2-Look OLL and PLL: 16 algorithms for a faster last layer
The beginner method finishes the cube by repeating a few algorithms until each step comes out right. 2-look OLL and PLL replace that with one algorithm per step: four short looks, each solved by the one case that matches. It is the usual bridge between the beginner method and full CFOP.
Every algorithm below has been checked on Cubeathon's cube simulator, and each diagram is computed from the algorithm itself. Press Play on a case to see it on the 3D cube, or drill them until recognition is instant.
- 01 · OLLMake the yellow cross3 cases
- 02 · OLLFinish the yellow face7 cases
- 03 · PLLPlace the corners2 cases
- 04 · PLLPlace the edges4 cases
Press Play on any case to watch it solved on a 3D cube.
Play it on the cube
No case selected
Yellow on top, green in front: the case is set up first, then the algorithm plays one move at a time. Drag the cube to look around it.
2-look OLL: make the top yellow
OLL (Orientation of the Last Layer) makes the whole top face yellow. Full OLL is 57 cases; 2-look OLL does it in two steps with 10 algorithms.
Step 1 · Make the yellow cross
Orient the four top edges so a yellow cross shows on top. Ignore the corners for now.
Recognise it: Look only at the yellow edge stickers on top (not the corners): a dot, an L shape with the centre, or a line through the centre.
Line
Two opposite edges show yellow
Hold it: Line running left to right.
F R U R' U' F'L shape
Two neighbouring edges show yellow
Hold it: The L at the back left (yellow edges at the back and left).
F U R U' R' F'Dot
No edges show yellow
Hold it: Any angle. This is the line algorithm followed by a wide-turn version of it.
F R U R' U' F' f R U R' U' f'
Step 2 · Finish the yellow face
With the cross done, orient the corners. Seven cases, OLL 21–27.
Recognise it: Count the corners already showing yellow on top. One: Sune or Antisune. None: H or Pi. Two: Headlights, T or Bowtie.
Sune (OLL 27)
Fish, one corner oriented
Hold it: Yellow corner at the front left; the front-right corner's yellow faces you.
R U R' U R U2 R'Antisune (OLL 26)
Fish, one corner oriented (mirror of Sune)
Hold it: Yellow corner at the back right; the front-left corner's yellow faces you.
R U2 R' U' R U' R'OLL 21 (Cross)
H pattern (no corners oriented)
Hold it: Yellow side stickers facing front and back.
F (R U R' U')3 F'OLL 22 (Cross)
Pi pattern (no corners oriented)
Hold it: The pair of yellow side stickers (headlights) on the left.
R U2 R2 U' R2 U' R2 U2 ROLL 23 (Cross)
Headlights pattern (two corners oriented)
Hold it: Yellow corners at the front; the headlights face the back.
R2 D' R U2 R' D R U2 ROLL 24 (Cross)
T pattern (two corners oriented)
Hold it: Yellow corners on the right; the other two face front and back.
r U R' U' r' F R F'OLL 25 (Cross)
Bowtie pattern (two diagonal corners oriented)
Hold it: Yellow corners at the back right and front left; the front-right corner's yellow faces you.
F' r U R' U' r' F R
2-look PLL: put the pieces in place
PLL (Permutation of the Last Layer) moves the yellow pieces to their places. Full PLL is 21 cases; 2-look PLL does it in two steps with 6 algorithms.
Step 3 · Place the corners
Swap the corners into position. The edges can be anywhere; step 4 fixes them.
Recognise it: Look for headlights: two matching corner stickers on one side. Headlights on every side means the corners are already done.
T Permutation
Two neighbouring corners and two opposite edges swap
Hold it: Headlights on exactly one side: put them on the left, then do the T perm.
R U R' U' R' F R2 U' R' U' R U R' F'Y Permutation
Two opposite corners and two neighbouring edges swap
Hold it: No headlights on any side: the Y perm works from any angle for the corners.
F R U' R' U' R U R' F' R U R' U' R' F R F'
Step 4 · Place the edges
The corners are solved. Cycle or swap the edges and the cube is done (after a final turn of the top if needed).
Recognise it: One side with a solid bar: Ua or Ub. No bar, headlights everywhere: H or Z.
Ua Permutation
Three edges cycle anticlockwise (seen from above)
Hold it: Bar at the back. The front edge belongs on the right.
R U' R U R U R U' R' U' R2Ub Permutation
Three edges cycle clockwise (seen from above)
Hold it: Bar at the back. The front edge belongs on the left.
R2 U R U R' U' R' U' R' U R'H Permutation
Opposite edges swap in two pairs
Hold it: Any angle.
M2 U M2 U2 M2 U M2Z Permutation
Neighbouring edges swap in two pairs
Hold it: The front edge belongs on the left (front and left swap, back and right swap).
M2 U M2 U M' U2 M2 U2 M'
Drill all 16
The drill shows a random case. Name it and recall the algorithm before you reveal it; misses come back until you know them.
See it. Name it. Recall it.
16 cases, shuffled. Recognise each one from the diagram, say the algorithm, then check yourself. Misses come back until you have them.
How to practise 2-look
Learn one step at a time, starting with the PLL edges (Ua, Ub, H, Z): they are short and come up in most solves. Then the cross step, then the corner OLLs as you meet them.
Don't rush the looks. Pausing to recognise a case is normal at first; the drill above trains recognition on its own, so timed solves can focus on turning smoothly.
When 2-look feels automatic, move on to full PLL a few cases at a time, then OLL. Each new case replaces two looks with one.