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CFOP · Paso 4

PLL — 21 Algoritmos

Referencia completa de algoritmos PLL para el Cubo de Rubik. Aprende el PLL en 2 miradas para principiantes o domina los 21 algoritmos para el PLL completo de una mirada.

21 casos — referencia completa

Sujeta el cubo con la cara amarilla arriba. Todo algoritmo PLL se hace en la capa U (superior) una vez completado el OLL.

The home stretch

OLL already turned the whole top face one solid color. PLL has exactly one job left: slide every last-layer piece into its correct position without touching its orientation. When the last piece clicks home, the cube is solved — provided your F2L stayed intact.

PLL algorithms look long, and that is on purpose. By this stage every piece is already oriented, so an algorithm has the least freedom to move things around: it must cycle the pieces you want while returning every other piece untouched. That politeness is what makes the sequences long — not difficulty.

21 beats 57. Deciding which full step to learn first? PLL is the smaller mountain — only 21 cases against OLL’s 57. Front-load it.

Climb the ladder: 4 looks → 3 looks → 2 looks

You do not need all 57 OLL cases before you start using full PLL. Harris lays out an explicit path from the beginner method to one-look CFOP:

  1. 4-look (beginner)

    Edge cross, then orient corners, then position corners, then position edges — four small algorithm families. This is the beginner last layer.

  2. 3-look (the bridge)

    Learn just the 7 OLL cases where every edge is already flipped to orient the corners in one look, then do full PLL in one look. Cross → 7-case OLL → PLL. This is the rung most worth climbing next.

  3. 2-look (CFOP)

    Full 57-case OLL in one look, then full 21-case PLL in one look. The expert last layer.

Recognition: line up first, then look

Harris’s recognition advice is an action, not a static glance: rotate U to bring as many already-solved pieces home as you can, then read what is left over. Pre-aligning makes the remaining mismatch jump out — and it is the only way to tell mirror cases (Ua vs Ub, Ja vs Jb, the four G-perms) apart reliably.

Solid bar → edges only

A full bar of three matching stickers across a side means those corners are home. You are in an edge-only case — a U-perm, H, or Z.

Headlights → adjacent swap

Two matching corners with a different center color between them (“headlights”) are a solved pair. The case is an adjacent-swap family: T, J, or R.

No headlights → diagonal swap

No headlights anywhere means a diagonal swap — Y, V, or N — or a G/E-perm. Diagonal swaps never show headlights.

See the two you’ll use most

Watch the two most common PLLs run on a real cube. The T-perm is the single most-used case and the backbone of 2-look PLL; the Ua-perm is the classic edge 3-cycle. The top face is already one color — PLL only slides the pieces into place.

T-perm — the adjacent-swap workhorse

RUR'U'R'FR2U'R'U'RUR'F'

Ua-perm — the edge 3-cycle

R2U'R'U'RURURU'R

Learn it by family, not by flashcard

Harris does not present 21 loose pictures — he buckets them into seven bite-size families that share a shape and a feel. Learn one member, internalize the trigger, then derive its mirror. The families are the study plan.

Edge perms (Ua, Ub, H, Z)

All four corners home; only edges cycle. The fastest family — done as M-slice flicks.

M2UM2U2M2UM2

Corner perms (Aa, Ab)

All four edges home; a single diagonal corner 3-cycle. Built on the R' U R' D2 trigger.

xR'UR'D2RU'R'D2R2x'

R-perms (Ra, Rb)

One adjacent corner swap plus an edge 3-cycle. A solved block on one side; the mirror is the other.

J-perms (Ja, Jb)

An adjacent corner pair and adjacent edge pair swap on one face — the most beginner-friendly combined perm.

RUR'F'RUR'U'R'FR2U'R'U'

N-perms (Na, Nb)

Two diagonal swaps crossing — the hardest pair. Long by design: two whole columns trade.

G-perms (Ga–Gd)

A 3-corner cycle paired with a 3-edge cycle. Four mirror-confusable cousins, all driven by a wide-U turn plus a re-grip rotation.

The rest (T, F, V, Y)

The high-value standalones — including the T-perm, the most-used PLL of all.

RUR'U'R'FR2U'R'U'RUR'F'

All 21 verified cases. Filter by family. Tap a card to copy the algorithm.

PLL 01 intermediate

Ua-Perm

edges only

Tres aristas fuera de lugar ciclando en una dirección. Una arista ya está resuelta.

R2U'R'U'RURURU'R
P 1/18 11 moves
PLL 02 intermediate

Ub-Perm

edges only

Tres aristas fuera de lugar ciclando en la dirección opuesta a la del Ua. Una arista ya está resuelta.

R'UR'U'R'U'R'URUR2
P 1/18 11 moves
PLL 03 intermediate

H-Perm

edges only

Las cuatro aristas están fuera de lugar. Las aristas opuestas están intercambiadas. El cubo tiene un patrón simétrico por los cuatro lados.

M2UM2U2M2UM2
P 1/72 7 moves
PLL 04 intermediate

Z-Perm

edges only

Las cuatro aristas están fuera de lugar. Las aristas adyacentes están intercambiadas en un patrón en Z.

M2UM2UM'U2M2U2M'
P 1/36 9 moves
PLL 05 intermediate

Aa-Perm

corners only

Tres esquinas ciclan en una dirección mientras todas las aristas permanecen resueltas.

xR'UR'D2RU'R'D2R2x'
P 1/18 11 moves
PLL 06 intermediate

Ab-Perm

corners only

Tres esquinas ciclan en la dirección opuesta a la del Aa mientras todas las aristas permanecen resueltas.

xR2D2RUR'D2RU'Rx'
P 1/18 11 moves
PLL 07 advanced

E-Perm

corners only

Las cuatro esquinas están fuera de lugar en pares diagonales. Todas las aristas están resueltas.

x'RU'R'DRUR'D'RUR'DRU'R'D'
P 1/36 17 moves
PLL 08 intermediate

T-Perm

edges + corners

Dos esquinas adyacentes necesitan intercambiarse. Las esquinas frente-derecha y frente-izquierda se intercambian, más dos aristas.

RUR'U'R'FR2U'R'U'RUR'F'
P 1/18 14 moves
PLL 09 intermediate

Y-Perm

edges + corners

Dos esquinas diagonales entre sí necesitan intercambiarse junto con dos aristas. Ninguna pieza adyacente coincide.

FRU'R'U'RUR'F'RUR'U'R'FRF'
P 1/18 17 moves
PLL 10 advanced

F-Perm

edges + corners

Las esquinas frente-derecha y frente-izquierda se intercambian, y dos aristas en las caras frontal/derecha se intercambian.

R'U'F'RUR'U'R'FR2U'R'U'RUR'UR
P 1/18 18 moves
PLL 11 advanced

V-Perm

edges + corners

Dos esquinas diagonales entre sí se intercambian, más dos aristas adyacentes se intercambian. Patrón complejo sin piezas adyacentes coincidentes.

R'UR'U'yR'F'R2U'R'UR'FRF
P 1/18 15 moves
PLL 12 intermediate

Ja-Perm

edges + corners

La esquina frente-derecha se intercambia con la esquina atrás-derecha, la arista frontal se intercambia con la arista derecha.

L'U'LFL'U'LULF'L2ULU
P 1/18 14 moves
PLL 13 intermediate

Jb-Perm

edges + corners

La esquina frente-derecha se intercambia con la esquina atrás-derecha, la arista frontal se intercambia con la arista trasera.

RUR'F'RUR'U'R'FR2U'R'U'
P 1/18 14 moves
PLL 14 intermediate

Ra-Perm

edges + corners

Dos esquinas y tres aristas están desplazadas en un ciclo del lado derecho. Una arista está en la posición correcta.

LU2L'U2LF'L'U'LULFL2U
P 1/18 14 moves
PLL 15 intermediate

Rb-Perm

edges + corners

Espejo del Ra. Dos esquinas y tres aristas desplazadas, una arista correcta.

R'U2RU2R'FRUR'U'R'F'R2U'
P 1/18 14 moves
PLL 16 advanced

Na-Perm

edges + corners

Ambos pares de esquinas diagonales se intercambian a la vez. Las cuatro esquinas están fuera de lugar con las cuatro aristas también desplazadas.

RUR'URUR'F'RUR'U'R'FR2U'R'U2RU'R'
P 1/72 21 moves
PLL 17 advanced

Nb-Perm

edges + corners

Similar al Na pero reflejado. Todas las piezas desplazadas con un patrón reflejado.

R'URU'R'F'U'FRUR'FR'F'RU'R
P 1/72 17 moves
PLL 18 advanced

Ga-Perm

edges + corners

Tres esquinas y tres aristas están todas fuera de lugar en un patrón de ciclo complejo.

R2UR'UR'U'RU'R2U'DR'URD'
P 1/18 15 moves
PLL 19 advanced

Gb-Perm

edges + corners

Tres esquinas y tres aristas fuera de lugar. Espejo del patrón Ga.

R'U'RUD'R2UR'URU'RU'R2D
P 1/18 15 moves
PLL 20 advanced

Gc-Perm

edges + corners

Tres esquinas y tres aristas fuera de lugar. Similar al Ga desde un ángulo diferente.

R2U'RU'RUR'UR2UD'RU'R'D
P 1/18 15 moves
PLL 21 advanced

Gd-Perm

edges + corners

Tres esquinas y tres aristas fuera de lugar. Similar al Gb desde un ángulo diferente.

RUR'U'DR2U'RU'R'UR'UR2D'
P 1/18 15 moves

Common mistakes

Finger tricks that make PLL fast

M-slice flicks drive the edge perms. The H-perm (M2 U M2 U2 M2 U M2) and the U-perms are meant to be flicked with the slice, not turned face by face.

Wide-U plus a re-grip is the signature of every G-perm: a double-layer u turn cycles the layer as one fluid motion, and the baked-in rotation re-presents a comfortable R/U grip mid-algorithm.

Rotations are part of the trigger. When an algorithm contains a cube rotation, treat it as one continuous motion with the moves around it — not a separate step. And memorize with your hands: PLLs decompose into familiar triggers (the sexy move R U R' U', the R U R' F' opener, the F … F' sandwich), so the hand chunks them rather than reciting them.

Introducción a CFOP →

Going further

Once full PLL is fluent, Harris points straight at the expert horizon:

  • COLL — orient and permute the corners together in one look when edges are already oriented, so PLL collapses to a pure edge case.
  • ZBLL — orient and permute the entire last layer in a single algorithm, given oriented edges. The far horizon.
  • VH / ZB during F2L — influence the last layer while inserting the final F2L pair so you arrive at a known, smaller LL subset.

Algoritmos OLL

Repasa la orientación de la cara superior antes del PLL

Introducción a CFOP

Entiende cómo encaja el PLL en el método CFOP completo