コンテンツへスキップ
CFOP · ステップ4

PLL — 21アルゴリズム

ルービックキューブの完全なPLLアルゴリズムリファレンス。初心者向けに2-look PLLを学ぶか、フルワンルックPLLのために21すべてのアルゴリズムをマスターします。

21 ケース — 完全なリファレンス

黄色い面を上にしてキューブを持ちます。OLLが完了したら、すべてのPLLアルゴリズムはU(上)層で実行されます。

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

3つのエッジが1方向に循環して位置がずれています。1つのエッジはすでに解けています。

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

Ub-Perm

edges only

3つのエッジがUaと反対方向に循環して位置がずれています。1つのエッジはすでに解けています。

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

H-Perm

edges only

4つのエッジすべてが位置がずれています。向かい合うエッジが入れ替わっています。キューブは4面すべてから対称パターンを示します。

M2UM2U2M2UM2
P 1/72 7 moves
PLL 04 intermediate

Z-Perm

edges only

4つのエッジすべてが位置がずれています。隣接するエッジがZパターンで入れ替わっています。

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

Aa-Perm

corners only

すべてのエッジが解けたまま、3つのコーナーが1方向に循環します。

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

Ab-Perm

corners only

すべてのエッジが解けたまま、3つのコーナーがAaと反対方向に循環します。

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

E-Perm

corners only

4つのコーナーすべてが対角ペアで位置がずれています。すべてのエッジは解けています。

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

T-Perm

edges + corners

2つの隣接コーナーを入れ替える必要があります。前-右と前-左のコーナーが交換され、加えて2つのエッジ。

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

Y-Perm

edges + corners

互いに対角の2つのコーナーを2つのエッジと共に入れ替える必要があります。隣接するパーツは一致しません。

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

F-Perm

edges + corners

前-右と前-左のコーナーが入れ替わり、前/右面の2つのエッジが入れ替わります。

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

V-Perm

edges + corners

互いに対角の2つのコーナーが入れ替わり、加えて2つの隣接エッジが入れ替わります。隣接する一致パーツのない複雑なパターン。

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

Ja-Perm

edges + corners

前-右のコーナーが後-右のコーナーと入れ替わり、前のエッジが右のエッジと入れ替わります。

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

Jb-Perm

edges + corners

前-右のコーナーが後-右のコーナーと入れ替わり、前のエッジが後ろのエッジと入れ替わります。

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

Ra-Perm

edges + corners

2つのコーナーと3つのエッジが右側の循環で位置がずれています。1つのエッジは正しい位置。

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

Rb-Perm

edges + corners

Raの鏡像。2つのコーナーと3つのエッジが位置がずれ、1つのエッジが正しい。

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

Na-Perm

edges + corners

両方の対角コーナーペアが一度に入れ替わります。4つのコーナーすべてが位置がずれ、4つのエッジもすべてずれています。

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

Nb-Perm

edges + corners

Naに似ているが鏡像。すべてのパーツが反転パターンで位置がずれています。

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

Ga-Perm

edges + corners

3つのコーナーと3つのエッジがすべて複雑な循環パターンで位置がずれています。

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

Gb-Perm

edges + corners

3つのコーナーと3つのエッジが位置がずれています。Gaパターンの鏡像。

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

Gc-Perm

edges + corners

3つのコーナーと3つのエッジが位置がずれています。別の角度から見たGaに似ています。

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

Gd-Perm

edges + corners

3つのコーナーと3つのエッジが位置がずれています。別の角度から見たGbに似ています。

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.

CFOP入門 →

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.

OLLアルゴリズム

PLLの前に上面の向き合わせを復習する

CFOP入門

PLLが完全なCFOP法にどう収まるか理解する