i hope i'm looking at this right...try R B' U2 B R' B' R U2 R' B for the CLL (holding it with the correctly oriented corner in the back right position)..if you didn't change it from the position in that picture anyway..
 
For LL, solve for the corners first and then commutators for the edges ...you don't need to orient all of them first >_>

Back to square one... HOW do I solve the corners?!

the corners of a 4x4x4 are exactly the same as the corners of any other cube, including the 3x3x3...im pretty sure you know how to solve the corners on a 3x3x3...
 
For LL, solve for the corners first and then commutators for the edges ...you don't need to orient all of them first >_>

Back to square one... HOW do I solve the corners?!

the corners of a 4x4x4 are exactly the same as the corners of any other cube, including the 3x3x3...im pretty sure you know how to solve the corners on a 3x3x3...

This
solve for the orientation for the corners like 4LLL and then solve for the permutation of the corners like 4LLL...it's like 4LLL except you don't do edges...so its a 2 look corner step >_>

Just ignore the edges. Unless you want to learn K4CLL just do 2 look

Akuma... you can solve the corners of a 3x3................
lol it's that easy.




ALSO, don't get 2x2x2 CLL confused with k4CLL...mmkay...
 
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Akuma... you can solve the corners of a 3x3................

I use a 2-look OLL on the 3x3.
If I do F R U R' U' F' on that 4x4 it does absolutely nothing.
If I do a Fw R U R' U' Fw' it does absolutely nothing.

How does a 2-look OLL on a 3x3 apply to a 4x4 if the edges aren't oriented?
I know it works on the reduction method for the 4x4 but I ma not using the reduction method at all now.
 
we keep saying ignore the edges completely for now..the first step of the last layer in k4 method is to solve the corners
use the second part of the 2-look OLL, the part that orients the corners, just pretending that the edges are oriented. The edges and corners do not affect each other, so even though the edges aren't oriented properly, there are still just the same 7 corner orientation cases.
Then after you orient the corners, use normal PLLs to move the corners to the correct positions. Tada, you have just done a 2-look CLL
 
Akuma... you can solve the corners of a 3x3................

I use a 2-look OLL on the 3x3.
If I do F R U R' U' F' on that 4x4 it does absolutely nothing.
If I do a Fw R U R' U' Fw' it does absolutely nothing.

How does a 2-look OLL on a 3x3 apply to a 4x4 if the edges aren't oriented?
I know it works on the reduction method for the 4x4 but I ma not using the reduction method at all now.

You don't do edges first.
You do corners first.

Thus, you should know how to orient (flip) the corners on a 3x3. Apply those algorithms, only using the outer layers of the 4x4.

Edges is a different story.
 
jesus christ use some goddamn sunes

R U R' U R U2 R'

R' U' R U' R' U2 R

Use niklas for corner permutation (swaps FR and BR corners)

L U' R' U L' U' R
 
I laughed as well.

Akuma you are making this quite a bit more difficult than you need to. They're just telling you to orient the corners like you could on a 3x3. Consider the two middle layers as the middle layer on a 3x3. Now use your OCLL algs to orient the corners. Then use PLL to permute the corners (Aa, Ab, E).
 
I have one uploading about "OLL" for edges
I saw your video.

For the one edge flip "OLL" case, why don't you just do:
y' Fw R2 U' l' U R2 U' l U Fw' ?


EDIT:
@Akuma,
As far as I can see, the only advantage to do "OLL" with commutators is probably just to have only two possible parity cases (should parity be present), as opposed to 8.

EDIT:
@vcuber13,
You should also mention tackling two cases at a time (doing two 3-cycle algorithms). For example:
x' l' U L' U' l r U L U' r' x
 
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