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6x6 last two edges & centres Algorithms

Every algorithm for all 35 endgame cases, ranked by the alg sources that match real solves.

What makes this database different

Consensus scores every alg site and sheet against what top solvers were actually reconstructed doing, then adds up what those resources recommend for this case. A resource whose picks match real usage counts for several times more than one whose picks don't, and each resource's own top pick counts more than its alternates. So the order here is fed by pro solves, one step removed. How it works.

Alg lists repeat themselves: the same turns show up reordered, behind a different alignment, or just spelled a different way - a slice M written as r' R, a wide l written as x'R. Those all move the cube through exactly the same states, so we fold them into one row and add up their votes.

Mirrors are the exception: a left-handed version keeps its own row, because doing an algorithm on the other side is a genuinely different thing to learn.

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Grouping gives an algorithm a shape you can picture instead of a string you have to spell, and it exposes the family resemblances: algorithms built from the same trigger carry the same colour, so the one you already know gives you a head start on the next. The Rightie R U R' U' gets one colour, the sledgehammer R' F R F' another. Hover any box for its name.

3r U2 3r'
The centre insert one layer deeper: the 3-layer wide carries the inner bar up and back.
r U r' U'r U' r'
The same wide commutator every big cube builds centres with - the hands do not change.
3r2 r2 B2 U2r U2 r'
Wing parity's opening: paired wides pick out the single inner slice an even cube can strand.

Cubers have always marked triggers by hand, in parentheses: F (R U R' U') (R U R' U') F'. The boxes are that convention drawn instead of typed, and they are worked out from the moves themselves rather than stored per algorithm - so every algorithm in the database has them, including the ones nobody ever bracketed.

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6x6 last two edges & centres Overview

most-recommended algorithms for every case

Last two edges
67%
33%
67%
33%
55%
27%
18%
Last two centres
33%
67%
33%
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