Your PLL parity strategy

I always do parity before the PLL. I'm always worried when I see a very odd PLL that I could be recognizing a G, R, or E wrong, though.
 
if you can recognize opp or adj parity within your R, T, J, Y? then you can end up with PLL parity to finish.

does anyone use the PLL parity cancel alg from OLL parity?

r2 B2 U2 l U2 r' U2 r U2 F2 r F2 l' B2 r2 being the standard alg that you spam when you see an off OLL and preserves PLL, but has anyone mastered recognition for the parity fix alg?

(l2 B2 l U2 l U2 (x') U2 l U2 l' U2 l U2 l2 U2 (x)) solving the OLL parity and fixing PLL parity at the same time (or in the case of incorrect recognition turns a good PLL into parity?)
 
It occurred to me that on the 4x4x4, doing the PLL parity before you do PLL can influence which PLL you will get.

Understanding that OP's idea is to use PLL parity (i.e. r2 U2 r2 Uw2 r2 u2) to influence (improve) PLL. For that to work, the corner permutation AND (d)edge permutation need to be made or kept the same (odd/odd, or even/even). If their permutations are different (odd/even or even/odd), before doing the parity alg, then doing it CAN be beneficial. On the other hand, it actually makes matters worse - to recognize and change the (d)edge permutation, if the corner permutation is already matching. Doing PLL parity when it is not needed will require another PLL parity after the normal LLperm to fix. Mistakes here can become nasty odd corner swaps as leftovers of that wannabee *better* PLL case. Just in case - here is a new alg I found for diagonal corner swap.

reCorner()™ = (U2 Rw2 U2 R U2) x (U2 R2 U2 R' U2) x' (U2 Rw2 U2 (L'M') U2) r2

r2 B2 U2 l U2 r' U2 r U2 F2 r F2 l' B2 r2 being the standard alg that you spam when you see an off OLL and preserves PLL, but has anyone mastered recognition for the parity fix alg?

r2 B2 U2 l (r2) U2 r' U2 r U2 F2 r F2 l' B2 r2 - this is cmowla's (r2) trick to convert OldStandard(OLLparity) to OldStandard(OLL+PLL)parity. Wide slice versions are also possible, so that can be a very useful multi purpose parity alg.

(l2 B2 l U2 l U2 (x') U2 l U2 l' U2 l U2 l2 U2 (x)) solving the OLL parity and fixing PLL parity at the same time (or in the case of incorrect recognition turns a good PLL into parity?)

To fix OLL and PLL (make all corner,edge, and dedge permutations EVEN) at the same time:

reParity™ = (Rw U2 Lw' U2) x' (Rw' U2 Lw U2 Rw' U2 Lw U2 Lw' U2) (S2)

and it's slice version for the other double parity, = (r U2 l' U2) x' (r' U2 l U2 r' U2 l U2 l' U2) (M' U2)

Netting 2 birds with one stone.
 
RUD E perm is damn fast, and whatever direction you execute it, you end up with parity fix. This is as fast as Y perm trick IMO, and can be executed in any direction.
Not everyone has a 4x4 on which they can do fingertricks like that without locking up.

Just in case - here is a new alg I found for diagonal corner swap.

(U2 Rw2 U2 R U2) x (U2 R2 U2 R' U2) x' (U2 Rw2 U2 (L'M') U2) r2
This is a kinda nice alg, although of course it'd only be worth doing if you have purely that case. How did you find it? By modifying a <R,L,U2,F2> N perm?
 
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reCorner()™ = (U2 Rw2 U2 R U2) x (U2 R2 U2 R' U2) x' (U2 Rw2 U2 (L'M') U2) r2
This is a kinda nice alg, although of course it'd only be worth doing if you have purely that case. How did you find it? By modifying a <R,L,U2,F2> N perm?

Thanks, and of course, most algs - "only be worth doing if you have purely that case."

But yeah, I can and normally do, avoid that one. It just bothered me that all the known algs for it where so difficult. TMALSS - I got inspired from one of cmowla's earlier posts, that got me thinking about an idea of piggybacking (r2 U2 r2 U2 r2) onto a T-perm, or N-perm, with the goal of producing a better corner swap. After some searching, and experimentation, I came to a good understanding of how to solve and optimize this problem, and eventually I had something that I felt I could no longer improve upon. If you take out the slices and rotate into <R2,U,D> that alg shows itself to be a kinda nice 3x3x3 N-perm. Doing it that way doesn't execute as well on the bigger cubes, and since this is intended to be a 4x4x4 corner swap, the transformation needed to be kept <R,L,U2> .
 
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