is there a TuRBo equivalent for 4x4 centers and edges already listed out somewhere?
http://lightake.com/detail.do/sku.3x..._(White)-34118
Crappy, but works.
Don't know if what you are asking for exists but for centers commutators are pretty straigh-forward, no need to take an intermediate step.
For edges: You could take "std" algs for various slices and use set up move to bring 1 or 2 pieces onto that slice
example assuming you keep the standard r2 buffer Drf:
For the r slice you already know the comm from the r2 method
Move 1 or 2 pieces to Fru or / and Urb and solve with F r U r' d r U' r' d' F' and Fd r U r' d' r U' r' F'
Best method for 2x2 bld?
Doing y perms is really annoying 2x2. Maybe there is something easier and shorter?
Another question: How does guesstega work? Is it literally just guess?>]
You can use any method you use for corners (BH, for example), but CLL+EG+one look seems to be the best (but you need A LOT of practice).
I know Ortega and all CLL algs, just gotta figure out how it all works
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