T-shape family · OLL 45

T-Shape: recognition, algorithms and execution trainer

T-shape is a compact OLL case solved by the familiar F sexy-move F-prime structure. It is an efficient early addition after two-look coverage.

EasyLearning order #5Interactive 3D
Primary algorithmF R U R' U' F'Time an execution ↓

Interactive demonstration

Inspect and play the case from four angles

Change the viewpoint without changing the case. Then play the selected algorithm turn by turn.

Viewing angle
Algorithm

Recognition

Recognize T-Shape from several angles

Front · 0°

Front view

Read the top-layer stickers as a T-like arrangement, then confirm the side-facing corner stickers so the case is not confused with a neighboring edge-orientation shape.

Right · 90°

Right view

The silhouette becomes less obvious. Use the oriented edge direction and the pair of corner stickers visible on the right side.

Back · 180°

Back view

Practice treating the back as a valid front rather than rotating automatically. The F trigger can be executed after a y2 frame change.

Left · -90°

Left view

Check the same edge and corner relationship from the mirror angle, then decide whether an AUF or y rotation gives the cleanest F move.

Algorithms

Primary and alternatives

PrimaryF R U R' U' F'

Recommended starting point for reliable recognition and execution.

Back-angle equivalenty2 F R U R' U' F' y2

Use the same trigger from the back when the case is recognized there.

Wide-front optionf R U R' U' f'

A wide-front variation changes the affected layer relationship; use the 3D player to verify whether it matches your exact T-family angle.

Setup moves

Build the exact case

F U R U' R' F'

Apply the inverse setup from solved, then rotate the U face randomly before attempting recognition from different sides.

Finger tricks

Execute as one controlled phrase

  1. Prepare F with the right index or thumb according to your home grip, without a full regrip.
  2. Execute R U R' U' as one controlled sexy-move trigger.
  3. Finish F' with the finger already positioned from the trigger instead of rotating the wrist twice.
  4. Return both thumbs to the front and begin PLL recognition during the final turn.

Common mistakes

What usually breaks the case

  • Holding the pattern at the wrong U rotation and solving a neighboring OLL shape.
  • Regripping before both F and F prime, adding two pauses to a six-move algorithm.
  • Turning F too forcefully and misaligning the R layer.
  • Recognizing only the top T and ignoring side-sticker orientation.

Execution-time trainer

Time repeatable executions, not one lucky run

Apply the setup, press the timer button or Space to start, then press again when the algorithm is complete. Times are stored locally; signed-in attempts also contribute privately to aggregate statistics.

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Short demonstration video

T-Shape in one quick visual pass

Use the clip for a compact overview, then return to the interactive 3D player to control angle and playback.

Difficulty and order

Easy · recommended case #5

Add after Sune and Anti-Sune or early in full OLL. The short trigger is easy to retain and reinforces controlled F-move finger tricks.

#5recommended order

Quick answers

Frequently asked questions

Which OLL number is T-shape?

This page covers the commonly numbered OLL 45 T-shape case.

Why is the algorithm so familiar?

It wraps the common R U R’ U’ trigger between F and F’.

Should I use wide f moves?

Only if the resulting case and grip match; verify alternatives in the 3D player rather than substituting blindly.

Put recognition under pressure

Mix this case into a real training session.

Use SupaKewber's algorithm trainers and smart-cube solve analysis to see whether isolated execution transfers into full solves.

Open the trainer