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OLL RECOGNITION

The 10 Most Important OLL Cases Every Speedcuber Should Master First

There are 57 OLL algorithms. You do not need to learn all of them right now. Learn these 10 first, in this order, and you'll be able to solve any last layer in at most two looks, plus you'll have built the recognition skeleton that makes full OLL far easier later.

Almost every intermediate speedcuber hits the same wall. They've memorized four-look last layer, they're stuck somewhere between 20 and 30 seconds, and someone tells them the path forward is "learn full OLL", all 57 cases. So they open a giant algorithm sheet, pick three random cases to drill on Monday, forget them by Thursday, and quit by the following week. The problem isn't motivation. It's strategy. Learning OLL case by random case is like trying to learn a language by memorizing the dictionary in alphabetical order.

The 10 cases below are the classical 2-look OLL set. Seven of them orient the corners once the edges are already oriented. Three of them orient the edges when they're not. Together, they let you solve every one of the 57 cases using at most two algorithms. Once these 10 are automatic, expanding to full OLL becomes a natural extension rather than a mountain climb.

Why These 10 Specifically?

Every last layer position falls into one of two stages: edges oriented or edges not oriented. If your edges aren't oriented (the yellow cross isn't formed), you need one of three edge algorithms to fix them. Once your edges are oriented, you get one of seven possible corner patterns, and the seven corner algorithms below cover every single possibility. Three plus seven equals ten. There's no case outside this system. That's why these specific ten are universally recommended as the foundation.

A few of the algorithms below have shorter or faster alternatives used in full OLL. I've listed the versions that are easiest to execute smoothly for a learner, because a 9-move algorithm you can fingertrick at full speed will always beat an 8-move algorithm you stutter through.

Stage 1: Orient the Edges (Cases 1–3)

Before touching the corners, you need a yellow cross on top. If you already have one, skip to stage two. If you don't, you'll see exactly one of the three shapes below on top: a dot (no yellow edges facing up), an L-shape (two adjacent yellow edges), or a line (two opposite yellow edges). Learn all three, they come up in nearly every solve.

#1 Line / Bar Edges (OLL 45)

Edge orientation · shape: horizontal line

Two opposite edges already have yellow on top; two have yellow on the sides. Hold the cube so the line runs left to right. This is the friendliest edge case and a great first algorithm to drill because the muscle pattern (F-sexy-F') shows up everywhere in cubing.

F R U R' U' F'
⚡ Recognition: you see a straight yellow bar across the middle of the top face.

#2 L-Shape Edges (OLL 44)

Edge orientation · shape: 90° angle

Two adjacent yellow edges form an L on the top. Hold the cube so the L points into the back-right corner (the two yellow edges are on the left and front). This is the "small f" version of the F-sexy-F' pattern, almost identical muscle memory, just with a wider slice turn.

f R U R' U' f'
⚡ Recognition: yellow edges form an L pointing into the back-right corner.

#3 Dot (OLL 57 / No Edges)

Edge orientation · shape: no yellow edges

No yellow edges visible on top at all. This is the least common edge case but absolutely must be drilled because it feels intimidating until you realize it's just the line algorithm followed immediately by the L algorithm. Two friends you already know, stacked.

F R U R' U' F' f R U R' U' f'
⚡ Recognition: only the center is yellow. No yellow edges facing up anywhere.

Stage 2: Orient the Corners (Cases 4–10)

Once your edges are oriented, you'll see a yellow cross on top and exactly one of seven corner patterns. Each pattern has a distinctive name that makes recognition easier: Sune, Anti-Sune, H, Pi, U, T, and L. Learn all seven and you will never need more than two looks to solve any OLL case for the rest of your cubing life.

#4 Sune (OLL 27)

Corner orientation · one oriented corner

The single most iconic algorithm in all of speedcubing. Exactly one corner already has yellow on top; the other three are rotated clockwise from where they need to be. This is the first algorithm nearly every cuber learns by heart, and it's worth drilling to full fluency because you'll use it thousands of times.

R U R' U R U2 R'
⚡ Recognition: one "fish tail" pointing at the front-right corner. Hold so the oriented corner is at back-left.

#5 Anti-Sune (OLL 26)

Corner orientation · one oriented corner (mirrored)

Sune's twin. One corner is oriented; the other three rotate counter-clockwise. Many cubers rush to learn Sune and skip Anti-Sune. Don't do this. They appear with equal frequency and confusing one for the other wastes a full algorithm's worth of turns.

R' U' R U' R' U2 R
⚡ Recognition: one fish tail pointing at the front-left corner. Mirror image of Sune.

#6 H / Double Sune (OLL 21)

Corner orientation · zero oriented corners

All four corners are twisted and sit in a symmetrical pattern. Named H because the yellow pieces on the top face form an H shape across the cross. This is effectively two Sunes in a row, which is also a perfectly valid beginner approach: execute Sune, AUF, and Sune again.

R U R' U R U' R' U R U2 R'
⚡ Recognition: the cross is there, and no corners are oriented, but the two "front" corners show the same side color.

#7 Pi / Bruno (OLL 22)

Corner orientation · zero oriented corners

All four corners unoriented, but unlike H, the pattern shows two "headlights" (two corners of the same color on one face). Hold the cube so the headlights face the back. The algorithm uses a rare R2 triple-sequence that feels strange at first but becomes beautifully rhythmic once memorized.

R U2 R2 U' R2 U' R2 U2 R
⚡ Recognition: yellow cross on top, plus two matching corner colors ("headlights") on one side face.

#8 Headlights / U (OLL 23)

Corner orientation · two oriented corners

Two adjacent corners are already oriented (both yellow on top at the back) and the two front corners are twisted toward each other. Called "headlights" because the two already-oriented corners show matching colors on the back, like car headlights. Short, snappy, and surprisingly common.

R2 D' R U2 R' D R U2 R
⚡ Recognition: two yellow corners at the back, two non-yellow corners at the front showing "headlights" (matching colors).

#9 Chameleon / T (OLL 24)

Corner orientation · two oriented corners (adjacent)

Two oriented corners on one side, two twisted corners on the adjacent side. This is one of the friendliest corner OLLs to execute, the algorithm uses only wide turns and a tiny sune-like trigger. Worth drilling because it becomes a thoughtless hand reflex in a week of practice.

r U R' U' r' F R F'
⚡ Recognition: two adjacent yellow corners on one edge of the top face. No headlights, the un-oriented corners show different colors.

#10 Bowtie / L (OLL 25)

Corner orientation · two oriented corners (diagonal)

Two oriented corners sit diagonally opposite each other; the other two diagonals are twisted. Called "bowtie" because the yellow pattern on top resembles a bowtie's silhouette. The short algorithm below is essentially the T case in reverse and shares most of the same finger tricks.

F' r U R' U' r' F R
⚡ Recognition: two yellow corners diagonally across from each other; the other two diagonal corners are both twisted.

The Optimal Learning Order

Don't try to learn all 10 in one week. The order below is battle-tested by thousands of cubers and minimizes confusion between similar-looking cases.

  1. Week 1. Sune and Anti-Sune. These are the most iconic and by far the most common single-look solves. Drill until you recognize and execute each in under a second.
  2. Week 2. The three edge cases (Line, L, Dot). Orienting edges is a precondition for everything else. Get these rock-solid before adding more corner cases.
  3. Week 3. Headlights (U) and Chameleon (T). Both have two oriented corners, so they're mechanically similar and pair well.
  4. Week 4. Bowtie (L), Pi, and H. The hardest recognitions are left for last, once the earlier cases are automatic.
Key principle: Do not advance to the next week until you can recognize and execute every case from the previous week in under two seconds consistently. Racing through the list without real mastery is the #1 reason cubers regress when they try to upgrade their OLL.

Common Mistakes Cubers Make While Drilling OLL

Memorizing algorithms as move sequences instead of finger patterns. "R U R prime U R U2 R prime" is a mouthful. Your fingers should execute it as a single flowing motion, not a list. Drill each algorithm 50+ times in one sitting until it feels like one movement.

Learning algorithms without practicing recognition. Recognition is at least half the speed of OLL. If you can execute Sune in 0.8 seconds but take 1.5 seconds to recognize it, you'll never break sub-12. Our OLL pattern detection trainer is built specifically for this: map the sticker pattern, let the trainer identify the case, and build the recognition reflex.

Skipping angle / AUF practice. Most corner OLLs require a specific holding angle (for example, Sune with the oriented corner at back-left). If you don't know the correct angle instantly, you've added a second of rotation to every solve. Learn the angle at the same time as the algorithm, never separately.

Trying to execute at maximum speed during learning. Speed comes last. Execute every new algorithm at 50% speed until the motion is clean, then gradually accelerate. Fast sloppy turns train fast sloppy habits.

Your 10-Day OLL Drill Plan

DAYS 1–2

Sune + Anti-Sune. 100 reps each. Finish with 20 solves using only these two when applicable.

DAYS 3–4

Line, L, Dot edge cases. 50 reps each. Start every solve by orienting edges first.

DAYS 5–6

Headlights (U) and Chameleon (T). 50 reps each. Run 20 solves mixing all cases learned so far.

DAYS 7–8

Bowtie (L), Pi, H. 50 reps each. These are the trickiest; go slow.

DAYS 9–10

Full 2-look OLL integration. Time yourself. Aim for all 10 cases under 3 seconds execution.

The Payoff

A cuber who knows only 4-look last layer averages 6–8 moves per last layer phase and spends 6–10 seconds on the top. A cuber with solid 2-look OLL (these 10) typically drops that to 3–5 seconds. That's a three-to-five-second improvement on every single solve for a one-month investment. Nothing else you can learn in speedcubing has a better return on time.

And when you're ready to expand past these 10, full OLL becomes shockingly manageable. Every remaining case builds on patterns you've already internalized, they're just faster one-look versions of the same shape recognitions. These 10 aren't training wheels. They're the foundation the other 47 sit on top of.

Drill these 10 cases in the trainer

Tap the exact sticker pattern you see on your cube, get instant case detection, and watch your OLL recognition speed climb.

Open the OLL Trainer →
T
Trevor
Speedcuber & Creator of AI Speed Cube Trainer

Trevor is a sub-20 hobbyist (PB 18.2s) who drilled his way out of a six-month last-layer recognition plateau: the exact approach behind this top-10 OLL list. Read the full story →

Further Reading & External Resources

If you want to go deeper on OLL beyond these 10 foundational cases, these external resources are the most trusted in the speedcubing community:

Related reading: Advanced F2L Look-Ahead Techniques That Actually Work · How to Use the AI Speed Cube Trainer