4x4 1lPll?

Chilli

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Nov 27, 2011
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WCA ID
2012GOOD01
So I've recently started work on learning 1-Look PLL and I find it very useful. However, when it comes to my 4x4 I often find a perm I don't recognize and I have to do 2lpll, only to find that I had the opposite or adjaceant edge swap parity. Is there any way to combat this, i.e knowing if there's parity and where it is?
 
If you get on OLL case where and odd number "edges" are showing, there is OLL pairity.

If you get a PLL case that has just 2 "edges" swapped (no corners" you have PLL pairity. Also, if there are just 2 corners swapped (no edges), you also have PLL pairity
 
Cheers, will try just now.
If you get on OLL case where and odd number "edges" are showing, there is OLL pairity.

If you get a PLL case that has just 2 "edges" swapped (no corners" you have PLL pairity. Also, if there are just 2 corners swapped (no edges), you also have PLL pairity
Talking of parity, I never seem to get corner parity. Is it because I use Fridrich or is it just really rare?
 
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When it comes to permutation parity, corner parity and edge parity are the same thing. A pure swap of 2 corners can be thought of as T perm plus opp edge parity and a pure swap of 2 edges can be thought of as T perm plus adj corner parity. Unlike orientation, permutation of corners and edges are intrinsically linked.
 
I've been meaning to try and get tricks for 1LPLL like I did for 1LOLL, but I've not had time recently to finish working on it. Here's a couple that I like so far, which may or may not be known already (P=PLL parity alg, I use Uw'2 Rw'2 U2 r2 U2 Rw2 Uw'2):
F R' F R2 U' R' U' R U R' F U' P U R U R' U' F'
M2' U x P x' M U2 M' U M2'

Off topic: someone should organise a meet up over Christmas/New Year for people in the Glasgow/Edinburgh area. I'll be very out of practice but it will be fun.
 
I haven't heard of one look pll. However you do have one look epll, by using u, h, z, plus two new algs: Q and O, such being z+parity and h+parity. Unfortunately, if you want to use them consistently, u have to solve corners with COLL. It's a good alternative to what you're looking for, and you ensure yourself a 2look LL in every solve! You can look for algs in wiki, as Z4
 
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