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CFOP · Шаг 4

PLL — 21 алгоритм

Полный справочник по алгоритмам PLL для кубика Рубика. Изучите 2-look PLL для начинающих или освойте все 21 алгоритм для полного PLL в один взгляд.

21 случаев — полный справочник

Держите кубик жёлтой гранью вверх. Каждый алгоритм PLL выполняется на слое U (верхнем) после завершения 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

Три ребра не на месте, циклически движутся в одном направлении. Одно ребро уже собрано.

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

Ub-Perm

edges only

Три ребра не на месте, циклически движутся в направлении, противоположном Ua. Одно ребро уже собрано.

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

H-Perm

edges only

Все четыре ребра не на месте. Противоположные рёбра поменяны. У кубика симметричный узор со всех четырёх сторон.

M2UM2U2M2UM2
P 1/72 7 moves
PLL 04 intermediate

Z-Perm

edges only

Все четыре ребра не на месте. Смежные рёбра поменяны в Z-узоре.

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

Aa-Perm

corners only

Три угла циклически движутся в одном направлении, пока все рёбра остаются собранными.

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

Ab-Perm

corners only

Три угла циклически движутся в направлении, противоположном Aa, пока все рёбра остаются собранными.

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

E-Perm

corners only

Все четыре угла не на месте в диагональных парах. Все рёбра собраны.

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

T-Perm

edges + corners

Два соседних угла нужно поменять. Передний-правый и передний-левый углы меняются, плюс два ребра.

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

Y-Perm

edges + corners

Два угла, диагональных друг другу, нужно поменять вместе с двумя рёбрами. Никакие два соседних элемента не совпадают.

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

F-Perm

edges + corners

Передний-правый и передний-левый углы меняются, и два ребра на передней/правой гранях меняются.

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

V-Perm

edges + corners

Два угла, диагональных друг другу, меняются, плюс меняются два соседних ребра. Сложный узор без соседних совпадающих элементов.

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

Ja-Perm

edges + corners

Передний-правый угол меняется с задним-правым углом, переднее ребро меняется с правым ребром.

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

Jb-Perm

edges + corners

Передний-правый угол меняется с задним-правым углом, переднее ребро меняется с задним ребром.

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

Ra-Perm

edges + corners

Два угла и три ребра смещены в правостороннем цикле. Одно ребро в правильной позиции.

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

Rb-Perm

edges + corners

Зеркало Ra. Два угла и три ребра смещены, одно ребро правильное.

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

Na-Perm

edges + corners

Обе диагональные пары углов меняются сразу. Все четыре угла не на месте, и все четыре ребра тоже смещены.

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

Nb-Perm

edges + corners

Похоже на Na, но зеркально. Все элементы смещены с отражённым узором.

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

Ga-Perm

edges + corners

Три угла и три ребра все смещены в сложном циклическом узоре.

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

Gb-Perm

edges + corners

Три угла и три ребра смещены. Зеркало узора Ga.

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

Gc-Perm

edges + corners

Три угла и три ребра смещены. Похоже на Ga под другим углом.

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

Gd-Perm

edges + corners

Три угла и три ребра смещены. Похоже на Gb под другим углом.

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.

Введение в 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.

Алгоритмы OLL

Повторите ориентацию верхней грани перед PLL

Введение в CFOP

Поймите, как PLL вписывается в полный метод CFOP