qwr
Legend
L D' L F2 L' D L'
For all angle PBL, here's my list which I've genned but haven't completely learnt:
The * algs are the ones that should be learnt first and used as a main alg (ie if you have a bar on D, have it on F). Some of them will be slightly pointless/avoidable, so if there are any you don't like, just don't get them.Code:Solved on U, bar in: B - R' F' R2 U' R' U2 F R U R' F2 L - R2 U' R' U L' U2 R U' R' U2 (x') R - Don't have this F* - F R U' R' U' F R2 U' R' U R' F' Adj on U, bar in: B - R2 U' R2 U2 F2 U' R2 L - F2 U R2 U2 R2 F2 U' F2 R - F2 U' F2 U2 R2 U' R2 F* - R2 U' B2 R2 U2 R2 U R2 Diag on U, bar in: B - R' F U' R2 U F' R L - R2 U R2 U' R2 U R2 U' R2 R - F' R F' R2 F U' R F* - L D' L F2 L' D L' Diag on D: Solved on U* - F R' U2 R U' R' F U2 R2 F R2 F' Adj on U* - R' U R' F2 R F' R Diag on U* - R2 F2 R2
I don't get the point of the algs for solved U face because it seems to me you just do some U move, J perm or whatever appropriate alg, then AUF. You might cut down on movecount slightly but not a lot. At least for beginners practicing getting good executing one algorithm would help more.
I suggested having different algs for swap on D face because then you avoid a x2 or z2 rotation. I also incorporated two versions of the adj-adj swap to avoid a costly y2 rotation.
