my direct solving method?

For that case, you can use U2 r U2 l' r' U2 l U2 then PLL parity.
(You can notice that this is simply my own double 2-cycle alg from which I removed the setup.)
 
LOL i use the mirror of alg (which I found myself as well) for something else in my system...I am so adapting that alg to solve the last 2 dedges =D thanks TMOY =D

EDIT: I have found 13 movers for this case that are constricted to <U2, r, l>...i'd try the nicer algs and post them here.
 
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BUMP:
Tweker: I found a nice alg for that case...

B2 r' U2 r2 U2 B2 r' B2 r2 B2 r2

which I would execute as (B2) (r' U2 r2 U2) (x') U2 r' U2 r2 U2 r2, which is really very fast =D

for 4x4 the <M U> one still works faster...but still centre control can be achieved using this alg.
now to add that to my page..
 
I've only recently started doing the 4 by 4 on a regular basis. I know the basic centres first, then edges, then 3 by 3, but of course, I HAD to make my own method. I call it F3L:

http://web.mac.com/teisenmann/revenge/F3L.html

I poked around here and saw the columns first method on this site:

http://rokumentai.akimoto3.com/rs12.htm

It seems like the method posted on this site doesn't allow for a lot of freedom during the later steps. Any thoughts?
 
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