Corner Orientation Algorithms

Fallen Apart

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I've already learned how to cope with every situation in permuting corners and now I feel that orienting corners using (R'D'RD)x2 and (D'R'DR)x2 is very slow.
I found not bad algorythms on this site, but I am wondering if you have simpler and faster algorythms on each situation. Also I would by grateful if you gave me algorythms for some extra cases. For example, 3 corners twisted clockwise (2 on top layer and 1 on bottom layer)
That is what I've done already:
document file

Sorry for bad english.
 
do it like z' (U'R'UR)x2 (R'U'RU)x2 shouldn't be too slow.

It won't work. For example for 4 twisted corners I have 16 moves algorythm. using your way I would have to do 32 moves.

I feel that orienting corners using (R'D'RD)x2 and (D'R'DR)x2 is very slow.

Yeah, at least try an <R,U> version of that method.

3 corners twisted clockwise (2 on top layer and 1 on bottom layer)

Same as three on top, but apply it to a side instead.

I've already know that I can orient two corners using F-site, but your idea is great!
Using single set up I can create a SUNE on a side layear. THX
 
do it like z' (U'R'UR)x2 (R'U'RU)x2 shouldn't be too slow.
It won't work. For example for 4 twisted corners I have 16 moves algorythm. using your way I would have to do 32 moves.

my old 4 twisted corner-solutions (I don't preorient anymore):

R' U' (R' F R F') (R U' R' U) (R' F R F') (R U' R' U) U R
RU-R'URU'R'UR-U2R' -> (R2 U' R' U') (R U R U) (R U' R) (OLL + U-perm)

maybe helpful?

2-corner-cases:
(R U2 R' U' R U’ R') (L’ U2 L U L' U L)
(L' U' L U' L' U2L) (RUR' UR U2 R')
R U' L' U (R' U') (R U R' U') (L U) (R U' R' U)

5-corner-cases
[(R U2 R' U2) (R U R' U')]x2
[(R U' R' U2) (R U2 R' U)]x2
 
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Sure. But that doesn't change the fact that he's actually only asking about pure orientation, which can be used with other methods as well, and there's absolutely no reason for mentioning 3-cycles.
 
i do it on 2X2 and it sometimes work and sometimes not
does in 2x2 or 3x3 corner you should do sometimes parity?
if yes what is the parity?
 
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