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In my opinion this is a personal opinion kind of thing but here are the goal I would set for myself if I was sub-1 on 4x4

5x5 - sub 1:55
6x6 - sub 3:30
7x7 - sub 5:00

Other people probably have completely different opinions.

I am almost sub-1 4x4 (average 58-1:05) and I average:
5x5: ~1:45
6x6: ~4:00
7x7: ~8:00-10:00

Ignore 7x7 (I just suck at it)
 
IMO it really depends on the amount of practise on that particular big cube. I average ~14 on 3x3, ~59 on 4x4, ~1:50 on 5x5, ~3:30 on 6x6 and ~5:10 on 7x7, but I really think that 6x6 has a lot of room for improvement, and I don't do 6x6 much because it pops and misaligns often.
 
It's a Yau variation. And it doesn't avoid OLL parity, I just got lucky.

\( \frac{1}{1024} \approx 0.098\% \) chance of no OLL parity for 10 solves.
thought so:P I highly doubt there will ever be a method that can avoid "parity" or special cases as some might call them:P because it happens depending on how many slice moves you do correct?
 
Not necessarily, you could get down to 2 or 3 edges to be paired and count/keep track of how many of them were flipped. You then finishing pairing in one of 2 ways such that OLL parity is dealt with. I'd never use it since I've spent time working on 1-look OLL for parity cases, but it might be useful. It's been mentioned before but I'm not sure anyone ever figured out or used a good, fast and consistent way of doing it, although I remember it mentioned for ZZ styled edge pairing which would make it easier.
 
I don't like doing my Petrus block that way D: I do my layers one at a time but it feels faster than building a center on the bottom for me. :)

Same scramble : D f2 u2 L u2 R' F' L R2 U' f' F R2 D2 r2 f' r' u2 f2 L B2 u L2 f2 r' L' u D2 f F R' D' R U' F2 L' B' F' R2 f2

Lowercase = slice (in the solve. In the scramble it's a wide turn).

z y2
F' Uw2 Rw // Yellow center (3)
F2 B Uw Rw U2 Rw' U2 Rw' U2 Rw // White center (10/13)
z' U2 Rw2 U' L // White-Orange edge (4/17)
R' U R U' Rw U' F R F' // Square (9/26)
x2 R' U R U' Rw' U L D2 U' R2 U x2 // Rouxblock (11/37)
Rw U l' 3R U' l U2 l' U2 l' // First Row of Centers (10/47)
3R2 U' R U l F R' F' 3R' // Second "layer" done (9/56)
Rw U Rw U2 Rw U' Rw // Centers (I got a bit lucky;)) (7/63)
R Rw2' U' R U Rw2' U2 R2' Rw U' R U Rw' // Petrus block (13/76)
z' y' U' R' F R F' Uw' R U' R' Uw // 3 dedges remain unpaired (10/86)
L F' L' F Uw' y L' U' L y' Uw // all edges made (9/95)
F' R U R' // Leave orientation parity (4/99)
U2 r U2 x r U2 r U2 r' U2 l U2 r' U2 r U2 r' U2 r' R' L // Complete EO (20/119)
y' U2 R U R' U R U' R' U' R U' R U' R' U2 R U R' // Finish F3L (18/137)
U R L' U' L U R' U2 L' U2 L // COLL (11/148)
y R' U' R U' r2 U2 r2 Uw2 r2 Uw2 U' R' U R // PLL parity (14/162)

Haha, stupid OParity. Doing one of these is fun for me :D Both you and emolover do your second and third layer differently than I do. Whatever works for you, I suppose! :)
 
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thought so:P I highly doubt there will ever be a method that can avoid "parity" or special cases as some might call them:P

Of course there is.

You trace edge permutations during inspection, then depending on if there is an odd number of cycles or not, you use an either odd or even number of double/inner layer turns during creation of centres.
 
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