when using Turbo for edges, if i have parity and last piece in the cycle is RU, what should i do?

Do a cycle with another piece on the U-face, eg UF > RU > UL, so now UF-UL needs to be swapped, and you can do a PLL to solve (assuming you have 2 corners to be swapped on U as well, depending on how you solve corners).

Or you can always be creative and do y M', now do a PLL to swap UL-UB, then do M.
 
Do a cycle with another piece on the U-face, eg UF > RU > UL, so now UF-UL needs to be swapped, and you can do a PLL to solve (assuming you have 2 corners to be swapped on U as well, depending on how you solve corners).

Or you can always be creative and do y M', now do a PLL to swap UL-UB, then do M.

thnx.
I used cube explorer and generated that: F R U R' U' F2 L' U' L U F'
 
Is Turbo a good method to start cubing blindfolded, i learned old pochmann then m2, but i don't like them, now i'm learning turbo for edges, is this good
I can already solve the corners blindfolded with old pochmann
 
Is Turbo a good method to start cubing blindfolded, i learned old pochmann then m2, but i don't like them, now i'm learning turbo for edges, is this good
I can already solve the corners blindfolded with old pochmann

For starting out? I would say stick with Old Pochmann corners and edges or you could substitute in M2 edges and/or 3OP corners. If you want to jump straight to TuRBO, go ahead, but in my opinion it isn't the best course of action when starting out.
 
I'm fairly new to Bld, I can solve a 2x2(Most of the time) and I'm trying to learn 3x3. I was just confused about breaking into new cycles. Do you just shoot the buffer into a random spot, remember where you put it, then continue solving? Or am I completely off? xD I use Old Pochmann corners, and I'm starting to work with OP for edges for 3x3. Thanks in advance! :D
 
You don't need to remember where you sent the buffer piece. It eventually will come back to its place either at the end of the solve or, if not, you must break into another new cycle.

What you should take care of is to shoot, not into a random spot, but into an unsolved one, so you get an unsolved piece to work with.
 
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