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As stated, these cases are best avoided by choosing a different slot to solve.
I would choose to solve this case with the combination:
L' U' L R' U' R2 U R'

... and the other two corner-orientation cases you mentioned:
L' U2 L R' U R2 U' R' or L' U2 L R2 F R2 F'

F U2 F' R' U R2 U' R' or F U2 F' R2 F R2 F'
L' U L U2 etc as above
If you want to view some further reading on these odd cases, take a look at what is called Jeff2L, Makky's site has some algorithms: http://cubefreak.net/speed/advancedf2l/jeff2l.php

As stated, these cases are best avoided by choosing a different slot to solve.
I would choose to solve this case with the combination:
L' U' L R' U' R2 U R'
If you want to view some further reading on these odd cases, take a look at what is called Jeff2L, Makky's site has some algorithms: http://cubefreak.net/speed/advancedf2l/jeff2l.php

Thanks, I'm liking the avoidance approach. I'm trying to be thorough (not lazy) learning my f2l cases but I need to be careful not to unnecessarily over complicate things. I'm doing lots of slow solves trying to get familiar with all cases, knowing that I can/should avoid these jeff2l's is good to know.

What I think you should be doing is 'backing up' your algorithmic method with some 'intuitive' solving techniques. Learn how to make a pair when one of the pair is on the top layer, and it's mate is in any of the slots. You only need to know ONE way of doing this for each case, initially, to put it into action. Adding one or two more pair-making algs can be worked up to as you progress ... it would give you more flexibility, reducing move-count, cube rotations, and allowing you to make either the '2x1x1 block' type pair, or the 'distant pair'.

This will be more beneficial than extending algorithmic solving to include numerous 'odd' cases.

And Aprzn ..... please be serious. All you've done is reverse the 'scramble' he gave to illustrate the case ......

What I think you should be doing is 'backing up' your algorithmic method with some 'intuitive' solving techniques. Learn how to make a pair when one of the pair is on the top layer, and it's mate is in any of the slots. You only need to know ONE way of doing this for each case, initially, to put it into action. Adding one or two more pair-making algs can be worked up to as you progress ... it would give you more flexibility, reducing move-count, cube rotations, and allowing you to make either the '2x1x1 block' type pair, or the 'distant pair'.

This will be more beneficial than extending algorithmic solving to include numerous 'odd' cases.

And Aprzn ..... please be serious. All you've done is reverse the 'scramble' he gave to illustrate the case ......

a bit of back story. I don't know much algorithms but the ones I know are cemented into me. One of them was the double fish OLL.

This morning while solving my cube after a while I got dumb struck when I encountered double fish and at the moment I forgot the OLL. Then I remembered it and did:
r U R' U' L' U R U'

But it was incorrect. I was dumbfounded as I was 100% sure that that was the algorithm for that and I'm still are. Even worse is returning from work I was messing with cube just solving it and without realisation I encountered the double fish again and completed it using that algorithm but it was pure muscle memory and I forgot how I did it and even now after scavanging the Internet I am unable to find the alghoritm I used. Maybe it's similar to the one I posted but it should be that.

1. J perm {(R U R') F' (R U R' U') R' F R2 U' R'}
2. T perm {(R U R' U') R' F R2 U' R' U' (R U R') F'}
3. y' Rb perm {(R' U2 R) U2 R' F (R U R' U') R' F' R2 U'}
4. Ra perm {(R U R') F' (R U2 R') U2 R' F R U (R U2 R')} or {R U' R' U' R U R D R' U' R D' R' U2 R'}
5. F perm {R' U' F' (R U R' U') R' F R2 U' R' U' (R U R' U) R}

or you can use G and A perms but those are slow and are for U offsets

1. J perm {(R U R') F' (R U R' U') R' F R2 U' R'}
2. T perm {(R U R' U') R' F R2 U' R' U' (R U R') F'}
3. y' Rb perm {(R' U2 R) U2 R' F (R U R' U') R' F' R2 U'}
4. Ra perm {(R U R') F' (R U2 R') U2 R' F R U (R U2 R')} or {R U' R' U' R U R D R' U' R D' R' U2 R'}
5. F perm {R' U' F' (R U R' U') R' F R2 U' R' U' (R U R' U) R}

or you can use G and A perms but those are slow and are for U offsets

Hello All,
I've recently been creating a computer program to solve a Rubik's cube for fun and i'm using a list of know algorithms to solve the cube.
I've got onto the F2L section of my code and have only found some of the algorithms online, they don't include any where the corner cube is in the wrong corner on the bottom face layer.
this is an example of a corner that can't be easily solved with a single algorithm. I know that I can move in other corners/edges however if they are all in the corners but the wrong way around then none of the algorithms will apply. I could sort this with a some more coding but I would like to know there is no list I could use to make it a lot easier for me.
Any help would be greatly appreciated

Hello All,
I've recently been creating a computer program to solve a Rubik's cube for fun and i'm using a list of know algorithms to solve the cube.
I've got onto the F2L section of my code and have only found some of the algorithms online, they don't include any where the corner cube is in the wrong corner on the bottom face layer. View attachment 10283
this is an example of a corner that can't be easily solved with a single algorithm. I know that I can move in other corners/edges however if they are all in the corners but the wrong way around then none of the algorithms will apply. I could sort this with a some more coding but I would like to know there is no list I could use to make it a lot easier for me.
Any help would be greatly appreciated