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Yuxuan's 4 Look Last Layer Tutorial

This document provides a tutorial for solving the last layer (LL) of the 3x3 cube using the 4 look last layer (4LLL) method. It breaks 4LLL into 2 look OLL to orient the edges and corners, followed by 2 look PLL to permute the corners and edges. Step-by-step instructions are provided for each OLL and PLL case along with fingertricks to efficiently execute the algorithms.

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Jacly Alima
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100% found this document useful (1 vote)
220 views4 pages

Yuxuan's 4 Look Last Layer Tutorial

This document provides a tutorial for solving the last layer (LL) of the 3x3 cube using the 4 look last layer (4LLL) method. It breaks 4LLL into 2 look OLL to orient the edges and corners, followed by 2 look PLL to permute the corners and edges. Step-by-step instructions are provided for each OLL and PLL case along with fingertricks to efficiently execute the algorithms.

Uploaded by

Jacly Alima
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Yuxuan’s 4 Look Last Layer Tutorial

This document attempts to explain how to do 4 look last layer for 3x3. It assumes that you
know how to read notation.

Note 1: The pictures will be presented in the angle you are supposed to hold the cube at to perform the
algorithm.

Note 2: All algorithms will also be broken down into triggers (a sequence of moves that is fast and easy to
execute). Each case will have two cells in the algorithm section. The first cell will have the normal
algorithm(s). The second cell will have the same algorithm(s) broken down into triggers.

Note 3: For the most part, all algorithms will be written the way I execute them (some double turns will have
a ‘ even though a 180 degree turn is the same whether the layer was turned clockwise or counter
clockwise). This is to help you fingertrick the algorithm.

Note 4: My philosophy for learning algorithms was/is picking algorithms that are easy to learn (even if it
might mean it is more moves/slower) so many of my algorithms build on each other.

Note 5: If there are any problems with the algorithms, contact Yuxuan.

This guide assumes that you know how to solve the first two layers (F2L) and begins right after the
first two layers are solved. In other words, this guide is for last layer (LL) only.

4LLL is split into 2 look OLL and 2 look PLL


2 Look OLL
Step 1. Orient Edges
(This is the same as the Edge Orientation step in the MCC Beginner Method)

Orient the edges of the last layer by using FRURUF from the correct angle.

There are 4 possible cases (one of them is solved/skip).

Case 1 Case 2

F R U R’ U’ F’ F R U R’ U’ R U R’ U’ F’ (Case 1 twice)
Case 3
Case 4

F R U R’ U’ F’ U2
F R U R’ U’ R U R’ U’ F’ Solved
(Case 1 + Case 2)
Step 2. Orient Corners
There are 8 cases (1 of them is solved/skip)
All edges oriented

OLL Algorithm(s) Comments


R U R’ U R U2’ R’ “Sune”
With triggers:
(R U R’ U) (R U2’ R’)

R’ U’ R U’ R’ U2’ R “Antisune”
With triggers:
(R’ U’ R U’) (R’ U2’ R)

1. R U2’ R’ U’ R U R’ U’ R U’ R’ “Double Sune”


2. F (R U R’ U’)3 F’ 1. Happens to solve corners if
(expanded: F R U R’ U’ R U R’ U’ R U R’ U’ F’) UBR == UFR and UBL == UFL
2. Solves corners if UBL == UBR and
With triggers:
UFL == UFR
1. (R U2’ R’) U’ (R U R’ U’) (R U’ R’)
2. F (R U R’ U’)3 F’
R U2’ R2’ U’ R2 U’ R2’ U2’ R “Pi”
Solves corners if UBR == UFR (and
With triggers:
UBL and UFL are opposite colors)
(R U2’) (R2’ U’) (R2 U’) (R2’ U2’) R

1. R2 D’ R U2’ R’ D R U2 R “Headlights”, “U”


2. L2’ D L’ U2 L D’ L’ U2 L’ 1. Solves corners if UBL == FUR
3. (U2) R U R’ U R U2’ R2’ U’ R U’ R’ U2’ R 2. Solves corners if UBR == FUL
3. Solves corners if UFL and UFR are
With triggers:
opposite colors and the back 2 corners
1. R2 D’ (R U2’ R’) D (R U2 R)
are solved. Algorithm is basically
2. L2’ D (L’ U2 L) D’ (L’ U2 L’)
sune + antisune
3. (U2) (R U R’ U) (R U2’ R’) (R’ U’ R U’) (R’ U2’ R)
r U R’ U’ r’ F R F’ “Chameleon”
Very similar to the case below
With triggers:
(r U R’ U’) (r’ F R F’)

F’ r U R’ U’ r’ F R “Triple Sune”, “Bowtie”


Very similar to the case above (move
With triggers:
the last move to the front)
F’ (r U R’ U’) (r’ F R)
2 Look PLL
Step 1: Solve Corners
Look at the corners. If they are solved relative to each other, skip to the next step.
If they are not solved relative to each other, see if the corners need an adjacent or diagonal swap.
Corners Only

PLL Algorithm(s) Comments


R U R' U' R' F R2 U' R' U' R U R' F' T perm
With triggers:
Look for headlights, place
(R U R' U') (R' F) (R2 U' R' U') (R U R' F')
on left

F R U' R' U' R U R' F' R U R' U' R' F R F' Y perm
With triggers:
F (R U' R' U') (R U R' F') (R U R' U') (R' F R F')

Step 2: Solve edges


PLL Algorithm(s) Comments
M2’ U’ M2’ U2’ M2’ U’ M2’ H perm
With triggers:
(M2’ U’ M2’) U2’ (M2’ U’ M2’)

M2 U’ M2’ U’ M’ U2’ M2’ U2’ M’ U2’ Z perm


With triggers:
(M2 U’) (M2’ U’) (M’ U2’) (M2’ U2’) (M’ U2’)

R U' R U R U R U' R' U' R2 Ua perm


With triggers:
Not opposite color on left
(R U' R U) (R U R U') (R' U' R2)
Opposite color on right

R2 U R U R' U' R' U' R' U R' Ub perm


With triggers:
Opposite color on left
(R2 U) (R U R' U') (R' U' R' U) R'
Not opposite color on right
Inverse of Ua perm

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