The corners
The idea of this method is to solve 2 corners at once with a small amount of setup moves - an algorithm - then undo the setup moves.
For an example solve check at the bottom of this page. I will only use the examples to have the ULB/LBU/BUL and URF/RFU/FUR as my target cubies. I'm sure that if you understand this all you will be able to set the corners up on different faces and calculate the cycle from that place. And yes it are still the same algorithms then. I think you can learn the most when you just follow examples and get an idea of how the method works.
If you would put 3 corners on one face of the cube there would be 18 different cases in which you can do that. For those 8 you need to learn the algorithms, which are given a bit further. Because it doesn't matter what the orientation of the pieces is (since you will solve that by choosing the right algorithm), the setup moves are quite easy, short and most importantly: fast.
If you take UBR as your buffer and only would shoot to ULB/LBU/BUL and URF/RFU/FUR the possible cycles are:
Anti clockwise cycles
UBR->ULB->URF x R2D2RUR'D2RU'R x'
UBR->ULB->FUR R B L B' R' B L' B'
UBR->ULB->RFU y R U2 R D R' U2 R D' R2 y'
-----------------------------------------
UBR->BUL->URF R2 D' R U2 R'D R U2 R
UBR->BUL->FUR L' B2 L' F2 L B2 L' F2 L2
UBR->BUL->RFU F' L U2 L' F L F' U2 F L'
---------------------------------------
UBR->LBU->URF U2 L' B' L F' L' B L F U2
UBR->LBU->FUR R U' L' U R' U' L U
UBR->LBU->RFU F2 L2 F' R2 F L2 F' R2 F'
Clockwise cycles
UBR->URF->ULB x R'UR'D2RU'R'D2R2 x'
UBR->URF->BUL R' U2 R' D' R U2 R' D R2
UBR->URF->LBU U2 F' L' B' L F L' B L U2
---------------------------------------
UBR->FUR->ULB B L B' R B L' B' R'
UBR->FUR->BUL L2 F2 L B2 L' F2 L B2 L
UBR->FUR->LBU U' L' U R U' L U R'
---------------------------------
UBR->RFU->ULB y R2 D R' U2 R D' R' U2 R' y'
UBR->RFU->BUL L F' U2 F L' F' L U2 L' F
UBR->RFU->LBU F R2 F L2 F' R2 F L2 F2
The algorithms
You probably know some of these, or you already know a differetn algorithm for that case. Of course it doesn't matter which algorithm you use as long as it does the same as the ones stated here.Anti-clockwise cycles
x R2D2RUR'D2RU'R x' - UBR->UBL->UFR |
R B L B' R' B L' B' - UBR->UBL->FRU |
y R U2 R D R' U2 R D' R2 y' - UBR->UBL->RUF |
R2 D' R U2 R'D R U2 R - UBR->BLU->UFR |
L' B2 L' F2 L B2 L' F2 L2 - UBR->BLU->FRU |
R2 F' R2 F' L F R2 F' L' F2 R2- UBR->BLU->RUF |
U2 L' B' L F' L' B L F U2 - UBR->LUB->UFR |
R U' L' U R' U' L U - UBR->LUB->FRU |
F2 L2 F' R2 F L2 F' R2 F' - UBR->LUB->RUF |
Clockwise cycles
x R'UR'D2RU'R'D2R2 x'- UBR->UFR->UBL |
R' U2 R' D' R U2 R' D R2 - UBR->UFR->BLU |
U2 F' L' B' L F L' B L U2 - UBR->UFR->LUB |
B L B' R B L' B' R' - UBR->FRU->UBL |
L2 F2 L B2 L' F2 L B2 L - UBR->FRU->BLU |
U' L' U R U' L U R' - UBR->FRU->LUB |
y R2 D R' U2 R D' R' U2 R' y' - UBR->RUF->UBL |
L F' U2 F L' F' L U2 L' F - UBR->RUF->BLU |
F R2 F L2 F' R2 F L2 F2 - UBR->RUF->LUB |
Example solve
Scramble: B F' D U2 F2 U' R' F U2 F2 L' U2 B' D' U2 F2 D' U2 L' B F' L2 D2 B2 L'Or if you already like to have all edges solved: R F2 L2 B2 L2 B U' R2 U L2 D' B2 L2 R2 U' B R (17f)
First make up the cycle and turn that into pairs again, so first we have:
FRD->ULB, (buffer solved so start a new cycle) ->URF->BDR, -> FLU->LFD, ->DLB->URF done.
Execution:
FRD->ULB:target 2 is already in one of the setup positions so we merely have to move FRD to one of the URF places: F'.
FRD was the first target and after the F' move it is now at the FUR position. The 2nd target is in ULB. So check the alg for UBR->FUR->ULB: B L B' R B L' B' R' now undo the setup move: F.
In short: FRD->ULB: F' - B L B' R B L' B' R' - F
URF->BDR:
I chose the first target because it's already in position of course, only we need to position the 2nd target to anywhere on ULB: DL. Now the sticker is in the LBU position.
Algorithm is UBR->URF->LBU: U2 F' L' B' L F L' B L U2
In short: URF->LBU: DL - U2 F' L' B' L F L' B L U2 - L'D'
FLU->LFD:
straight forward setup: L'F. FLU goes to the ULB position and LFD goes to URF.
Algorithms is: UBR->ULB->URF: x R2D2RUR'D2RU'R x'
In short: ULB->URF: L'F - x R2D2RUR'D2RU'R x' - F'L
DLB->URF:
you'll notice that we already shot to the URF position to start a new cycle, now you know that after you shot it again that the cycle is complete and that all corners are done.
Setup moves is easy cause URF is already in position: L, one could choose here to do DL2 instead and leave a normal 3 cycle.
DLB goes to BUL so: UBR->BUL->URF: R2 D' R U2 R'D R U2 R
In short: BUL->URF: L - R2 D' R U2 R' D R U2 R - L'
Done!