4x4x4 parity

yoursturly

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Joined
Nov 16, 2008
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i cant figure out how to do the oll parity and dont know how to prevent it,i keep on going to site after site and they keep telling me this parity

r2 B2 U2 l U2 r' U2 r U2 F2 r F2 l' B2 r2

but this jus screws up my cube

please help,thanks
 
r2 B2 U2 l U2 r' U2 r U2 F2 r F2 l' B2 r2

Works fine here.
The l r' r r2 are not two layer turns
just the slice only.
 
I get e-mails about this alg all the time, and most times people are using B for Bottom, when it actually stands for Back.

I don't know if this is what is happening in your case, but it's what I see most of the time when people say the alg does not work when they view it on my site.

Chris
 
It doesn't matter if you used 2 layer turns or just the slice..
If you do 2 layer turns you flip the corners as well..

Sometimes I do slice turns when I can see that it will end up in an easier OLL =) and I'm sure many do that too...
 
Do we have an algo for swapping jus two dedges without disturbing centers? To be more precise do we have an algo for swapping only lUB and lDF dedges? I need it for r2 BLD.

Also is there an algo for rotating a center(180degrees) instead of doing 2 T/Y/J Perms
 
Do we have an algo for swapping jus two dedges without disturbing centers? To be more precise do we have an algo for swapping only lUB and lDF dedges? I need it for r2 BLD.
http://www.speedsolving.com/forum/showthread.php?t=3542
Also, you mean wings, not dedges (adjacent pairs of wings). PLL parity does that. :p

Also is there an algo for rotating a center(180degrees) instead of doing 2 T/Y/J Perms
Why isn't that an algo?
Anyhow, I recommend (R U' R' U')5 if you want to look cool like Michael Gottlieb.
 
It doesn't matter if you used 2 layer turns or just the slice..
If you do 2 layer turns you flip the corners as well..

Sometimes I do slice turns when I can see that it will end up in an easier OLL =) and I'm sure many do that too...

The wide turn one is way faster at least for me. Its like 4-5 seconds vs 8 seconds, and the OLL doesnt make enough difference to warrant slicing. I only slice if it is an OLL skip with just one edge flipped.
 
I get e-mails about this alg all the time, and most times people are using B for Bottom, when it actually stands for Back.

I don't know if this is what is happening in your case, but it's what I see most of the time when people say the alg does not work when they view it on my site.

Chris

It's kinda funny how people assume that B is always for bottom. If B is bottom, then R is for rear? Then instead of right, we use the starboard face. Also, we could use the port face instead of the left face. The up face could be replaced with the T for top face. The front face would stay as F, you can't really use F for any other side of the cube. Instead of LRFBUD notation, we have PSFRTB notation.:D
 
It doesn't matter if you used 2 layer turns or just the slice..
If you do 2 layer turns you flip the corners as well..

Sometimes I do slice turns when I can see that it will end up in an easier OLL =) and I'm sure many do that too...

The wide turn one is way faster at least for me. Its like 4-5 seconds vs 8 seconds, and the OLL doesnt make enough difference to warrant slicing. I only slice if it is an OLL skip with just one edge flipped.

You don't have to use the inner slice in that case.
If you usually use r2 B2 r' U2 r' U2 x' U2 r' U2 r U2 r' U2 r2 U2, you can modify that to R' (r2 B2 r' U2 r' U2 x' U2 r' U2 r U2 r' U2 r2 U2) x U2 R, using double layer moves as you always do. This way you can deal with a lot of case where only 2 corners are wrongly oriented, doing a setup move, OLL parity, U2, setup reverse.
 
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