4x4x4 OP/DP algorithms (more finger-friendly)

Alright, after playing around with the algs for a while, I've come to like blah's algo the most..I'm sup-5 on Lucas's OP but sub-5 on blah's..and it feels really fun!
Thanks again for the algos..I might put these up at Malaysian Cube with credits to blah of course..
 
I find it hard to do slice turns instead of wide turns, and I find it hard recognizing PLL with one edge incorrectly oriented, so I just orient 3 edges, do the standard alg, and continue with OLL. Anyone willing to find how to get and 2-look OLL case to be the headlights case with misoriented edge between the two misoriented corners (so alg completes OLL)?

Make your own table of all 4x4x4 OLL cases, together with which OLL to do when you get non-3x3x3 cases.
 
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I feel a bit sad because none of yours talk about my parity systems.

How do you think my style?
I turn parity algos after OLL.

OP (only one edge frip)

Rw2 B2 U2 Rt' Rw U2 Rw' R U2 Rw R' U2 F2Rw R' F2 Rw' L U2 Rw2

DP (OLL parity including PLL parity)

Rw2 B2 R'w U2 Rw' R U2 B2 Rw' R B2 Rw R' B2 Rw' R B2 Rw2 R' B2 R2

I dislike that PP appears after OP.
If it is this elucidation, the parity gets off with once.
 
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I feel a bit sad because none of yours talk about my parity systems.

lolwut it was mentioned.

Btw blah, all the algs posted are basically for OP right since you can't predict a PLL parity anyway

Um... what you do is you solve it and keep one edge flipped. If you find out at the end of OLL (with one edge flipped) that you have PLL parity, do a double parity alg. If you don't, then just use a normal OLL parity alg. Then you have to do a maximum of one algorithm.

Now why haven't I thought of that. Thanks!

Only fast guy I know of who does that is Syuhei. Recognition is time consuming unless you've been doing that for ages like Syuhei.
 
hmmm I have no problem with chris hardwicks OLL parity and can also sub-4 with it.. I also tried lucas OLL parity and it was about the same as the standard but I refused to switch because of the cool B2 move =)

I execute it like this:
x' Rw2 U2 x U2 Lw U2 Rw' U2 Rw U2 x U2 Rw U2 Rw' B2 Rw2 where the last three are the same as Lw' D2 Rw2 Lw

The only thing that really is annoying is a PLL parity with 2 switched corners -__-
 
I feel a bit sad because none of yours talk about my parity systems.

How do you think my style?
I turn parity algos after OLL.

OP (only one edge frip)
Rw2 B2 U2 Rt' Rw U2 Rw' R U2 Rw R' U2 F2Rw R' F2 Rw' L U2 Rw2

DP (OLL parity including PLL parity)
Rw2 B2 R'w U2 Rw' R U2 B2 Rw' R B2 Rw R' B2 Rw' R B2 Rw2 R' B2 R2

I dislike that PP appears after OP.
If it is this elucidation, the parity gets off with once.
My OLL parity alg is 17 moves, so...

Methods when PLL parity occurs:
1. DP (single edge flip, fixes pll parity) - 1 look, 20 moves
2. OP (single edge and corners flip) + PP (9 moves) - 2 looks, 26 moves

Methods when PLL parity does not occur:
1. OP (single edge flip) - 1 look, 21 moves
2. OP (single edge and corners flip) - 1 look, 17 moves

So you see, both methods have their pros and cons.

EDIT: I just noticed how short your algorithms are, Syuhei! I didn't know they could be that short even with slice turns. Let me change my numbers up there ^
 
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