2 look oll

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Begginner oll (2-look oll) tutorial oll - YouTube

OLL is the 3rd step of the CFOP, and the "busiest" in respect of the amount of algorithms required to complete it. There are 57 different OLL variations, therefore needed 57 different algorithms to learn in order to complete the OLL step in just 1 algorithm. It is best to start with 2 look OLL and navigate your way around the full OLL (Learn 2 Look OLL). The algorithms are divided into groups based on the "shapes" they form on the U face. I had Bolded the algorithms that I use in my solving, which I find easiest for me. In some cases I included more than 1 algorithm, and they are all great algorithms. Just try them all and decide which one works best for you.Some of the algorithms starts with (y) / (y') / (y2). I put it in round brackets because these are not actual moves (unlike such notations in the middle of an algorithm), because you have to "y" rotate the cube anyway to get the required angle for any algorithm. It's just that these algorithms start with a different angle than the one shown in the image.The "[ ]" square brackets in the algorithms represents the fingertricks. The move sequences inside the [] are moves that can be done using fingertricks without breaks or re-grips in between, and with some practice they can become terribly fast. I kept the algorithms relatively empty of such notations, as there is no one approach for that, and everyone has his own style. Consider them as guidance only.All Edges Correctly Oriented Alg. No. Image Algorithm Algorithm Image Alg. No. 27 L U L' U [L U2 L'] (y2) R U R' U [R U2' R'] Name: Sune. The most recognized OLL algorithm. R' U' R U' R' U2 R. 4 look last layer,2 look oll,2 look oll tutorial,two look oll tutorial,oll for beginners,two look oll,easy oll cases,how to do 2 look oll,basic oll cases,how However, since it is a lot to learn, the best way to start is with the 2 Look OLL: 2 Look OLL 2 look OLL means solving the OLL within 2 algorithms (2 looks). The 2 look OLL requires knowing I show you fingertricks for 2 Look OLL cases. 2 Look OLL contains OLL 21,22,23,24,25,26,27. Check out my other 2-Look OLLs video.2 Look OLL Tutorial: https:/ I show you fingertricks for 2 Look OLL cases. 2 Look OLL contains OLL 21,22,23,24,25,26,27. Check out my other 2-Look OLLs video.2 Look OLL Tutorial: https:/ I show you fingertricks for 2 Look OLL cases. 2 Look OLL contains OLL 21,22,23,24,25,26,27. Check out my other 2-Look OLLs video.2 Look OLL Tutorial: https:/ This page is a glossary of some of the most common speedcubing terms and acronyms. +2 The standard time penalty in WCA competitions, plus two seconds. 2GLL 2-Generator Last Layer. These algorithms are used for the ZBLL cases which require only edge permutation and corner orientation. 2LLL 2 Look Last Layer - solving the last layer in two steps or 'looks'. For the CFOP method, this generally refers to OLL and PLL. 3LLL 3 Look Last Layer - solving the last layer in three steps or 'looks'. For the CFOP method, this generally refers to 2 Look OLL and full PLL. 4LLL 4 Look Last Layer - solving the last layer in four steps or 'looks'. For the CFOP method, this generally refers to 2 Look OLL and 2 look PLL. Algorithm An algorithm is a sequence of moves designed to achieve a particular outcome on a puzzle. Anti-Sune The inverse of the Sune algorithm, the Anti-Sune algorithm re-orients 3 corners anticlockwise. AUF Adjust U Face. This is a move generally performed before or after an algorithm to align the U face to a desired position. It could either be U, U', or U2. Beginner's method A beginner's method refers to speedsolving methods designed for beginners, which often have many steps to simplify the process. BLD Blindfolded speedcubing - refers to solving cubes blindfolded. BLE Brooks' Last Edge. These algorithms insert an edge into your your last F2L slot and orient the corners of the last layer. Blockbuilding Blockbuilding generally refers to inuitively solving blocks of pieces around the cube, in contrast to algorithmic speedcubing approaches. Center Refers to the middle piece on each side of a Rubik's cube. For bigger cubes, it refers to the pieces with only one colour. CFOP Cross-F2L-OLL-PLL. The most commonly used speedsolving method. CLL Corners of Last Layer. These algorithms solve the corners of the last layer, as their name suggests. CLS Corner Last Slot. CLS algorithms solve the last F2L corner and orient your last layer at the same time. They are used when the edge of your final F2L pair is already solved, and the last layer edges are oriented. COLL Corners and Orientation of Last Layer. COLL algorithms are used to orient and permute the corners of your last layer at the same time. Commutator A sequence of moves of the form A-B-A'-B'. Example: (R' D' R) (U) (R' D R) (U') Conjugate A sequence of moves of the form A-B-A'. Example: (R U2 R') (R' F R F') (R U2 R') Corner Refers to the corner pieces on the Rubik's cube, which are the pieces with three different colours. CP Corner Permutation Cross The cross generally refers to correctly solving 4 edge pieces around a center piece, to form a 'plus' or 'cross' out of the center and edge stickers. Cube Rotation Rotating the cube in place without turning any of the sides. The three rotational axes used in cube notation are x y and z. DNF Did Not Finish

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User5996

OLL is the 3rd step of the CFOP, and the "busiest" in respect of the amount of algorithms required to complete it. There are 57 different OLL variations, therefore needed 57 different algorithms to learn in order to complete the OLL step in just 1 algorithm. It is best to start with 2 look OLL and navigate your way around the full OLL (Learn 2 Look OLL). The algorithms are divided into groups based on the "shapes" they form on the U face. I had Bolded the algorithms that I use in my solving, which I find easiest for me. In some cases I included more than 1 algorithm, and they are all great algorithms. Just try them all and decide which one works best for you.Some of the algorithms starts with (y) / (y') / (y2). I put it in round brackets because these are not actual moves (unlike such notations in the middle of an algorithm), because you have to "y" rotate the cube anyway to get the required angle for any algorithm. It's just that these algorithms start with a different angle than the one shown in the image.The "[ ]" square brackets in the algorithms represents the fingertricks. The move sequences inside the [] are moves that can be done using fingertricks without breaks or re-grips in between, and with some practice they can become terribly fast. I kept the algorithms relatively empty of such notations, as there is no one approach for that, and everyone has his own style. Consider them as guidance only.All Edges Correctly Oriented Alg. No. Image Algorithm Algorithm Image Alg. No. 27 L U L' U [L U2 L'] (y2) R U R' U [R U2' R'] Name: Sune. The most recognized OLL algorithm. R' U' R U' R' U2 R

2025-04-09
User1546

This page is a glossary of some of the most common speedcubing terms and acronyms. +2 The standard time penalty in WCA competitions, plus two seconds. 2GLL 2-Generator Last Layer. These algorithms are used for the ZBLL cases which require only edge permutation and corner orientation. 2LLL 2 Look Last Layer - solving the last layer in two steps or 'looks'. For the CFOP method, this generally refers to OLL and PLL. 3LLL 3 Look Last Layer - solving the last layer in three steps or 'looks'. For the CFOP method, this generally refers to 2 Look OLL and full PLL. 4LLL 4 Look Last Layer - solving the last layer in four steps or 'looks'. For the CFOP method, this generally refers to 2 Look OLL and 2 look PLL. Algorithm An algorithm is a sequence of moves designed to achieve a particular outcome on a puzzle. Anti-Sune The inverse of the Sune algorithm, the Anti-Sune algorithm re-orients 3 corners anticlockwise. AUF Adjust U Face. This is a move generally performed before or after an algorithm to align the U face to a desired position. It could either be U, U', or U2. Beginner's method A beginner's method refers to speedsolving methods designed for beginners, which often have many steps to simplify the process. BLD Blindfolded speedcubing - refers to solving cubes blindfolded. BLE Brooks' Last Edge. These algorithms insert an edge into your your last F2L slot and orient the corners of the last layer. Blockbuilding Blockbuilding generally refers to inuitively solving blocks of pieces around the cube, in contrast to algorithmic speedcubing approaches. Center Refers to the middle piece on each side of a Rubik's cube. For bigger cubes, it refers to the pieces with only one colour. CFOP Cross-F2L-OLL-PLL. The most commonly used speedsolving method. CLL Corners of Last Layer. These algorithms solve the corners of the last layer, as their name suggests. CLS Corner Last Slot. CLS algorithms solve the last F2L corner and orient your last layer at the same time. They are used when the edge of your final F2L pair is already solved, and the last layer edges are oriented. COLL Corners and Orientation of Last Layer. COLL algorithms are used to orient and permute the corners of your last layer at the same time. Commutator A sequence of moves of the form A-B-A'-B'. Example: (R' D' R) (U) (R' D R) (U') Conjugate A sequence of moves of the form A-B-A'. Example: (R U2 R') (R' F R F') (R U2 R') Corner Refers to the corner pieces on the Rubik's cube, which are the pieces with three different colours. CP Corner Permutation Cross The cross generally refers to correctly solving 4 edge pieces around a center piece, to form a 'plus' or 'cross' out of the center and edge stickers. Cube Rotation Rotating the cube in place without turning any of the sides. The three rotational axes used in cube notation are x y and z. DNF Did Not Finish

2025-04-08
User4919

This video tutorial is for beginner puzzlers who are getting more advanced in their speedsolving of the Rubik's Cube. This 2-Look Method is exactly like taking 57 OLL algorithms and slimming them down to the single digits. First you orient the edges of the Rubiks Cube (or the cross if you prefer), then the corners, hence the name "2-Look OLL".After watching this video, you should be a Rubik's Cube pro, or at least think you are.Find the Cross: L (F U R U')(R' F')Line Across: (F R U R')(U' R' F')No Edges: (F R U R')(U' R' F')1. Anti-Sune: (L' U L U')(L' U2 L)2. Sune: (R U R' U)(R U2 R')3. Parallel Corners: F(R U R' U')(R U R' U')(R U R' U')F'4. Different corners: (R U2)(R2 U')(R2 U')R2 U2 R)5. Headlights: (R2 D)(R' U2)(R D')(R' U2 R')6. Chameleon: (r U R' U')(r' F R F')7. Diagonal Corners: F'(r U R U')(r'F R)

2025-04-12
User9803

The project is "Proof of Concept" of a new input method only with the help of DualShock 4 gamepad.The script prints key mapping so it's easy to understand the principle. | |⏎| \ | \ | | / \ / \ / '---_____---' '---_____---' ,---, ,---, | | | 1 | | ^ | | ] | '---' '---' ,-----, ,-----, |Space| CapsLock | | |⏎| \ | \ | | / \ / \ / '---_____---' '---_____---' ,---, ,---, | | | 1 | | ^ | | ] | '---' '---' ,-----, ,-----, |Space| CapsLock | | | q | w | e | r | t | y | u | i | o | p | [ | ] | | '-----',--',--',--',--',--',--',--',--',--',--',--',--' | \| Caps | a | s | d | f | g | h | j || l | ; | ' | ⏎ | '------',--',--',--',--',--',--',--',--',--',--',--'--------| || ^ | z | x |[c]| v | b | n | m | , | . | / | ^ | |'------,'---',--'--,'---'---'---'---'---'---'---'-----,-----|| /| Ctrl | Alt | Cmd | | Cmd | Alt | \ /'------'-----'-----'----------------------------'-----'-----' '---_____---'"> ,---, ,---, | | |SCR| | ^ | |OLL| '---' '---' ,-----, ,-----, | LMB | CapsLock | RMB | ,--'-----'--------,-------------------------,--------'-----'--, / ,---, ,--,| |,--, ,---, \ / | ↑ | | || [ Mouse ] || | (Ctrl ) \ / ,---. \ / .---,'--'| Keyboard |'--',---,'---',---, \ | | ← > | |⏎| \ | \ | | / \ / \ / '---_____---' '---_____---' ,---, ,---, | | | 1 | | ^ | | ] | '---' '---' ,-----, ,-----, |Space| CapsLock | | |⏎| \ | \ | | / \ / \ / '---_____---' '---_____---' ,---, ,---, | | | 1 | | ^ | | ] | '---' '---' ,-----, ,-----, |Space| CapsLock | | | q | w | e | r | t | y | u | i | o | p | [ | ] | | '-----',--',--',--',--',--',--',--',--',--',--',--',--' | \| Caps | a | s | d | f | g | h | j || l | ; | ' | ⏎ | '------',--',--',--',--',--',--',--',--',--',--',--'--------| || ^ | z | x |[c]| v | b | n | m | , | . | / | ^ | |'------,'---',--'--,'---'---'---'---'---'---'---'-----,-----|| /| Ctrl | Alt | Cmd | | Cmd | Alt | \ /'------'-----'-----'----------------------------'-----'-----' '---_____---'Just a couple of words on typing. The main concept is that there are 8 directions of analog sticks and 2 degrees of tilt: small and large tilt. The central (resting) position is used to separate keystrokes.Having that in mind let's take a look

2025-04-10

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