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.

  1. 01 · OLL · 3 casesMake the yellow cross
  2. 02 · OLL · 7 casesFinish the yellow face
  3. 03 · PLL · 2 casesPlace the corners
  4. 04 · PLL · 4 casesPlace the edges

Play it on the cube

Line

F R U R' U' F'

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.

Back to Line

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.

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'
    Play Sune on the CubeDrill Sune
  • 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'
    Play OLL 21 on the CubeDrill OLL 21
  • 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 R
    Play OLL 22 on the CubeDrill OLL 22
  • OLL 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 R
    Play OLL 23 on the CubeDrill OLL 23
  • OLL 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'
    Play OLL 24 on the CubeDrill OLL 24
  • 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
    Play OLL 25 on the CubeDrill OLL 25

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'
    Play T-Perm on the CubeDrill T-Perm
  • 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'
    Play Y-Perm on the CubeDrill Y-Perm

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' R2
  • Ub 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 M2
    Play H-Perm on the CubeDrill H-Perm
  • Z 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'
    Play Z-Perm on the CubeDrill Z-Perm

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.

Recognition drill · 2-look

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.