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Hey umm, does anyone have a method for flipping a 'f2l like' edge for yau method during edge pairing. e.g. R U R' U' y L'U L (current one i use)(flips the FR edge)
There is a method very similar to this which is R F' U R' F however this will screw up the cross. (note for yau method)

Thanks!!

pkvk9122
 
Hey umm, does anyone have a method for flipping a 'f2l like' edge for yau method during edge pairing. e.g. R U R' U' y L'U L (current one i use)(flips the FR edge)
There is a method very similar to this which is R F' U R' F however this will screw up the cross. (note for yau method)

Thanks!!

pkvk9122

R U R' F R' F' R

Is that what you're looking for?
 
Could somebody give me a pretty alg for OLL parity that completely ignores the RF pair?

The following is the shortest algorithm in btm and q yet to be found which can do this task (I found and posted this alg before...it's also in the wiki):
l U2 F' U2 F U2 l U2 l U2 l F' U2 F l (21, 15)

Unfortunately in wide turns, it destroys an extra bottom corner:
Lw U2 F' U2 F U2 Lw U2 Lw U2 Lw F' U2 F Lw

Here is a directly related algorithm to it with the same length (you cannot convert this version into wide turns):
r' U2 F' U2 F U2 r' U2 r' U2 r' F' U2 F r' (21, 15)

----------------Now here are some new algorithms never seen before--------------

I just derived the following algorithm from the first algorithm posted above. It's two more btm, but it's still 21q.
l U' L' U2 L U l U2 l U2 l U L' U2 L U' l (21, 17)
As you can see, it affects the FL slot, so you can take the mirror, but I find it to be faster mirrored in this form.

And here is a variation of it which works with wide turns, but it affects all of face L (Petrus Parity).
Lw U' L U2 L' U Lw U2 Lw U2 Lw U L' U2 L U' Lw (21 ,17)
Again, you can take the mirror, if you wish, but I find this version faster.

Note that all algorithms in this post are not double parity.
 
.....Anyway, first-time poster here. Have searched around the site for about an hour now, and haven't found an answer to my problem - or at least I haven't found something I understand....

IMG_5868.jpg

Gigaminx - intuitively figured how to solve the entire thing....except - this is a Gigaminx photo I found online. My situation - the three edge pieces on the red/black edge are all oriented properly (all 3 reds on the same side, all 3 blacks together too), but they're in the spot for the 3 edge pieces on the red/green edge. Likewise, the 3 red/green edges are in the spot for the 3 red/black edges.

I've been working on this for 2-3 days now, and can't figure it out. I haven't played with a 4x4x4 or 6x6x6 cube, but the 3x3x3, 5x5x5, 7x7x7, and the megaminx are pretty easy for me. I adapted some of my algorithms from those to help me solve the Gigaminx. Dunno why I can't figure out this last bit.

Soooo.....can anyone help me out? Muchas gracias from a beginner-ish puzzler.......
 
Does anyone know a very short 4x4x4 edge parity fix?
The 4x4x4 parity algorithms page in the wiki has all of the move optimal edge parity algorithms for every possible type of common odd parity case, I believe. If you can be a little more specific, I can point you in the right direction. Also, what move metric do you consider to be optimal (block half turns, block quarter turns, half plain turns, quarter plain turns, minimum number of total slices, etc.)?
 
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