Stefan
Member
Try this scramble: U' R' U M' U' R U M
Usually I'd solve it like this:
U2 M' U2 M'
U R' U' M2 U R U'
x M' U M' U M' U2 M U M U M U2 x'
Of course the inverse of the scramble is the much better way, directly solving the next two edges with a simple short commutator. I intend to use this for the "ugly" targets FU and BD (or UF and DB, depends on your view), as they're just M or M' away from the buffer, turning these ugly cases into quite good ones.
The second improvement idea is to first solve the edges with M2 as usual, and in case of parity, immediately fix the parity (i.e. solve the M slice) together with solving the first corner. If the corner target is in the left slice, use an L turn as setup move and then one out of three algs (one for each possible corner orientation). If the corner target is in the right slice, one out of 7 or 9 algs (depends on whether you allow the UBR corner to be misoriented, like I do so far) and no setup turns.
Usually I'd solve it like this:
U2 M' U2 M'
U R' U' M2 U R U'
x M' U M' U M' U2 M U M U M U2 x'
Of course the inverse of the scramble is the much better way, directly solving the next two edges with a simple short commutator. I intend to use this for the "ugly" targets FU and BD (or UF and DB, depends on your view), as they're just M or M' away from the buffer, turning these ugly cases into quite good ones.
The second improvement idea is to first solve the edges with M2 as usual, and in case of parity, immediately fix the parity (i.e. solve the M slice) together with solving the first corner. If the corner target is in the left slice, use an L turn as setup move and then one out of three algs (one for each possible corner orientation). If the corner target is in the right slice, one out of 7 or 9 algs (depends on whether you allow the UBR corner to be misoriented, like I do so far) and no setup turns.
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