammer with a setup move.
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C2 - 46
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Squares
S1 - 5
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⇔ B2 or ⇐ B4 or T1left U T1left
r' U² (R U R' U) r (BB,BM)
- BB:This is just a fat Antisune performed from the back of the cube.
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⇔ B1 or ⇐ B3 or T1 U' T1
r U² (R' U' R U') r' (BB,BM)
- BB:This is just a fat Antisune.
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S2 - 6
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Fish Shapes
F1 - 9
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⇔ K1
(R U R' U') R' F R² U R' U' F' (BB,BM)
- BB:This is a pretty fast algorithm that flows very nicely.
(R' U' R) y' x' (R U') (R' F) (R U R') (BM)
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⇔ K2 and ⇒ B2
(R U R' U) (R' F R F') R U² R' (BB,BM)
- BB:This is kind of like a Sune with a sledgehammer mixed in.
- Note:⇒ B2.
R U R' y R' F R U' R' F' R (BM)
- Note:⇒ K2.
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F2 - 10
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F3 - 35
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⇒ F4 / ⇐ OCLL4 E2
(R U² R') (R' F R F') (R U² R') (BB,BM)
- BB:This is just the sledgehammer with a setup move.
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⇔ T1 or ⇐ C1 or F3
F (R U' R' U') (R U R') F' (BB)
- BB:This is one of the fastest orientations. It's the first half of the Y-permutation. The last six moves are EXTREMELY FAST.
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F4 - 37
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"I" Shapes
I1 - 51
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⇔ L2 or ⇐ L1
f (R U R' U') (R U R' U') f' (BB)
- BB:This is just the easy P-orientation repeated twice.
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⇔ self
(R U R' U) R d' (R U' R' F') (BB,BM)
- BB:The d' turn eliminates the need for a rotation, so this algorithm can be done very quickly.
R' U' R U' R' d R' U R B (BM)
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I2 - 52
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I3 - 55
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⇒ L2/L1 / ⇐ E2 U² OCLL1
(R U²) (R² U' R U' R' U²) (F R F') (BB)
- BB:This is just a Sune performed from the back right with a setup at the beginning and a sledgehammer at the end.
- Note:⇒ L2.
R' U² R² U R' U R U² x' U' R' U (BM)
- Note:⇒ L1.
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⇒ L6 / ⇐ E2 OCLL1
[f (R U R' U') f'] [F (R U R' U') (R U R' U') F'] (BB) (edited)
- BB:I do this algorithm as the easy P-orientation followed by the easy T-orientation repeated twice.
[y] F (R U R' U') R F' (r U R' U') r' (BM)
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I4 - 56
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"Knight Move" Shapes
K1 - 13
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⇒ F1 / ⇐ B4
(r U' r' U' r U r') y' (R' U R) (BB)
- BB:I like this algorithm. I just wish it didn't have a rotation.
F U R U' R² F' R (U R U' R') (BM)
(L F') (L' U' L) (F L') (F' U F) (Mip)
- Note: This is just the mirror of K2, without the y rotation.
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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)
- BB:This case is pretty nice, but like OLL #13, I don't like the rotation.
(R' F) (R U R') (F' R) (F U' F') (Mip)
- Note: Same as above but the last y' R U' R' can be done as F U' F' without rotation
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K2 - 14
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K3 - 15
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⇒ B2 / ⇐ E1 OCLL6
(l' U' l) (L' U' L U) (l' U l) (BB,BM)
- BB:This is just the mirror of OLL #16.
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⇒ B1 / ⇐ E2 OCLL7
(r U r') (R U R' U') (r U' r') (BB,BM)
- BB:This is just a fast trigger with a fast setup before and after.
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K4 - 16
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The "Awkward" Shapes
A1 - 29
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⇒ T1/P1/B5 / ⇐ E2 U' OCLL5
[y'] (L² U' L B) (L' U) (L² U') (r' U' r) (BB)
- BB:This is just the mirror of OLL #30.
- Note:⇒ T1.
(R U R' U') (R U' R' F') U' (F R U R') (BM)
- Note:⇒ P1.
[F (R U R' U') F'] U² [(R U R' U') (R' F R F')] (BM)
- Note:⇒ B5.
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⇒ T1 / ⇐ E2 U'² OCLL5
(R² U R' B') (R U') (R² U) (R B R') (BB,BM)
- BB:After the first set of moves, everything picks up a bit and it's easy to finish the algorithm.
- Note:The R B R' can also be done as l U l'.
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A2 - 30
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A3 - 41
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⇒ P3 / ⇐ A4
[y²] (R U') (R' U²) (R U) y (R U') (R' U' F') (BB)
- BB:This case looks difficult, but it's actually pretty easy and flows kind of nicely.
[(R U R' U) R U² R'] [F (R U R' U') F'] (BM)
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⇒ P4/P2/T1/A3 / ⇐ P1 U OCLL6
(L' U) (L U'²) (L' U') y' (L' U) (L U F) (BB)
- BB:This is just the mirror of OLL #41.
- Note:⇒ P4.
[y] [R' U² (R U R' U) R] y [F (R U R' U') F'] (BM)
- Note:⇒ P2.
[y] (R' F R F') (R' F R F') (R U R' U') (R U R') (BM)
- Note:⇒ T1.
[R' U' R U' R U² R'] [F (R U R' U') F'] (custom)
- Note:⇒ A3. This is just [OCLL6 T2], i.e. the AntiSune followed by the easy T perm.
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A4 - 42
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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 of U 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 usual F' 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
and R
moves.