Corner solving for BLD with TuRBo method

The idea of this method is to solve 2 corners at once.
It goes like: your buffer is UBR, your 6 setup positions are: ULB/LBU/BUL/URF/RFU/FUR

It's the same principle as pochmann and M2 only you solve more pieces at once. At this method you also have to memorize in pairs and also break into new cycles etc. for more info about that check Joels' BLD site: Here
TuRBo = The Ruling Blind method
You solve 2 corners by placing the next 2 target corners on those spots, you perform one of the 18 algorithms, and then undo the setup moves again, this will result in 2 corners solved.

For an example solve check at the bottom of this page.
Also the easier BLD page here: M2
You can also use this principle to solve the edges: Edges

There are 18 standard cases which you can work to, and because of this it doesn't matter which orientation the corners you will solve are in.
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

Cycles that are anti-clockwise


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

Cycles that are clockwise


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


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'
First make up the cycle and turn that into pairs, 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!
Now continue to the edges at the edges page (link on top of this page)