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CFOP · Passo 4

PLL — 21 Algoritmi

Riferimento completo di algoritmi PLL per il Cubo di Rubik. Impara il PLL in 2 sguardi per principianti o padroneggia tutti i 21 algoritmi per il PLL completo a uno sguardo.

21 casi — riferimento completo

Tieni il cubo con la faccia gialla in alto. Ogni algoritmo PLL si esegue sullo strato U (superiore) una volta completato l'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

Tre spigoli fuori posto che ciclano in una direzione. Uno spigolo è già risolto.

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

Ub-Perm

edges only

Tre spigoli fuori posto che ciclano nella direzione opposta a Ua. Uno spigolo è già risolto.

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

H-Perm

edges only

Tutti e quattro gli spigoli sono fuori posto. Gli spigoli opposti sono scambiati. Il cubo presenta uno schema simmetrico da tutti e quattro i lati.

M2UM2U2M2UM2
P 1/72 7 moves
PLL 04 intermediate

Z-Perm

edges only

Tutti e quattro gli spigoli sono fuori posto. Gli spigoli adiacenti sono scambiati secondo uno schema a Z.

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

Aa-Perm

corners only

Tre angoli ciclano in una direzione mentre tutti gli spigoli restano risolti.

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

Ab-Perm

corners only

Tre angoli ciclano nella direzione opposta a Aa mentre tutti gli spigoli restano risolti.

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

E-Perm

corners only

Tutti e quattro gli angoli sono fuori posto in coppie diagonali. Tutti gli spigoli sono risolti.

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

T-Perm

edges + corners

Due angoli adiacenti devono scambiarsi. Gli angoli avanti-destra e avanti-sinistra sono scambiati, più due spigoli.

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

Y-Perm

edges + corners

Due angoli in diagonale tra loro devono scambiarsi insieme a due spigoli. Nessun pezzo adiacente corrisponde.

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

F-Perm

edges + corners

Gli angoli avanti-destra e avanti-sinistra si scambiano, e due spigoli sulle facce frontale/destra si scambiano.

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

V-Perm

edges + corners

Due angoli in diagonale tra loro si scambiano, più due spigoli adiacenti si scambiano. Schema complesso senza pezzi adiacenti corrispondenti.

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

Ja-Perm

edges + corners

L'angolo avanti-destra si scambia con l'angolo dietro-destra, lo spigolo frontale si scambia con lo spigolo destro.

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

Jb-Perm

edges + corners

L'angolo avanti-destra si scambia con l'angolo dietro-destra, lo spigolo frontale si scambia con lo spigolo posteriore.

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

Ra-Perm

edges + corners

Due angoli e tre spigoli sono fuori posto in un ciclo sul lato destro. Uno spigolo è nella posizione corretta.

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

Rb-Perm

edges + corners

Speculare di Ra. Due angoli e tre spigoli spostati, uno spigolo corretto.

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

Na-Perm

edges + corners

Entrambe le coppie di angoli diagonali si scambiano in una volta. Tutti e quattro gli angoli sono fuori posto con anche tutti e quattro gli spigoli spostati.

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

Nb-Perm

edges + corners

Simile a Na ma speculare. Tutti i pezzi spostati secondo uno schema riflesso.

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

Ga-Perm

edges + corners

Tre angoli e tre spigoli sono tutti fuori posto secondo uno schema di ciclo complesso.

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

Gb-Perm

edges + corners

Tre angoli e tre spigoli fuori posto. Speculare dello schema Ga.

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

Gc-Perm

edges + corners

Tre angoli e tre spigoli fuori posto. Simile a Ga da un'angolazione diversa.

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

Gd-Perm

edges + corners

Tre angoli e tre spigoli fuori posto. Simile a Gb da un'angolazione diversa.

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.

Introduzione al 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.

Algoritmi OLL

Rivedi l'orientamento della faccia superiore prima del PLL

Introduzione al CFOP

Capisci come il PLL si inserisce nel metodo CFOP completo