Lewati ke konten

CFOP · Langkah 3

Algoritma OLL

Referensi algoritma OLL praktis untuk Kubus Rubik, mencakup 2-look OLL dan kasus satu-lihatan bernilai tinggi dengan petunjuk pengenalan.

57 kasus dalam referensi ini

Pegang kubus dengan sisi kuning di atas. Setiap algoritma OLL dilakukan pada lapisan U (atas).

What OLL does — and what it doesn't

Orientation of the Last Layer (OLL) is the third step of CFOP. After the cross and F2L, every last-layer piece is in its layer but facing the wrong way: edges are flipped, corners are twisted. OLL's one job is to fix that facing so the entire top face becomes a single solid colour.

Here is the trap Dan Harris warns about in Speedsolving the Cube: OLL solves the top face, not the top layer. When the yellow face is complete the side stickers are almost always still scrambled — sorting those out is PLL's job, the final step. Splitting orientation (OLL) from permutation (PLL) is exactly what makes the last layer learnable: you read one pattern, fire one algorithm, then read the next.

Start here: 2-look OLL

You don't need all 57 algorithms to finish a cube today. 2-look OLL splits the job into two easy looks — make the yellow cross, then orient the corners — and reaches a complete last layer in about 10 algorithms. This is the on-ramp every full-OLL solver started on, and the cases live inside the full 57 below.

Look 1 — make the yellow cross

Ignore the corners and look only at the four edge stickers on top. They fall into three shapes, each with one algorithm. Fire it and the yellow cross appears; the corners come next.

Dot — no edges oriented, only the centre is yellow. Apply the line algorithm twice (any angle), then re-read.
fRUR'U'f'FRUR'U'F'
L-shape — two adjacent edges oriented. Hold the two yellow edges pointing back-and-left, then fire. This trigger, F R U R' U' F', is your single most-used OLL.
FRUR'U'F'
Bar / line — two opposite edges oriented. Hold the bar horizontally; the wide front turns flip the opposite pair instead of the adjacent one.
fRUR'U'f'
Look 1 — make the yellow cross · FRUR'U'F'

Look 2 — orient the corners (OCLL)

With the cross done you are always in one of these seven cases — the corners are the only thing left. You can solve every one of them with just two algorithms, Sune and Antisune, repeated as needed. Learn those two first; the other five are faster shortcuts you can add later.

OLL 21 · Salib — H (Sune Ganda)
RUR'URU'R'URU2R'
OLL 22 · Salib — Pi (Bruno)
RU2R2U'R2U'R2U2R
OLL 23 · Salib — Headlights
R2DR'U2RD'R'U2R'
OLL 24 · Salib — Chameleon
rUR'U'r'FRF'
OLL 25 · Salib — Bowtie
F'rUR'U'r'FR
OLL 26 · Anti-Sune
RU2R'U'RU'R'
OLL 27 · Sune
RUR'URU2R'
Sune (OLL 27) — the workhorse. One corner already points up; hold it at the back-left and fire.
RUR'URU2R'
Antisune (OLL 26) — Sune's mirror. Hold the single oriented corner at the front-right.
RU2R'U'RU'R'

Recognition: read the edges first

Fast OLL is fast recognition. The universal first move is to glance at the four edge stickers on top and count how many already point up — that one number narrows 57 cases to a small family.

0 edges up — a dot or a shapeless blob. Edges need orienting first.
2 edges up — opposite edges read as a bar/line; adjacent edges read as a bent L.
4 edges up — the cross is done. Read the corners only: you're in the 7-case OCLL set.

Once the edges are classified, the outline of the connected yellow region names the exact case. Harris sorts the 57 into a visual vocabulary — dot, T, C, P, L, W, fish, lightning, square, knight-move — so recognition becomes "which silhouette is this?" rather than memorising 57 flashcards. The family filters on the grid below use these same names.

One honest caveat from the book: the OLL case numbers look random because they're grouped for a sensible learning order, not for recognition. Never try to recognise a case by its number — recognise the shape, then disambiguate by where the corner stickers point.

All 57 cases

The complete reference. Filter by 2-look, full OLL, or shape family. Each card shows an exact recognition diagram and a verified algorithm you can copy.

OLL 1 advanced

Titik (Bunny)

dot

Tidak ada stiker kuning di atas. Sudut terpuntir sedemikian rupa sehingga tidak ada kuning yang muncul di mana pun pada sisi U.

RU2R2FRF'U2R'FRF'
P 1/54 11 moves
OLL 2 advanced

Titik (Zamboni)

dot

Tidak ada kuning di atas. Dua stiker sudut kuning menghadap depan, dua menghadap belakang — pola simetris.

FRUR'U'F'fRUR'U'f'
P 1/54 12 moves
OLL 3 advanced

Titik

dot

Tidak ada kuning di atas. Sudut menciptakan pola asimetris dengan dua stiker kuning terlihat di setiap sisi.

fRUR'U'f'U'FRUR'U'F'
P 1/54 13 moves
OLL 4 advanced

Titik

dot

Tidak ada kuning di atas. Bayangan cermin OLL 3.

fRUR'U'f'UFRUR'U'F'
P 1/54 13 moves
OLL 5 advanced

Persegi (Slash)

square

Dua stiker kuning di atas membentuk persegi 2x1 di sudut depan-kanan sisi U.

r'U2RUR'Ur
P 1/54 7 moves
OLL 6 advanced

Persegi (Anti-Slash)

square

Cermin OLL 5. Dua stiker kuning membentuk persegi 2x1 di sudut depan-kiri.

rU2R'U'RU'r'
P 1/54 7 moves
OLL 7 advanced

Petir (Fish)

fish

Tiga stiker kuning membentuk pola berbentuk ikan dengan motif petir kecil.

rUR'URU2r'
P 1/54 7 moves
OLL 8 advanced

Petir (Cermin)

fish

Cermin OLL 7. Pola ikan-petir yang sama dipantulkan.

r'U'RU'R'U2r
P 1/54 7 moves
OLL 9 advanced

Ikan (Awkward)

fish

Pola kuning berbentuk ikan yang janggal. Satu sudut di atas dengan tepi yang terbalik secara janggal.

RUR'U'R'FR2UR'U'F'
P 1/54 11 moves
OLL 10 advanced

Ikan (Bentuk P)

fish

Pola ikan berbentuk P. Satu sudut di atas dengan bentuk P kuning.

RUR'UR'FRF'RU2R'
P 1/54 11 moves
OLL 11 advanced

Petir Kecil

lightning

Pola kuning berbentuk petir di sisi U.

r'R2UR'URU2R'UM'
P 1/54 10 moves
OLL 12 advanced

Petir Kecil (Cermin)

lightning

Cermin OLL 11.

M'R'U'RU'R'U2RU'Rr'
P 1/54 11 moves
OLL 13 advanced

Knight Move

knight

Stiker kuning membentuk pola L gerakan kuda di atas.

FURU'R2F'RURU'R'
P 1/54 11 moves
OLL 14 advanced

Knight Move (Cermin)

knight

Cermin OLL 13.

R'FRUR'F'RFU'F'
P 1/54 10 moves
OLL 15 advanced

Knight Move

knight

Varian L gerakan kuda lainnya.

l'U'lL'U'LUl'Ul
P 1/54 10 moves
OLL 16 advanced

Knight Move (Cermin)

knight

Cermin OLL 15.

rUr'RUR'U'rU'r'
P 1/54 10 moves
OLL 17 advanced

Sudut Diagonal

dot

Dua sudut berseberangan terorientasi (kuning ke atas). Tidak ada tepi kuning di atas.

RUR'UR'FRF'U2R'FRF'
P 1/54 13 moves
OLL 18 advanced

Mahkota (Y)

dot

Pola titik dengan distribusi kuning berbentuk Y.

FRUR'Uy'R'U2R'FRF'
P 1/54 12 moves
OLL 19 advanced

Ikan Janggal

dot

Pola titik dengan distribusi kuning kecil seperti salib.

MURUR'U'M'R'FRF'
P 1/54 11 moves
OLL 20 advanced

X / Salib Ganda

dot

Pola berbentuk batang dengan stiker kuning membentuk I lebar di atas — hanya tengah yang terselesaikan.

MURUR'U'M2URU'r'
P 1/108 11 moves
OLL 21 advanced

Salib — H (Sune Ganda)

cross

Salib kuning ada. Keempat sudut terpuntir, menciptakan pola berbentuk H simetris.

RUR'URU'R'URU2R'
P 1/108 11 moves
OLL 22 advanced

Salib — Pi (Bruno)

cross

Salib kuning ada. Pola sudut menyerupai Pi — dua pasang sudut yang berhadapan.

RU2R2U'R2U'R2U2R
P 1/54 9 moves
OLL 23 advanced

Salib — Headlights

cross

Salib kuning. Dua sudut bersebelahan terorientasi. Dua sudut yang TIDAK di atas menunjukkan warna yang cocok (lampu depan).

R2DR'U2RD'R'U2R'
P 1/54 9 moves
OLL 24 advanced

Salib — Chameleon

cross

Salib kuning. Dua sudut bersebelahan terorientasi. Kuning terlihat di depan-kanan.

rUR'U'r'FRF'
P 1/54 8 moves
OLL 25 advanced

Salib — Bowtie

cross

Salib kuning. Dua sudut diagonal terorientasi. Pola menyerupai dasi kupu-kupu.

F'rUR'U'r'FR
P 1/54 8 moves
OLL 26 beginner

Anti-Sune

sune

Salib kuning. Satu sudut kuning di atas di belakang-kiri. Pola Anti-Sune klasik.

RU2R'U'RU'R'
P 2/27 7 moves
OLL 27 beginner

Sune

sune

Salib kuning. Satu sudut kuning di atas di depan-kiri. Pola Sune klasik.

RUR'URU2R'
P 2/27 7 moves
OLL 28 intermediate

Semua Sudut Terorientasi (Stealth)

all-corners-oriented

Keempat sudut terorientasi (kuning ke atas). Dua tepi berseberangan tersisa untuk dibalik.

M'U'MU2M'U'M
P 1/54 7 moves
OLL 29 advanced

Awkward

awkward

Pola kuning berbentuk janggal yang menggabungkan sudut dengan konfigurasi tepi asimetris.

RUR'U'RU'R'F'U'FRUR'
P 1/54 13 moves
OLL 30 advanced

Awkward (Cermin)

awkward

Cermin OLL 29.

FR'FR2U'R'U'RUR'F2
P 1/54 11 moves
OLL 31 advanced

P

P-shape

Distribusi kuning berbentuk P dengan satu sudut terorientasi.

R'U'FURU'R'F'R
P 1/54 9 moves
OLL 32 advanced

P (Cermin)

P-shape

Cermin OLL 31.

LUF'U'L'ULFL'
P 1/54 9 moves
OLL 33 intermediate

T (Hammer)

T-shape

Pola kuning berbentuk T. Dua sudut bersebelahan terorientasi dan satu tepi di antaranya.

RUR'U'R'FRF'
P 1/54 8 moves
OLL 34 advanced

C

C-shape

Pola kuning berbentuk C dengan dua sudut bersebelahan terorientasi.

RUR2U'R'FRURU'F'
P 1/54 11 moves
OLL 35 advanced

Ikan (Persegi)

fish

Pola berbentuk ikan dengan simetri persegi. Satu sudut di atas.

RU2R2FRF'RU2R'
P 1/54 9 moves
OLL 36 advanced

W (Wario)

W-shape

Pola kuning berbentuk W, juga dikenal sebagai Wario.

L'U'LU'L'ULULF'L'F
P 1/54 12 moves
OLL 37 intermediate

Ikan (Mounted)

fish

Pola ikan dengan sirip terpasang di kiri-atas. Satu sudut terorientasi.

FR'F'RURU'R'
P 1/54 8 moves
OLL 38 advanced

W (Mario)

W-shape

Cermin OLL 36, dikenal sebagai Mario.

RUR'URU'R'U'R'FRF'
P 1/54 12 moves
OLL 39 advanced

Petir

lightning

Pola kuning petir besar.

LF'L'U'LUFU'L'
P 1/54 9 moves
OLL 40 advanced

Petir (Cermin)

lightning

Cermin OLL 39.

R'FRUR'U'F'UR
P 1/54 9 moves
OLL 41 advanced

Awkward Sune

awkward

Kombinasi pola sudut Sune dengan konfigurasi tepi janggal.

RUR'URU2R'FRUR'U'F'
P 1/54 13 moves
OLL 42 advanced

Awkward Anti-Sune

awkward

Kombinasi pola sudut Anti-Sune dengan konfigurasi tepi janggal.

R'U'RU'R'U2RFRUR'U'F'
P 1/54 13 moves
OLL 43 intermediate

P (Kiri)

P-shape

Bentuk P dengan batang di sisi kiri sisi atas. Tidak ada sudut terorientasi.

f'L'U'LUf
P 1/54 6 moves
OLL 44 intermediate

P (Kanan)

P-shape

Bentuk P dengan batang di sisi kanan sisi atas. Tidak ada sudut terorientasi.

fRUR'U'f'
P 1/54 6 moves
OLL 45 beginner

T (Terbalik)

T-shape

Bentuk T terbalik dengan semua tepi terorientasi kecuali dua. Tidak ada sudut terorientasi.

FRUR'U'F'
P 1/54 6 moves
OLL 46 intermediate

Bentuk C

C-shape

Pola kuning berbentuk C tanpa sudut terorientasi.

R'U'R'FRF'UR
P 1/54 8 moves
OLL 47 advanced

L Besar (Awkward)

L-shape

Bentuk L besar dengan dua sudut bersebelahan terorientasi dan pola L kuning.

F'L'U'LUL'U'LUF
P 1/54 10 moves
OLL 48 intermediate

L Besar (Cermin)

L-shape

Cermin OLL 47.

FRUR'U'RUR'U'F'
P 1/54 10 moves
OLL 49 advanced

L (Diag)

L-shape

L diagonal dengan dua sudut diagonal terorientasi.

R'FR'F'R2U2yR'FRF'
P 1/54 11 moves
OLL 50 advanced

L (Slash)

L-shape

Bentuk L dengan distribusi kuning seperti garis miring.

R'FR2B'R2F'R2BR'
P 1/54 9 moves
OLL 51 intermediate

Bentuk I (Batang)

I-shape

Bentuk I dengan batang horizontal kuning di atas.

fRUR'U'RUR'U'f'
P 1/54 10 moves
OLL 52 advanced

Bentuk I (Rice Cooker)

I-shape

Varian bentuk I dengan satu sudut terorientasi.

RUR'URd'RU'R'F'
P 1/54 10 moves
OLL 53 advanced

L (Knight)

L-shape

Pola L kuda dengan dua sudut diagonal terorientasi.

l'U'LU'L'ULU'L'U2l
P 1/54 11 moves
OLL 54 advanced

L (Knight Cermin)

L-shape

Cermin OLL 53.

rUR'URU'R'URU2r'
P 1/54 11 moves
OLL 55 advanced

Garis (Highway)

I-shape

Garis kuning horizontal di atas dengan dua sudut diagonal terorientasi.

RU2R2U'RU'R'U2FRF'
P 1/54 11 moves
OLL 56 advanced

Garis (Streetlights)

I-shape

Garis kuning vertikal dengan dua sudut diagonal terorientasi.

FRUR'U'RF'rUR'U'r'
P 1/54 12 moves
OLL 57 intermediate

Semua Tepi Terorientasi (H)

all-edges-oriented

Keempat sudut terorientasi (kuning ke atas). Dua tepi berseberangan tersisa untuk dibalik — sama seperti OLL 28 tetapi diputar.

RUR'U'M'URU'r'
P 1/54 9 moves

Common mistakes

Practise with your hands

Going further

OLL is one rung on a longer ladder. The full progression, all sourced from Harris:

  • 2-look OLL (10 algs)full OLL (57) — orient the whole top face in one algorithm.
  • VHF2L — orient all last-layer edges during your final F2L pair (Harris co-created it). You then always reach the last layer with the cross already done, so OLL collapses to just the 7-case OCLL set, every solve.
  • COLL — orient and permute the corners in one step once edges are oriented (~40 cases), giving a 1-in-12 chance of skipping PLL entirely.
  • ZBLL — solve the entire last layer in a single algorithm. Hundreds of cases; the frontier.

Harris is honest that each rung is a recognition-and-memory investment more than an instant time cut — but together they're the complete last-layer endgame.

Selanjutnya

Algoritma PLL

Selesaikan lapisan terakhir dengan semua 21 kasus PLL

Referensi

Pengenalan CFOP

Pahami bagaimana OLL cocok dalam metode CFOP penuh