Faster Methods

Two-Look OLL and PLL: An Easier Path to CFOP

Learn how two-look OLL and two-look PLL cut CFOP's last layer from 78 algorithms to about 16, making faster solving achievable for beginners.

Two-Look OLL and PLL: An Easier Path to CFOP

If you have heard that CFOP is the method speedcubers use and looked up the full algorithm list, you probably closed the tab pretty fast. The complete version of CFOP's last layer requires memorizing 78 algorithms spread across 57 OLL cases and 21 PLL cases. That is a serious commitment.

Two-look OLL and two-look PLL give you a side door into the same method. Instead of one step per phase, you do two smaller steps per phase. The payoff: you go from 78 algorithms down to roughly 16, and you can solve the last layer correctly every time.

What Two-Look Means

Full OLL orients all the yellow stickers in one move. Two-look OLL breaks that into two separate moves:

  1. Orient the yellow cross (edges only)
  2. Orient the yellow corners

Full PLL permutes all last-layer pieces in one move. Two-look PLL splits it into:

  1. Permute the corners
  2. Permute the edges

The cube ends up in the same solved state. You just take more steps to get there, and each individual step is simpler to recognize and execute.

The Algorithm Count Breakdown

Here is exactly how the numbers fall out:

PhaseFull VersionTwo-Look Version
OLL57 cases, 57 algorithms3 cross cases + 7 corner cases = 10 algorithms
PLL21 cases, 21 algorithms2 corner cases + 4 edge cases = 6 algorithms
Total78 algorithms~16 algorithms

The "about 16" figure you see quoted online comes from this. Some cases in two-look OLL are already solved or recognized as a skip, so in practice a few of those 10 OLL slots are just "do nothing." Either way, 16 is a realistic working number for a beginner.

Two-Look OLL: Edges First, Then Corners

The first half of two-look OLL puts a yellow cross on top. You may already know this step from the beginner layer-by-layer method. The goal is four yellow edge stickers facing up, forming a plus sign. The corners do not matter yet.

There are exactly three edge-cross cases you can encounter (plus the skip if the cross is already done):

  • Dot: no yellow edges point up
  • L-shape: two adjacent yellow edges point up
  • Bar: two opposite yellow edges point up

Each has a short algorithm. Once the cross is on top, you move to the second look: orienting the four corners. There are seven unique cases here. Each one is a short algorithm, usually 6 to 8 moves. After this second look, every yellow sticker faces up and OLL is complete.

The recognition for each corner case comes down to how many corners already have yellow on top and where those corners sit relative to each other. With a little practice you can identify the case in about two seconds.

Two-Look PLL: Corners First, Then Edges

With OLL done, the top layer is all yellow. The pieces are in the right layer but probably not in the right positions. That is what PLL fixes.

Two-look PLL starts by placing the four corners correctly. There are only two corner-permutation cases you need:

  • A-perm: three corners cycle in one direction
  • U-skip / all correct: corners are already placed (this counts as a case even though it requires no move)

If you see a different corner arrangement, rotating the whole cube (y or y') will reveal one of the two cases. Once corners are placed, you move to edge permutation.

For edges, four cases cover everything:

  • Ua-perm: three edges cycle one direction
  • Ub-perm: three edges cycle the other direction
  • Z-perm: two pairs of opposite edges swap
  • H-perm: all four edges swap in pairs
  • Skip: edges already solved

In practice the skip happens often enough that you will learn to recognize it quickly. After the edge step, the cube is solved.

How Two-Look Fits Into Your Learning Path

Two-look OLL and PLL make the most sense after you can solve the cube consistently with the beginner method and you have some feel for F2L. The beginner method's last layer is slower because it uses more steps and does not optimize corner orientation the same way OLL does. Switching to two-look OLL/PLL usually cuts 15 to 25 seconds off a beginner solve time, depending on how fluent you are with the algorithms.

The recommended order is:

  1. Learn the four cross cases for two-look OLL
  2. Learn the seven corner-orientation cases
  3. Learn the two corner-permutation cases for two-look PLL
  4. Learn the four edge-permutation cases

Most people can get through steps 1 and 2 in a week of casual practice. Steps 3 and 4 follow naturally once OLL feels automatic.

Two-look also sets you up well for full CFOP later. Every algorithm you learn now carries over. The A-perm you learn for two-look PLL is the same A-perm in full PLL. You are not throwing anything away; you are building the foundation one layer at a time.

Frequently Asked Questions

Do I have to learn full OLL and PLL eventually?

No. Many solvers compete at sub-20 and even sub-15 seconds with two-look versions of both steps. Full OLL/PLL saves a few seconds at most, and the memorization cost is significant. Two-look is a completely legitimate long-term approach, not just a stepping stone.

How do I know which OLL corner case I have?

Hold the cube so the yellow cross is on top. Count how many corners have yellow facing up, then look at where those corners sit relative to each other. Each of the seven cases has a distinct pattern. Most beginners find a recognition diagram more useful than a written description at first, so look for a two-look OLL visual guide alongside any algorithm sheet.

Can I mix two-look OLL with full PLL, or vice versa?

Yes, and this is actually a common approach. Many solvers learn two-look OLL first, then full PLL (21 algorithms), because PLL recognition is often considered easier than OLL recognition. You can mix and match based on what you find manageable.

My solve feels slower after switching. Is that normal?

For the first week or two, yes. Your hands are learning new muscle memory, and you are pausing to remember algorithms that are not automatic yet. This is normal and temporary. Stay with it through roughly 200 to 300 solves and the new algorithms will start to feel as natural as your old ones.

What is a "skip" in OLL or PLL?

A skip means the step is already done before you start it. An OLL skip means all yellow stickers already face up after F2L. A PLL skip means all pieces are already permuted correctly. Skips happen by chance, roughly 1 in 216 solves for a full OLL skip and 1 in 72 for a full PLL skip. In two-look versions, partial skips (e.g., the cross is already formed) are more common and worth recognizing quickly.

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