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CFOP · Etapa 4

PLL — 21 Algoritmos

Referência completa de algoritmos PLL para o Cubo de Rubik. Aprenda o PLL em 2 olhadas para iniciantes ou domine todos os 21 algoritmos para o PLL completo de uma olhada.

21 casos — referência completa

Segure o cubo com a face amarela em cima. Todo algoritmo PLL é feito na camada U (de cima) depois que o OLL está completo.

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

Três arestas fora do lugar ciclando em uma direção. Uma aresta já está resolvida.

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

Ub-Perm

edges only

Três arestas fora do lugar ciclando na direção oposta à do Ua. Uma aresta já está resolvida.

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

H-Perm

edges only

Todas as quatro arestas estão fora do lugar. Arestas opostas estão trocadas. O cubo tem um padrão simétrico pelos quatro lados.

M2UM2U2M2UM2
P 1/72 7 moves
PLL 04 intermediate

Z-Perm

edges only

Todas as quatro arestas estão fora do lugar. Arestas adjacentes estão trocadas em um padrão em Z.

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

Aa-Perm

corners only

Três cantos ciclam em uma direção enquanto todas as arestas permanecem resolvidas.

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

Ab-Perm

corners only

Três cantos ciclam na direção oposta à do Aa enquanto todas as arestas permanecem resolvidas.

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

E-Perm

corners only

Os quatro cantos estão fora do lugar em pares diagonais. Todas as arestas estão resolvidas.

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

T-Perm

edges + corners

Dois cantos adjacentes precisam trocar. Os cantos frente-direita e frente-esquerda são trocados, mais duas arestas.

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

Y-Perm

edges + corners

Dois cantos diagonais entre si precisam trocar junto com duas arestas. Nenhuma peça adjacente coincide.

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

F-Perm

edges + corners

Os cantos frente-direita e frente-esquerda trocam, e duas arestas nas faces da frente/direita trocam.

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

V-Perm

edges + corners

Dois cantos diagonais entre si trocam, mais duas arestas adjacentes trocam. Padrão complexo sem peças adjacentes coincidentes.

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

Ja-Perm

edges + corners

O canto frente-direita troca com o canto atrás-direita, a aresta da frente troca com a aresta da direita.

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

Jb-Perm

edges + corners

O canto frente-direita troca com o canto atrás-direita, a aresta da frente troca com a aresta de trás.

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

Ra-Perm

edges + corners

Dois cantos e três arestas estão deslocados em um ciclo do lado direito. Uma aresta está na posição correta.

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

Rb-Perm

edges + corners

Espelho do Ra. Dois cantos e três arestas deslocados, uma aresta correta.

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

Na-Perm

edges + corners

Ambos os pares de cantos diagonais trocam de uma vez. Os quatro cantos estão fora do lugar, com as quatro arestas também deslocadas.

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

Nb-Perm

edges + corners

Semelhante ao Na, mas espelhado. Todas as peças deslocadas com um padrão refletido.

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

Ga-Perm

edges + corners

Três cantos e três arestas estão todos fora do lugar em um padrão de ciclo complexo.

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

Gb-Perm

edges + corners

Três cantos e três arestas fora do lugar. Espelho do padrão Ga.

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

Gc-Perm

edges + corners

Três cantos e três arestas fora do lugar. Semelhante ao Ga de um ângulo diferente.

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

Gd-Perm

edges + corners

Três cantos e três arestas fora do lugar. Semelhante ao Gb de um ângulo 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.

Introdução ao 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

Revise a orientação da face de cima antes do PLL

Introdução ao CFOP

Entenda como o PLL se encaixa no método CFOP completo