Learn K4 method
There IS a way to avoid it, but it's too hard/lengthy for speedcubing.Unless you want to cheat then there is no way to avoid them, that's way they don't allow more than one logo on any cube in the WCA.
I was wondering, is there anyway I can avoid getting the parity errors on the 4x4x4 cube? I'm not too keen on memorizing the extremely long algorithm's =)
I was wondering, is there anyway I can avoid getting the parity errors on the 4x4x4 cube? I'm not too keen on memorizing the extremely long algorithm's =)
Not for Kirjava.
Actually...I thought about how to avoid parity issues on the 4x4 and I realized that although there really is only permutation parity, with redux it seems like 2 different parities.
I dealt with the orientation parity by using ZZ. by pairing the edges and placing them oriented on the sides (using M freeslice) you could guarentee that those edges were oriented. After solving the EOline there are only 4 edges left to pair, which can be done in 2-3 algs.
Then I had to worry about the "PLL parity". I found that if the blocks were solved ZZ style and the corners done with COLL, the LL edges can be solved with parity, with only 5 more algs (1 being the standard PLL parity alg).
This results in a 2LLL all of the time, compared to the possible 4LLL with Fridrich Redux, and has a significantly lower movecount (20 if I remember correctly) which is shorter than the OLL parity algorithm.
But, because I have left ZZ for Roux, ZZ blockbuilding and COLL won't be used by me again, so I abandoned this idea, very well knowing that it could be extremely fast, faster than K4 even (don't say I didn't warn you Kir).
you are basically 100% wrong. First off, there's still the standard OLL and PLL parity in the K4 method. Second, even if you use ZZ, you still encounter both types of parity during solving. Odd edge parity can happen no matter what method you use, you just happen to notice it earlier when using ZZ. As for using more algorithms to solve PLL, that can be done with standard reduction as well, if you use COLL. The problem is that there aren't any decent algs for O/W perms, which makes doing it in one look almost worthless.
I'm not sure on what the OLL and PLL parities are, but I'm guessing the OLL parity is when you have the cube solved except one dedge is inversed. If this is the case, there is an extremely easy alg to learn for this (pulled from Chris Hardwick's page on 4x4, and treat all moves using both layers at a time as one turn instead of two separate turns, such as Rr you turn both layers at the same time):
(Rr)2 (Bb)2 (Uu)2 (Ll) U2 (Rr)' U2 (Rr) U2 (Ff)2 (Rr) (Ff)2 (Ll)' (Bb)2 (Rr)2
Granted this alg also messes up the two corners, but if you notice this during your OLL anyway (which is very easy, if you only have one dedge oriented correctly, you know you have OLL parity), but it's much better than the version of the alg that only affects the dedges. And that version is basically take out the outside R's and L's, so you'd only turn the second layer r and l.
Learn K4 method
still has OLL and PLL parity.
I dealt with the orientation parity by using ZZ. by pairing the edges and placing them oriented on the sides (using M freeslice) you could guarentee that those edges were oriented. After solving the EOline there are only 4 edges left to pair, which can be done in 2-3 algs.
Then I had to worry about the "PLL parity". I found that if the blocks were solved ZZ style and the corners done with COLL, the LL edges can be solved with parity, with only 5 more algs (1 being the standard PLL parity alg).
But, because I have left ZZ for Roux, ZZ blockbuilding and COLL won't be used by me again, so I abandoned this idea, very well knowing that it could be extremely fast, faster than K4 even (don't say I didn't warn you Kir).
I dealt with the orientation parity by using ZZ. by pairing the edges and placing them oriented on the sides (using M freeslice) you could guarentee that those edges were oriented. After solving the EOline there are only 4 edges left to pair, which can be done in 2-3 algs.
This makes no sense.
Then I had to worry about the "PLL parity". I found that if the blocks were solved ZZ style and the corners done with COLL, the LL edges can be solved with parity, with only 5 more algs (1 being the standard PLL parity alg).
This is getting to the right territory, it's kinda like what I do in K4, solving parity while solving other things.
You can do this specific thing in redux, it's not a ZZ only thing - see Dan's notes on why it isn't feasable for your methods.
But, because I have left ZZ for Roux, ZZ blockbuilding and COLL won't be used by me again, so I abandoned this idea, very well knowing that it could be extremely fast, faster than K4 even (don't say I didn't warn you Kir).
After you read this post you'll find out that K4 already used similar techniques in a more efficient manner and that it isn't usable in the way you described.
Do you mean you don't get what I'm saying, or that it is logically incorrect?
After you read this post you'll find out that K4 already used similar techniques in a more efficient manner and that it isn't usable in the way you described.
Could you explain a bit? I think you're talking about solving parity while pairing up another dedge, but I'm not completely sure.
Do you mean you don't get what I'm saying, or that it is logically incorrect?
I don't understand how what you decribed "deals with" OLL parity.
After you read this post you'll find out that K4 already used similar techniques in a more efficient manner and that it isn't usable in the way you described.
Could you explain a bit? I think you're talking about solving parity while pairing up another dedge, but I'm not completely sure.
I did already explain in my previous post, read it again. You don't pair in K4.
Ok. I paired the remaining 2 dedges in such a manner that both are correctly oriented (in terms of 3x3 edge orientation). This guarentees no "OLL parity" because we know that the remaining dedges are oriented as well.
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