Orientation of Last Layer Corners


Before I start talking about how I solve the last layer, an introduction to my notation is in order. Megaminx notation isn't standard by any means, but here's what I use:
Picture showing face designations
Twists are denoted by F+, R-, etc. Double turns simply use ++ or -- to their direction. So R+ F-- is a single clockwise twist of R followed by a double anticlockwise twist of F. I don't worry about the other faces because none of my sequences use them.

My method for orienting the corners of the last layer uses exclusively what may be the most well-known cube algorithm ever, the Sune.
The algorithm is the same on the cube and Megaminx: R+ U+ R- U+ R+ U-- R-
However, I do need to point out one crucial difference. On a cube, the Sune does not change the permutation of the corners at all. On a Megaminx, it does. So the actual cases work out a bit differently, but it's still all very easy to learn.

You'll need to know this sequence and the AntiSune, it's inverse, and their mirrors. Also note that when I say "Double Sune" I simply mean two Sunes one after the other, which "blend" into each other, ie, U-- R- R+ U+ becomes just a single U-. Basically the idea of this method is to apply Sunes and AntiSunes in different places to reach the solved position in 2-3 short algorithms than to memorize several longer algorithms to directly solve each case. It's much easier to learn a new place to use an algorithm you already know than to learn a new algorithm entirely. This is especially true on the Megaminx where there are many more cases than the cube.

I've grouped the cases into three groups to organize them and suggest some sort of learning order. In all of the diagrams the pictures have been drawn so that the neccesary Sune or AntiSune will always start with R+.

Group 1 - Basic Cases

These are the cases you need to know to solve the puzzle. These cases may come up mirrored.
Case 1A - Solved Case, included here for completeness
Case 1B - Solved by Sune
Case 1C - Solved by AntiSune 
COLL Group 1

Group 2 - Three Corner Cases

These cases all deal with three corners correct. They are all symmetrical, the mirrors are the same.
Case 2A - Sune gives Case 1B
Case 2B - AntiSune gives Case 1B
Case 2C - Sune gives Case 1B
Case 2D - AntiSune gives Case 1C
COLL Group 2

Group 3 - The Rest

These cases all deal with one or zero corners correct. These aren't needed to learn immediately, because if you don't know what to do you can just do a Sune and land somewhere in groups one or two. Learning this eliminates the unlucky times when you might have to use three algorithms. It's important to be able to recognize the mirrors!

Group 3 in "under construction", so-to-speak.

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