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Every permutation of the last layer on a 4x4 or any bigger even cube, with and without parity: 21 PLLs, 22 parity cases, 143 different views. Each one is drawn the way it looks with three sides showing.
Two cases share two neighbouring sides exactly when the only difference between them is an adjacent dedge swap. One of the pair is always a normal PLL and the other is always parity. The two swapped dedges sit on the other two sides, so whichever third side you look at, its dedge is the one thing that differs.
What that dedge matches is always right next to it: its own corners, which makes a bar or a block, or the corner sticker just round the corner, which makes a checker. Pick a case to see every lookalike beside it. The ringed dedge is the one to check and a dot marks the sticker it matches.
The pairs of cases you name as each other most often in the last-layer drill, worked out from what you typed there. Each comes up as a view of one of the two, mostly from the exact angles you got wrong, with only those two names to choose from, so all your attention goes on what tells them apart. After each answer, the other case is drawn at the same angle next to it, with the difference marked.
The 21 PLLs of a 3x3, seen with three sides showing: left, front and right, the back hidden. Each comes at a random angle and with random colours. Name it as fast as you can; then the hidden side, the arrows and what each side shows come up.
A scramble, then the shortest way to build the white and yellow centres on top and bottom. A turn of one outer layer or of a wide two-layer block counts as one move, and rotations are free. The answer is not an estimate: the solver holds the exact distance for all 51,482,970 ways the eight pieces can sit. Every scramble has its own explainer: “Watch it explained” plays the solution like a video, one move at a time, with what each move is for.
Every trigger and trick for building the first two centres, from lifting a bar in with one wide turn to the out-and-back triggers that keep the first centre safe, and advanced ideas pulled from 2,000 of the solver’s shortest solves. Pick a case and it plays on the cube, move by move, with what each move does.
A scramble, then the shortest way to build the white and yellow centres together with one cross edge: both wings of an edge of the cross colour, paired, sitting next to their centre. It counts as the F2C page does: an outer or wide turn is one move and rotations are free. Every length it gives was checked against a full table of all 28,418,599,440 positions of the two centres and one edge. “Watch it explained” plays the solution like a video, one move at a time.
The first, second and third white cross edge as single cases, held the way the last cross edge is: white on the left, green on top, orange in front, the white-green edge to go in at the top left. Pick which edge, then a random case with a scramble that makes it and its shortest algs, played on the cube. Below it, an alg sheet of every case.
Pick the kinds of case you want to practise: first, second or third cross edge, by where the edges already in are and where the two wings are. Each case is shown on the cube with a scramble that makes it, and its alg. Say whether you knew it, mark it learnt, or go on to the next. Cases you miss come back sooner; ones you have learnt (marked, or known three times in a row) come up less.
A scramble that stops where the last four centres begin: the white and yellow centres done and three white cross edges in place. Then the shortest way to finish the other four centres with turns that never disturb the cross, chosen to be easy to turn, with every move explained, as a list or played like a video.
A scramble that stops where the last cross edge begins: every centre done and three white cross edges in place. Then the shortest way to put the fourth one in with U, R, Rw and 3Rw, keeping the cross, chosen to be easy to turn, with every move explained, as a list or played like a video. Below it, an alg sheet of every case.
A scramble that leaves every centre and the yau cross solved and the other eight edges apart. Scramble with yellow on top and green in front, so the cross is on the bottom. Then the solver's edge pairing, round by round, with the same options as the Yau solve page.
Pick the kinds of case you want to practise. Each case is shown on the cube, held green on top and orange in front with the white cross on the left, with a scramble that makes it. The alg is shown with it; say whether you knew it, mark it learnt, or go on to the next. Cases you miss come back sooner; ones you have learnt (marked, or known three times in a row) come up less.
A scramble, then a whole Yau solve of it, one step at a time: two centres and a cross edge, two more cross edges, the last four centres with the last cross edge, edge pairing, F2L, and the last layer with the one-look parity algs from the alg sheet. Each step is worked out to be as short as that step can be made, then written so that it is easy to turn. Non-human mode drops the second half of that and goes for the fewest turns.