Void Parity Resolution/Algs

I see four non-equivalent possibilities:
- centers off by E turn (2 ways)
- centers off by M or S turn (4 ways)
- U center swapped with D center (2 ways)
- U center swapped with adjacent center (4 ways)

And here are ftm-optimal algs for these cases found with Cube Explorer:
- R D B' L' D2 F' U' R F D2 L B' (12f*)
- U R2 L' U' B R L' D' B R2 L B' (12f*)
- U R L' B' U D' L2 B2 R' F B' D B2 (13f*)
- U D' R B2 R2 U D' B R L' U2 D' R2 (13f*)
 
Yes, I agree.
I was focusing only on centers, and not where would be the last layer.
So for me 1/ and 2/ are equivalent, so are 3/ and 4/

EDIT : H Perm : M2 U F2 M2 F2 U' M2 (10f)
 
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Got a void cube today , this is my contribution, again with cube explorer (I adapted LR' to M moves)

(U') M' U B2 U2 M' U M U B2 (13f) swaps with (U') its swaps UF with UR

I execute it like

M' U x' U2 x U2 M' U M d L2

of course

M' U' x' U2 x U2 M' U' M d' R2 is also possible

Only 9 move , the U' is only needed when the corners are already in position

Turns quite oke
 
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My void cube parity alg

This algorithm fits my hands because I like M and U' turns. Mirroring the algorithm and changing the last part might help it for you.

This will swap UB with UF and the centers D to F to U to B to D.

M2 U M U' //Move centers
M' U' M U' M U' M U' M' U' M' U' M' U' M' U' //Move cancellation (M2 and M to M') and orient edges
M2 U' M' U2 M U' M2 // U Perm (R2 U R U R' U' R' U' R' U R') Move the edges

The mirror: M2 U' M U M' U M U M U M U M' U M' U M' U M' U M2 U M' U M U M2

EDIT: This post was moved here, so the 4 year bump isn't my fault ;P
 
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Lol just by using roux, when you see a parity, just put the parity pair on top, do M U M' U2 M' U2 M' U M' and then solve as normal...
 
Here are some algorithms I've calculated that only use the M slice move
and are 10-12 Moves long For Switching Opposite edges:

R2 F' M F R2 F' L2 B' M B R' L' D

R2 B R' L' D M D' L2 U' R2 U M U'

F U2 F M F' D2 F2 M F' M' F' E2 B'

F U2 F M F' U2 F2 M' F' M' F M2 F

F U2 F2 M F' M2 F' U2 B2 M' F' M' B2

F U2 F2 M F' M2 F' U2 F2 M F' M F2

F U2 M D2 F M2 F' U2 M D2 F M F2

F U2 M U2 F M F2 D2 F M2 F' D2 M

F D2 M D2 F M F2 D2 F' M2 F D2 M


These also work for adjacent edges Just make an L on top one edge above the R-face and One above the B-face, and hold with white on top.
What these algorithms basically do is move the center pieces around and re-position edges.
These algorithms are optimized for The Beginners Speed Solving Method.

Hope This Helps.
 
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I haven't encountered parity with roux at all... I've only done like 5 solves so is this just luck?
If you're using a void cube, you only have a 1/2 chance of getting parity so the odds of not getting parity in 5 solves is 1/2^5=1/32 which is reasonably likely (also, it's not only roux which can get parity on a void cube- any method can)
 
I think I figured out the fastest way to solve parity for roux users. Since its hard to spot parity until step 4c, I figured out an algorithm that preserves everything up until step 4c so you don't have to redo the whole lse.

U' M' U2 M' U2 M U' M' U2 M U2 M' U M2 U
I think its 15 moves stm btw.
 
Why not just:

BLD trace from whatever orientation you plan your FB into to determine whether you'll get parity

If even, pretend there's a white center sticker on U and start your LSE accordingly

If odd, pretend there's a white center sticker on F and start your LSE accordingly

Like CSP but with Roux and void cubes
 
Why not just:

BLD trace from whatever orientation you plan your FB into to determine whether you'll get parity

If even, pretend there's a white center sticker on U and start your LSE accordingly

If odd, pretend there's a white center sticker on F and start your LSE accordingly

Like CSP but with Roux and void cubes
Since edge orientation is irrelevant, I think you can trace this really quickly. With practice, probably around a second. It feels like a long pause, but it's better than an awkward alg that takes 2 seconds minimum.
 
I recently got a void cube and discovered all the interesting LL edge perm cases.

Thanks to folks on here and some youtube videos... here are the algs I've settled on so far:

Adjacent
(UB <--> UR) : (M' U)2 (M' U')3 U' (M' U')2
(UF <--> UR) : M U' F2 U2 M U' M' U' F2 U

Opposite
(UF <--> UB) : (M' U2)2 B U B' (M' U)4 B U' B' M' (looking for a better one, though)

A shorter Z-Perm
(UF <--> UL & UB <--> UR) : M2 U' M2 U M2

edges counter clockwise : (R2 S R2 U')3
edges clockwise : (L2 S' L2 U)3

I have also seen where I can get my edges into a zig zag pattern where they need to move in a way such as:
UF > UR > UL > UB > UF


thoughts?
 
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