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Does anyoe have a short squar 1 partity alg that works and isn't (5,2) and for example 2 you can only do 3
These are are the shortest parity EP-algs that I have that doesn't have any 5's in it:

Z/op: / (3,3) / (1,0) / (-2,4) / (2,-4) / (0,4) / (2,2) / (-3,0) / (-3,-3) / (-3,0) [9|23]
op/Z: / (-3,-3) / (0,-1) / (-4,2) / (4,-2) / (-4,0) / (-2,-2) / (-3,0) / (-3,-3) / (-3,0)
H/op: / (3,3) / (1,0) / (-2,4) / (2,-4) / (2,0) / (3,3) / (-3,0) / (3,3) / (3,0) [9|23]
op/H: / (-3,-3) / (0,-1) / (-4,2) / (4,-2) / (0,-2) / (-3,-3) / (0,3) / (-3,-3) / (0,-3)
 
yo dude what's the simplest way to change the orientation of every single edge on a 3x3 (i dont care about edge permutation, or corner permution or orientation)

is there anything better than (F B') U (R L') B2 D2 F finger-trick-wise?

it's for EO in ZZ btw
 
I'm facing a parity problem on my 4x4x4.

The cube is entirely solved except for 2 corners. The corners are next (at least if I ignore the 2 edge pieces separating them) to eachother. They need to be switched.

Any help?
 
Does anybody know a dedge flip algorithm for the 4x4 that flips the edge without messing up anything else?
Screenshot2012-04-29at93132AM.png


so, if you used the algorithm on the above picture the cube would end up solved... Is there even such an algorithm?
 
Does anybody know a dedge flip algorithm for the 4x4 that flips the edge without messing up anything else?
Screenshot2012-04-29at93132AM.png


so, if you used the algorithm on the above picture the cube would end up solved... Is there even such an algorithm?

rw2 B2 r' U2 r U2 R(3 layers) U2 r U2 RW' U2 l U2 B2 RW2

the RW means turn the right 2 layers, the lowercase r is an r slice
 
Hi guys...
can u help me for this case?
m673_diafafaga.png
I always do
(PLL Error parity) Rw'2 F2 U2 Rw2 R'2 U2 F2 Rw2
and then twist the edge...
its so hard and i want to know what trick do you have for this...
thank u so much guys
:D
 
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Square 1 Alternative

Anyone know any alternative algorithms for these two orienting edges cases?
AU/DFs are fine.

NASTy.png
NASTer%20-%20Copy.png

I already know
(0,-1) / (-3,0) / (4,1) / (-4,-1) / (3,0) / (0,-1)
and
(0,-1) / (3,0) / (0,-3) / (1,-2) / (3,0) / (-1,0)
but the execution is sometimes nasty and corners are not preserved.
 
Anyone know any alternative algorithms for these two orienting edges cases?
AU/DFs are fine.

First case (both preserve CP):
(1,0) / (3,0) / (3,0) / (-1,-1) / (-2,1) / (-3,0) / (-1,0)
or
(1,0) / (-3,0) / (3,0) / (-1,-1) / (-2,1) / (3,0) / (-1,0)

Second case (both preserve CP):
(0,-1) / (3,0) / (-3,0) / (1,1) / (3,0) / (-3,0) / (-1,0)
and the mirror
(1,0) / (0,-3) / (0,3) / (-1,-1) / (0,-3) / (0,3) / (0,1)
 
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