4x4 BLD parity

I don't have my cube on me to verify, but I believe I used this:
r U2 r U2 F2 r F2 l' U2 l U2 r2

hopefully I got the muscle memory -> normal memory translation correct
 
haha wow nice alg and its better than what i use for edges lol but i think ill stick with mine. but thats for something else not for what i described so sorry i think i said it wrong really. i want an alg that swaps the UL and UB edges GROUPS. like in PLL parity kinda.
 
So I was wondering - how do you wind up with the need for this algorithm on a 4x4x4 BLD solve?

All I can think of is that maybe you use a J perm to swap corners for corner parity, and then wind up with this to finish - is that what you want it for?

I use T perm and the standard 4x4x4 PLL parity algorithm instead, but I can see how someone might prefer the J perm.

But I still suspect there's a faster algorithm than T perm plus 4x4x4 PLL parity to swap corners - but I have yet to discover what it is. Surely there's a faster/better way to just swap two corners? (Sorry - I know this is probably the fourth time I've brought this up, but I can't help wondering.)
 
Mike, if you use the old Pochmann method for corners (ie Y perm), we swap the UB and UL edges back and forth. Those edges then become swapped if there's permutation parity. I usually just do the speedsolving fix where you do something like R' U R to move the edges opposite from each other.
 
Mike:
I use the Lefty and Righty Y perms, which can actually lead to a cancelation with the first and last move of the Y perms. Or I use an FMC-ish (I'm not sure if its purely Optimal HTM, but its not a "speedcubing alg:)

http://speedsolving.com/showthread.php?t=697

Read about my 2-cycle method. And the deeper conjugations for 2-cycle corners.

It swaps my UR and UB wing pairs. So then I do,

A quick setup, and use an alg that swaps the UF and DF rather the UF and UB. Same concept :P
 
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