I don't know this number. I'm thinking that the calculation would be quite a bit more difficult to do than a very simple lines like this. There will be many isomorphic cases for each true possible case. Richard Carr studied the corner orientations in quite a lot of depth a couple years ago. If anyone would know the answer to this fairly definitively, then he would. I would try to send him an e-mail, he's a member of this forum.
(Thanks!)
 
Can anyone take the time to go through a 4x4 scramble with me and make sure I'm doing stuff right via skype?

I'll work through a solve with you, but I don't have skype capability right now. Facebook? PMs? Just post the scramble in the Big cubes BLD thread and explain what you are doing/looking at for your solve? What would work best if Skype is not available?
 
does anyone have any idea about how to solve UB FR BR with RU turns?
 
Isnt this a Uperm?
aint bad but I make UB UL DR and UB UR DR with this idea this would be too much
thanks anyway
 
I'll work through a solve with you, but I don't have skype capability right now. Facebook? PMs? Just post the scramble in the Big cubes BLD thread and explain what you are doing/looking at for your solve? What would work best if Skype is not available?

Facebook instant messaging would work best since it's the closest thing. If possible, and you have free time tonight, try to be on facebook around 9 eastern (if this doesn't work, anytime 9pm-1 in the morning is good for me) and I'll go through a scramble with you.
 
Commutators are the fastest execution method for corners, yes.
Debatable.
Then continue to debate. I want to see what your case is.

::EDIT:: Actually, lets move it to the random BLD cubing discussion. I still want to see what makes you think it's not the fastest, though.
It may be the fastest, most practical way to solve the corners, but maybe not the fastest.

i.e., ortega, optimal solving, etc.

Yes, I realize that ortega isn't used for 3bld, but it is an execution method for corners.

Edit: Also, since he was almost certainly implying 3-cycle commutators, what about 5- and 7-cycle comms? 2 swaps?
 
It may be the fastest <snip> but maybe not the fastest.

lol

ortega, optimal solving

I would love to see you figure out a way to make ortega or any 2x2 speedsolving method usable for 3bld.
Or a way to figure out an optimal solution to corners in a few seconds, and in such a way that edges would still be easy to figure out from there.

Also, since he was almost certainly implying 3-cycle commutators, what about 5- and 7-cycle comms? 2 swaps?

Please develop a way to solve 5-cycles that is as complete as BH is for 3-cycles. I am not saying it is impossible to solve some 5-cycles intuitively (e.g. X Y X' Z Y' Z') but remember the amount of non-isomorphic 3-cycle cases for BH, and think how many more it would be for 5-cycles.
 
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It's the fastest way known that is an actual method. You're just trying to name crap that isn't a method but if it were it would be faster. In reality, the fastest method would be to 1alg the corners and preserve the rest. That would be the fastest (assuming you can recall the alg)

Down to earth-comms are the fastest.
 
Yes.

Now, how do you do 5 cycles? :PP

Edit1: After playing around with cube explorer, its interesting as 5 cycles do seem to take some sort of form that I have yet to figure out
Edit2: For instance : U' D' B' D R' D' R B U R' D R
 
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Oh! Thanks

So U' D' B' D R' D' R B U R' D R

X Y X' Z Y' Z'

U' (D' B' D) ( R' D' R) (B) (U) (R' D R)

I see A B C D A' C' ?
A = U'
B = D' B' D
C = R' D' R
D = B

Or is this just simplified, were as X Y X' Z Y' Z' is just as close as it is easy to get?
 
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