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mo3 — · ao5 — · ao12 — · ao50 — · ao100 —
STATS · Main BESTPB —
ao5 —
ao12 —
ao50 —
ao100 —
GAN 14 Maglev UV
Space Start / stop
←→ Scramble
2D +2 / DNF
Solving style · no x, y, z

Rotationless

Formulas that never ask for an x, y or z. Wide turns and mirrored versions take the place of the rotation, so the cube stays in your hands for the whole solve.

0 of 5 learned
Five PLLs usually contain an x or y: at both ends or, in V, in the middle. The main formulas of the other 16 in Full PLL never rotate the cube.
A wide l or l' turns the whole cube and nothing turns it back: after Aa and Ab the yellow centre ends at the back, after E at the front. If the last layer still needs a final turn, it is a turn of that face, not U. In the alternatives yellow stays on top.

Rotation Needed

3D
Aa Perm 1/18
Wide l' replaces the opening x. Alt: face turns only, F and B in place of U and D
l' U R' D2 R U' R' D2 R2
3D
Ab Perm 1/18
Wide l' replaces the opening x. Alt: face turns only, F and B in place of U and D
l' R' D2 R U R' D2 R U' R
3D
E Perm 1/36
Wide l replaces the opening x'. Alt: face turns only, F and B in place of U and D
l U' R' D R U R' D' R U R' D R U' R' D'
3D
Ja Perm 1/18
Starts with U' and uses L instead of rotating. Alt: the usual alg with D and F turns in place of the x
U' R' U L' U2 R U' R' U2 R L
3D
V Perm 1/18
d' replaces the y in the middle. Alt: R, U and D turns only
R' U R' d' R' F' R2 U' R' U R' F R F

Going rotationless

› Line the case up with a U turn instead of a y rotation: one extra move, and the hands keep their grip
› The four pairs can be solved in any order, so start with the slot you can see and reach without turning the cube
› The back-left slot is reached with L and U, the back-right with R and U: use the mirrored formula instead of rotating the slot to the front
› Drill the slot you rotate for most often until its formulas feel as natural as the front-right ones
› Wide turns and slices (r, l, d, M) replace a rotation inside an algorithm but need a different grip: practise them slowly first
› Not every rotation is worth removing: skip it when the rotationless version is no more than a move or two longer, otherwise a quick rotation is faster
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