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Hey Guys, new to forum :) I used to cube ages ago and can remember most of my moves as but one I couldn't do intuitively has slipped my mind. I have tried to search all over google but everyone seems to do it different to me.

I need to solve PLL corners if the top layer jumbled corners are at the right side on top of cube.

http://www.learn2cube.com/beginners/step6 Has a picture but they hold them on the left side.

Sorry for a basic question but I want to do it the way used to before.
 
Hey Guys, new to forum :) I used to cube ages ago and can remember most of my moves as but one I couldn't do intuitively has slipped my mind. I have tried to search all over google but everyone seems to do it different to me.

I need to solve PLL corners if the top layer jumbled corners are at the right side on top of cube.

http://www.learn2cube.com/beginners/step6 Has a picture but they hold them on the left side.

Sorry for a basic question but I want to do it the way used to before.

Just rotate the whole cube until the unsolved corners are on the left.
 
Just rotate the whole cube until the unsolved corners are on the left.


Hey, thanks for feedback. I know that I can do that but I used to do it on the right and be able to do sub 1minute. On the left just doesn't feel right so was hoping someone could help me get the one I used to use.
 
Hey, thanks for feedback. I know that I can do that but I used to do it on the right and be able to do sub 1minute. On the left just doesn't feel right so was hoping someone could help me get the one I used to use.

That algorithm would be L2 B2 L' F' L B2 L' F L'. Although, if you do an x rotation, you can do R2 D2 R U R' D2 R U' R and L2 D2 L' U' L D2 L' U L' for the unsolved corners on the left and right respectively, which is generally faster to execute. Alternately, if you put the unsolved corners on the right, you could do a T-perm (R U R' U' R' F R2 U' R' U' R U R' F'). That algorithm can be executed extremely fast, and you don't need to do AUF at the end, helping you look ahead to EP (PLLC) easier.
 
you could do a T-perm (R U R' U' R' F R2 U' R' U' R U R' F'). That algorithm can be executed extremely fast, and you don't need to do AUF at the end, helping you look ahead to EP (PLLC) easier.

This is what I wanted. This will enable me to get going again and start working on reducing my F2L time and LL to hopefully get as good as you guys :)

Thank you for your help!!
 
Hi I'm using my own experimental method and looking for an algorithm that swaps 2 adjacent corners and preserves everything else on the cube for my last step. Or if a 2 corner adjacent swap is not available, then some kind of cycle algorithm for corners that preserves the cube. Thanks so much in advance :)

edit: for 3x3 cube
 
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1. shortest 4x4 single edge flip alg that preserves all built centers, the orientation of all the other edges, the position of DB and DF and doesnt break up any built Dedges. (guess what for :P)
2. an execution friendly alg for th same purpose.

thanks in advance!
 
2x2 CLL algorithms for these cases? I hate the algs I use for all of these :/
Don't know which ones you use now, but here are mine for those cases:
z' U2 R' U' R2 U' R' U' R U' R
R' F2 R U' R U2 R' F R U2 R'
L U L' U L U' y L U' L' B'
L' U2 L U L' U' L U2 L F' L' F
F U' R U2 R' U' F2 R U R'
 
1. shortest 4x4 single edge flip alg that preserves all built centers, the orientation of all the other edges, the position of DB and DF and doesnt break up any built Dedges. (guess what for :P)
2. an execution friendly alg for th same purpose.

thanks in advance!
are these so hard or didnt you notice my post? how do you find the algorithms, anyway? do you use a program? if so, tell me which one maybe i could do it myself
 
are these so hard or didnt you notice my post? how do you find the algorithms, anyway? do you use a program? if so, tell me which one maybe i could do it myself
4x4x4 Parity Algorithms

Since I'm not sure which move metric you are referring to (there are at least 5 common big cube metrics), you can look at:
Impure Dedge Flips (OLL Parity)(Turn the inner and outer layers simultaneously)
and
Impure Dedge Flips with Wide Turns/Pure Flips with Inner Layer Turns (SiGN Notation)
and
Pure Flips (WCA Notation)
and
OLL Parity Algorithms Which Don't Preserve F3L

Optimal solutions for all common move metrics are listed in those categories.

The (#1,#2) next to each algorithm means means (#1) block quarter turns/(#2) block half turns. Algorithms are listed first if they have less block half turns.
 
I use the y perm: F R U' R' U' R U R' F' R U R' U' R' F R F'

Is this inefficient?

is there perhaps another y perm with fewer moves and more triggers?
 
I not familiar with the term sledgehammer or ZBLL....so far im doing the alg and its not solving the case :(
 
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