Because edge orientation is solved during EOLine and preserved during F2L,
				the last layer edges will always be oriented. This provides great number of
				options, ranging from a simple 20 algorithm 2-look system, all the
				way up to a 1-look system with up to 493 algorithms to learn.
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- 
						OCLL/PLL: This orients the last layer corners in one
						step (OCLL), then permutes the last layer corners and edges
						simultaneously in the final step (PLL). This is similar to
						Fridrich's OLL/PLL last layer, but much fewer OLL algorithms are
						required since the last layer edges are already oriented. OCLL requires
						a minimum of 6 algorithms and PLL requires a minimum of 14, giving a
						total of 20 algorithms for both steps.
						The average move count is 7.93 for OCLL and
						11.21 for PLL which gives a total of 19.14 moves
						average.[10]
						Using partial corner control during insertion of the last
						1x1x2 block eliminates the H and Pi OCLL cases, allowing even fewer
						moves and faster algs during OCLL or COLL.
						
Algorithms:- speedsolving.com wiki: OCLL
 - speedsolving.com wiki: PLL
 - AlgDB.Net PLL
 - speedsolving.com: Partial Corner Control
 
 - 
						COLL/EPLL (ZZ-VH):
						This orients and permutes the last layer corners (without affecting edge
						orientation) in one step, then permutes the last layer edges in the
						final step. This
						may be preferred since it has a lower move count than OCLL/PLL,
						and is regarded
						by some to have easier case recognition. Learning COLL/EPLL
						is also a useful intermediate step
						to learning ZZLL or ZBLL. COLL has 40 cases to recognise, solvable by 25 algs min.
						EPLL is just 4 cases (and only 3 algs if U-perm is mirrored) - a total of 28 for the
						whole LL. COLL is 9.78 moves average, and EPLL is 8.75 average,
						yielding a move count
						of 18.53 (slightly fewer than
						OCLL/PLL).[10]
						
Algorithms:- COLL on the Algorithm Database
 - Lars Vandenbergh's COLL Page
 - Bob Burton's COLL Page
 - speedcubing.com: COLL Page
 
 - 
						OCELL/CPLL:
						This orients the last layer corners, while permuting the last
						layer edges (without affecting edge orientation) in one step,
						then permutes the last layer corners in the
						final step. The advantage of using this method is that the majority
						of algorithms (all of OCELL) can be done 2-gen (turning only two sides).
						This may give it an advantage over COLL in OH (one-handed) cubing.
						Like COLL there are 40 cases to recognise, solvable by 25 algs min.
						Again CPLL is just 4 cases, 2/3rds of which are A-perm.
						The remaining cases are E-Perm, H-Perm and a 1 in 12 chance of CPLL-skip.
						The average move count for OCELL with 2-gen algs is 12.10, and for CPLL it's
						9.17. In total that gives 22.01 moves on average, including
						AUF.
						[10]
						
Algorithms:- speedsolving.com: OCELL 2-gen algorithms and move count statistics
 
 - 
						ZBLL (ZZ-a):
						Often labelled as the holy grail of speed cubing, this method completes
						the last layer by orienting the corners and permuting the corners and
						edges, all in one step.	It involves 494 distinct cases, and requires
						learning a minimum of 177 algorithms assuming
						mirrors and inverses are applied.
						Completing the last layer has an average move count of
						12.08, which is a significant advantage over the 2-look
						options.[10]
						
Algorithms:- ZBLL algs on SpeedSolving.com Wiki (complete set)
 - Bernard Helmstetter's ZBLL algs
 - Chris Hardwick's ZBLL Page
 - Jason Baum's ZBLL Page
 - Lars Petrus's ZBLL Page (warning: many java applets!)
 
 
F2LL
During the final stages of F2L it's possible to manipulate the last layer cubies to reduce the number of LL cases. This partial solving of LL during F2L is called F2LL. The following are examples of F2LL options:
- 
						ZZLL (ZZ-b or Phasing): Involves permuting two opposite LL edges
						during insertion of the final 1x1x2 F2L block. It is a relatively lightweight
						technique, using an estimated average of ~2 moves.
						It reduces the number of LL cases from 494 to only 167,
						enabling completion in one step with knowledge of 80 algorithms.
						Phasing also serves as a useful transition between COLL/EPLL and full ZBLL.
						
Further info:- Michal Hordecki's ZZLL algorithms
 - Michal Hordecki's Phasing algorithms
 - James Stuber's ZZLL algorithms
 - speedsolving.com: Phasing Explained
 
 - 
						Winter Variation (WV): This orients the LL corners during insertion of the final 1x1x2 F2L block,
						reducing the last layer to just PLL.
						It involves 27 cases and is said to have a lower average move count than OCLL/PLL.
Algorithms:- Sarah Strong's WV Algs
 - Winter Variation on Cyotheking
 - Sebastien Felix's WV Page
 - Winter Variation Article
 
 - 
						ZZ-CT: The first step (TSLE) orients all corners during insertion of the final F2L edge. During this step the final F2L corner is not placed, and may end up in the top layer. TSLE has 108 cases, all solvable with 2-gen algorithms. The second step (TTLL) is similar to PLL, except the final F2L corner is also being placed. It has 72 cases, and
							is said to have recognition and execution similar to PLL.
Further Info:
 - 
						MGLS: On the last F2L slot only the edge is placed. The CLS part of the MGLS
						method then orients the LL corners, while simultaneously placing the final D-face corner.
						This leaves only PLL to complete the cube. There are a total of 105 cases to recognise,
						solvable by a minimum of 56 algorithms, in an average of ~9.5 moves. It's possible to
						reduce the number of CLS algs required if the D-face corner is also placed along with its edge,
						but not necessarily oriented. This results in a subset of MGLS cases called EJF2L, solvable
						with a total of 16 fast 2-gen algorithms.
						
Algorithms:
 - 
						Blah's Method: This de-orients the LL corners during insertion of the final 1x1x2 F2L block,
						allowing completion of LL in one-step using a reduced subset of ZBLL.[7]
						
 
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Last updated: 7th August 2016