Aa perm is a reasonably easy algorithm to learn. It is one of the 21 different algs you need to learn when learning full PLL on rubik’s cube. The PLL algorithms are used for the top layer, when the rest of the cube is solved. They are the final algs you need to do to solve a rubik’s cube.
In this guide we will cover a few different aspects of Aa perms. From what it looks like, how to get it on your cube, and what you can do to solve it.
The algorithms here will be shown using rubik’s cube notation. If you need help with learning rubik’s cube notation please see our guide on cube nation before moving onto this stage.
What Aa Perm Looks Like
A perms can be spotted by looking at the corners of the top layer of the cube. You will find all the edges are solved and so is one corner. But there are three corners that are in the wrong places.
The Aa perm is when those incorrect corners can be solved by moving them in a clockwise direction around the cube. If they need to be moved in an anticlockwise direction it means you need to do an Ab perm instead of an Aa perm.
How to Get a Rubik’s Cube into Aa Perm Position
To get your cube into the same position shown above, begin by holding the cube so the red side is on the front facing you. The yellow side should be on the top, which will make the left side blue and the right side green.
From here, perform the following algorithm:
l’ R’ D2 R U R’ D2 R U’ l
This alg is in fact the same algorithm used to solve the Ab perm. You can do this and then use on of the following algorithms to solve the Aa perm.
How to Solve Aa Perm
There are a few different algorithms you can use to solve the Aa perm. But first you need to hold the cube in the correct position. Take a look at the picture above. As you can see, on the bottom left side of the cube you have a solved corner, with two solved edges. You also have what is known as headlights on the back of the cube.
Make sure the top layer is orientated like this and then choose one of the following algorithms to solve the Aa perm:
1: l’ U R’ D2 R U’ R’ D2 R l
2: l’ U R’ D2 R U’ R’ D2 R2
3: y x’ R2 D2 R’ U’ R D2 R’ U R’
4: y’ (R U R’ U’ R’) F (R U R’ U’) R’ F’ R U R2 U’ R’