How to do adjacent swaps on bottom layer without rotations for 2x2

kcl

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Hey guys,
So I'm making this thread to give my take on an issue I have with 2x2. Since it's my favorite puzzle and all, the problem bugged me a lot. So, long story short, I still use ortega. As most of you probably know, when you have a opposite or adjacent swap on bottom, but then get the top layer solved, you are forced to do a cube rotation. Since cube rotations waste time, I tried to figure out a simple way to fix the issue, and I found it! I think this is original, but if not.. Well so be it lol.
So finally, the basic idea is that, if for the first move of an algorithm, lets say the T perm. That starts with an R. If the T is on BOTTOM, start with the inverse move, do the rest of the alg like normal, and then finish with an R2 or L2. It's very easy, even faster because there is R'UR', and it doesn't require a rotation. So the basic idea again is that it takes one move to put the corners into position in the T perm. (Calling the position BR). It takes that same first move, just inverted, to put those pieces from the bottom layer in the same spot. It only works for adjacent swaps, but those are the most common type for 2x2. So yeah, I think this has potential, but let me know what you all think of it!

Thanks,

Kennan
 
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This is pretty good yeah, but for adj swap use Ja perm instead of T perm (R' U L' U2 R U' R' U2 R2). R2 at the end coz orientation of the cube doesnt matter. Mirroring it with headlights (block really) on bottom front you get (L' D R' U2 L D' L' D2 L2). D turns are annoying though

Sent from my A75 using Tapatalk 2
 
This is pretty good yeah, but for adj swap use Ja perm instead of T perm (R' U L' U2 R U' R' U2 R2). R2 at the end coz orientation of the cube doesnt matter. Mirroring it with headlights (block really) on bottom front you get (L' D R' U2 L D' L' D2 L2). D turns are annoying though

Sent from my A75 using Tapatalk 2

I use the J perm, no worrie/ ;). T perm locks too much. And J perm has an AUF thingy built into the end..
 
Hey guys,
So I'm making this thread to give my take on an issue I have with 2x2. Since it's my favorite puzzle and all, the problem bugged me a lot. So, long story short, I still use ortega. As most of you probably know, when you have a opposite or adjacent swap on bottom, but then get the top layer solved, you are forced to do a cube rotation. Since cube rotations waste time, I tried to figure out a simple way to fix the issue, and I found it! I think this is original, but if not.. Well so be it lol.
So finally, the basic idea is that, if for the first move of an algorithm, lets say the T perm. That starts with an R. If the T is on BOTTOM, start with the inverse move, do the rest of the alg like normal, and then finish with an R2 or L2. It's very easy, even faster because there is R'UR', and it doesn't require a rotation. So the basic idea again is that it takes one move to put the corners into position in the T perm. (Calling the position BR). It takes that same first move, just inverted, to put those pieces from the bottom layer in the same spot. It only works for adjacent swaps, but those are the most common type for 2x2. So yeah, I think this has potential, but let me know what you all think of it!

Thanks,

Kennan
I use this J-perm for PLL: x U2 Rw' U' Rw U2 Lw' U R' U' R2.
So I usually do in that case (adjacent swap on bottom for 2x2) like this: R2 (x U2 R' U' R U2 L' U R' U' R2) R2, the last two moves cancel.
Quite smooth execution. :)
 
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