There are two reasons for this

1) R2 has really long and inappropriate algs for shooting to the R layer

2 I'm not so sure about this one but usually there is a strange kind of parity with R2
 
I honestly can't imagine anyone not being able to use audio memo for just corners after a bit of practice. But I guess I would say just use journey for all pieces if you're really convinced that you can't do it.
 
Does anyone have a good pure edge flip alg for DF UB?
I'm not saying this is "good", but it's what I use:

F R2 U R' U' R' U2' r U R U' r' R' U2' F' cancels to: F' R2 U R' U' R' U2' r U R U' r' R' U2' F

For ME there's too much muscle memory involved. For instance, if I go too slow/pause/slip, it's very easy for me to fail at executing correctly.
 
Does anyone have a good pure edge flip alg for DF UB?
Maybe a better question is how are people handling flipped edges using M2/DIEDEM? DF UB algs are much nicer but only seem practical if there are 2 flipped edges (non-buffer). But what if there's only 1 flipped edge (+ flipped buffer)? Either a nasty alg for DF UB, or an F2 setup for DF UB =/ ...is there a cleaner option?
 
Does anyone have a good pure edge flip alg for DF UB?

IIRC Lucas Garron had a pretty good MU-alg. But I didn't learn it, so it could be one of those mentioned. Or it could be "someone else's".

When I were comfortable with M2 in general, I learned two easy commutators to deal with all the cases containing BU.

U [R] U M' U' [R]' U M U2
D [R] D M' D' [R]' D M D2

With mirrors and inverses.
 
If one were to use pure turbo, as apposed to speed optimzed BH (or turbo if it's faster to do it that way), how much of a speed difference would there be?

Both cycle 3, but turbo has a bit more moves, though very fast to perform. I assume that if no pauses + constant TPS, since the move count would be only minimally higher, I imagine perhaps 3 or 4 seconds execution time lost? Any ideas?
 
If one were to use pure turbo, as apposed to speed optimzed BH (or turbo if it's faster to do it that way), how much of a speed difference would there be?

Both cycle 3, but turbo has a bit more moves, though very fast to perform. I assume that if no pauses + constant TPS, since the move count would be only minimally higher, I imagine perhaps 3 or 4 seconds execution time lost? Any ideas?

Interesting question, hard to answer precisely as cases can vary a lot:

UF > FD > FL:
Using TuRBo this could be solve by: D R2 L' (alg) L R2 D'
Using a speed-optimised comm it could be: U L' U' M' U L U' M
Depending on turning style, you could lose quite a bit of time for this case. As TuRBo is probably slower.

UF > LU > FR:
The TuRBo case for this is pretty much already speed-optimised: R (alg) R'.

You probably lose anywhere from 0-2 seconds per 3-cycle (depends on turning style). Which can either make little difference, or add up to quite a bit of time.
 
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I'm learning M2 for edges and I've been looking at Stefan guide and he says for the edges in M slice just to shoot to the position without worrying about flipping it. For shooting to UF he use U2 M' U2 M' and DB M U2 M U2.
If you on an odd number of M2 which spot would you sen the UF edge.Does it go to the DB location Between what was the Up face and Front face?
 
Aww, Rune - it would be so cool if you would learn! Are you sure? Have you tried some of the memory methods? The nice thing about the techniques is that your built-in memory doesn't have to be all that good - with those techniques, it's all about training, rather than natural ability. With a 3x3x3, there's really not all that much to memorize. Perhaps with a simple system, you could really retain it? I'd love it if you'd try!

Shall I tell you a secret, Mike? It´s not the memory - it´s laziness!
 
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