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Terminology: OLL (Short For
Terminology: OLL (Short For
OLL
Information
Proposer(s):
Proposed:
Alt Names:
Variants:
No. Steps: 1
No. Algs: 57
Avg Moves: 9.7 HTM
Purpose(s):
Speedsolving
OLL (short for Orientation of the Last Layer) is a last-layer step for 3x3 that orients all last-layer corners and edges in one step. It is the first last-layer step in
many speedsolving methods, including the Fridrich Method. OLL is usually followed by PLL.
Terminology
Dot OLL refers to OLL cases with no edge oriented correctly, so named because the center sticker forms a lone dot of the last-layer color. These cases are
typically longer and harder to execute than others and are sometimes avoided. For example, cubers who have not learned full OLL can use partial edge
control to avoid these cases altogether. Even some cubers who know full OLL avoid these cases for one-handed solving.
See also
OLL (2x2x2)
2-Look OLL
PLL
External links
Printable OLL PDF (All OLL algs in one page and color coded)
OLL Cheat Sheet (Printable PDF of all OLL algorithms on 2 pages. Can be printed Double Sided)
OLL
edit
OLL Algorithms
Parentheses in an algorithm signify the triggers of the algorithm. For example, [(R U R') (L' U L)] shows two triggers in the algorithm, even though it is the
same as [R U R' L' U L].
The areas shaded in gray represent the oriented pieces on the top layer. You can tell if a piece is oriented by looking at the top color of the piece in relation to
the top center of the cube. If the piece is oriented, the two colors will be the same.
The bars sticking off to the side of an unshaded piece represent where the sticker that needs to be on top is.
Note that all of these algorithms are written in the Western notation, where a lowercase letter means a double-layer turn and rotations are denoted by x, y, and z
algorithms)
OLL 27
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OLL 21
OLL 26
Name: S, Sune, Swimming Left
R U R' U R U2 R'
[1]
[X]
y L' U2 L U L' U L
[X]
y2 L U L' U L U2 L'
[X]
[X]
[X]
[X]
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
OLL 22
Name: pi, Bruno, wheel, T-shirt
Used in: OCLL, OLL
Optimal moves: 9 HTM
OL
R U2 R2' U' R2 U' R2' U2 R
L
OL
f (R U R' U') f' F (R U R' U') F'
L
[X]
[X]
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
[X]
y2 L' U2 L2 U L2 U L2 U2 L'
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
OLL 23
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OLL 24
Name: U, Headlights, Superman
[X]
[X]
[X]
(y') R U R' U' (R U' R' U2) (R U' R' U2) R U R'
[X]
[X]
[X]
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
'
[X]
l2 U' R D2 R' U R D2 R
[X]
[X]
[X]
[X]
[X]
[X]
[X]
OLL 25
Name: L, Bowtie, Triple-Sune, Side-winder, Diagonals, Spaceship
Used in: OCLL, OLL
Optimal moves: 8 HTM
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
OL
L
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]
[X]