Like I mentioned in my other post, the goal is for solutions like the one I linked above to be intuitive, so here's some stuff to guide your thinking in the right direction.
In this discussion I will use the SiGN notation I mentioned above, so things like 2R are single inner slice turns.
Lets examine probably the simplest cycle: the first commutator I used in the above solution, [2R, R U R' U'].
Take a solved cube (doesn't matter if 4x4 or 5x5), and start with yellow top and green front so that I can refer to specific colors to make this easier to understand. Perform
[R U R' U', 2R] = R U R' U' 2R U R U' R' 2R' to set up the case. (The inverse of a commutator [A, B] is the commutator [B, A].) You should see 3 edge pieces cycled around, where the blue edge on front needs to go to the back, the orange on back needs to go to the right, and the green on right needs to go front.
Now for the commutator that can solve this case. Notice that two of the 3 pieces to be cycled, the blue and orange pieces, are sitting on the same slice (the 2R slice to be exact), while the third, green piece is not on that same slice. This is great: to make an easy edge 3-cycle, you need a single "interchange" move that swaps two of the pieces
without disturbing the third, and you need a few-move "insertion" that moves the third piece into the spot of one of the first two
without disturbing the rest of the "interchange" layer. For this case, 2R will be our interchange move, and R U R' U' will be our insertion. Notice that if you do R U R' U', the effect of replacing the back edge with the one on the right is the *only* effect had on the 2R layer; every other piece on the 2R layer remains unchanged. This is a necessary quality of any insertion you choose, take note of this for later.
The A and B of our commutator will be the interchange and insertion, 2R and R U R' U'. But you have to think to see which should come first. The insertion is a setup to the back position, so think about things from the perspective of that back position: the interchange moves the front piece into that back position. Before you do the insertion, the interchange is moving a piece into "the position that should be blue." Notice that after you do the insertion, the interchange is moving a piece into "the position that should be orange." In this case, since the piece on front is blue, you need to do the interchange first. So the solution is [2R, R U R' U']:
2R - solve the blue piece into its position, and move the orange piece out of the way
R U R' U' - replace the back spot that the interchange is affecting with "the position that should be orange"
2R' - undo interchange to solve the orange piece into its position
U R U' R' - undo insertion to restore cube
You can take the commutator we just looked at and change it a little bit to affect a different few pieces:
[2L', R U R' U']
[2L', L' U' L U]
[2L, R' U' R U]
etc.
Sometimes there is no interchange between two pieces that doesn't disturb the third, but you can do a setup move to make it so there is one:
[B2: [2R2, B R B']] = B2 2R2 B R B' 2R2 B R' B' B2
Well, there you go. Past this, experiment on your own, try to figure out your own solutions to other 3-cycles pictured on the K4 page, study the given solutions if you can't come up with something. If something in that explanation of how that simple commutator works doesn't make sense, let me know. If you understood that but have trouble understanding a different case, keep thinking and trying different stuff before asking here.
When you are trying to solve all the edges in an actual solve, start out by just picking one piece, using a commutator to solve that piece into the right spot, then picking another piece, and so on. Make sure that each commutator you use doesn't mess up pieces you have already solved unless you are doing it on purpose.