Would these algs be a good idea for 4bld centres?

I see some big blinders doing a lot of rotations and I feel as if I would get completely lost. So are using these a good idea?

Cannot check the actual cycles right now but as a young 4BLD solver these algs seems fine to me.
It seems you have a strong preference for the " r U r' " type of insertion :)
Understandable as these are quite fluent.
But then wouldn't it make more sense for the l slice interchange comms to use comms with l' U' l instead of l U l'?

Also wondering why you do not write Ulb as start of the cycle for the first 6 cycles? (just for sake of concistency)
 
I see some big blinders doing a lot of rotations and I feel as if I would get completely lost
I might be one of those. I never ever had a problem with losing orientation. I'm quite happy to just do rotation after rotation (without going back to a set orientation in between) and still know where I am. I just assumed this was the case for everyone, so maybe you should just try it.
 
I see some big blinders doing a lot of rotations and I feel as if I would get completely lost. So are using these a good idea?

The thought of doing lots of rotations often scares me, but I find that when you're doing it, it's really not a problem. So you should really try doing rotations when they're helpful and see how it works out for you - you might find it's actually quite easy.

Of course, that being said, it's still possible that eliminating rotations might speed up your solve, so it might be a good idea to do such algs for speed.
 
So I'm curently using 3OP for both edges and corners, but i want something faster for the edges. so would it be a good idea to make my setup moves so that it fixes orientation? does anybody use that?
 
I guess what you are planning is a subset of TuRBo. The general idea of TuRBo is that you don't need edges to be oriented before you perform a 3-cycle. If you want something faster than 3OP, you can try TuRBo, or M2 as well.
 
I recommend learning M2, because it's quite fast in itself and very easy to understand and learn. Also it's easy to start using simple 3-cycle commutators that use M-slice moves, if you know M2 already (that's what I'm learning to do currently)...
 
How does Speffz letter scheme works?

I can't understand it from the wiki.

For 3x3 corners?

The pictures shows an unfolded cube with the face written out in the center (U, F, B...) and a letter in each corner. So in the U face the corners are named A B C D going clockwise starting at ULB corner.

Was this explanation just as confusing?
 
How does Speffz letter scheme works?

I can't understand it from the wiki.

Just letter your stickers clockwise around each face. For me UB is A, UR is B, UF is C and UL is D. For corners, UBL is A, UBR is B, UFR is C and UFL is D. Do the same thing with all your faces so you have each letter A through X representing a corner sticker and an edge sticker. Hope this helps.
 
I recommend learning M2, because it's quite fast in itself and very easy to understand and learn. Also it's easy to start using simple 3-cycle commutators that use M-slice moves, if you know M2 already (that's what I'm learning to do currently)...
It's easier to transition to 3style from TuRBo IMO. TuRBo is also faster for most people.
 
I also learned TuRBo at one point, but I find M2 easier and I also find M-slice commutators easy to add to this solving method. And M2 has almost same move count as TuRBo and at least as easy setup moves, so it should be equally fast (and for me it's even faster)...
But people may prefer different things so best would be to learn both and see what you like :)
 
Here's what I use:
AI%2BArtificial%2BIntelligence.jpg


Good as an image; bad for audio loop. (I try to just remember the letters A I for the audio loop, generally.)
 
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