Algorithms are the series of moves done to help solve a cube or for making cool patterns. I will be updating this with the algorithms I use in my videos.
I personally like visuals so I have embedded the videos in this page as well is the algorithms are a bit confusing to understand. The algorithms are meant to accompany the video so they might be a bit confusing without. 


How to solve a Rubik's Cube (Beginner Method)
Corner twisting algorithm  R' D' R D
Edge insertion algorithm (U R U' R') (U' F' U F) or (U' L' U L) (U F U' F') depending if you need to insert it on the right slot or left after lining up edge with center color. Making the top cross: If you have a horizontal bar  F (R U R' U') F' If you have a J shape in the top left  F (R U R' U')2x F' If you only have the center dot just do either one of these. Solve corners on PLL stage (Put headlight in back)  (R' F R' B2) (R F' R' B2) R2 If you don't have any headlights do this once and then you will. Solve Edges on PLL stage  (R U' (R U R U) R U') R' U' R2 If only three edges need to be solved put solved bar in back and do alg. 1 or 2 times 

4x4 Edge Pairing
Edge Pairing (slice  flip  slice back)  Uw'  R U R' (F R' F' R)  Uw
4x4 Parity Algorithms
OLL parity algorithm (Also used to swap edges on any large cube like 5x5):
r' U2 l F2 l' F2 (r2 U2 r U2 r' U2) F2 r2 F2 Faster OLL Alg Rw' U2 (Rw U2 Rw U2) Rw2 F2 (Rw’ U2 Rw’ U2) F2 Rw2 F2 PLL Parity algorithm  r2 U2 r2 Uw2 r2 u2 

Supercube algorithms
(This includes shape modes like the Fisher Cube, Mastermorphix, etc.) Turn the top center 180°  (R U R' U)5x
Turn the front and left side center 90°  (M' U M) E (M' U' M) E' 

Supercube algorithms 4x4 and larger
(This includes shape modes like the Fisher Cube, Mastermorphix, etc.) Cycles FDR (Front face  down/right piece) to UDR (Up face  Down/Right) to FDL
r U l' U' r' U l U'  Switch the top and left three center pieces on the U face. (r' u r U) (r' u' r U) (r' u r U2) r' u' r "Safe" OLL parity algorithm that wont mess up the center (lowercase indicates an inner slice and not turning two faces) r' U2 l F2 l' F2 (r2 U2 r U2 r' U2) F2 r2 F2 "Safe" PLL parity algorithm that wont mess up the center (lowercase indicates an inner slice and not turning two faces) r' (U' R U F R2 F') r l (F R2 F' U' R' U) l’ 

2x2 Beginner Method
Corner twisting algorithm  R' D' R D
Aperm one set of headlights in back  (R' F R' B2) (R F' R' B2) R2 

2x2 Ortega Method
Headlights on one side on left  F (R U R' U') F'
Headlights on one side on left and other corners pointing out  F (R U R' U')2x F' Headlights on both sides  F (R U R' U')3x F' or R2 U2 R U2 R2 Sune on right  R U R' U R U2 R' Sune on left  L' U' L U' L' U2 L "Hammerhead" shape on left  (R U R' U') (R' F R F') Two opposite corners  (R' F R B') (R' F' R B) Aperm one set of headlights in back  (R' F R' B2) (R F' R' B2) R2 Tperm one set of headlights on left  (R U R' U') R' F R2 (U' R' U' R) U R' F' Yperm  F (R U' R' U') R U R' F' (R U R' U') (R' F R F') PBL (permute both layers) Dual Headlights on back  (R2 U' R2) y U2 (R2 U' R2) Single headlights on front on top  (R U' R) F2 (R' U R') Single headlights on front on bottom  (R' D R') F2 (R D' R) No headlights  R2 F2 R2 

Cuboid Algorithms (2x3x3)
Swap front/right corner on top and bottom layer  R2 U R2 U' R2
Swap corners on the back in the U layer  R2 F2 (U F2 U') R2 (U F2 U') R2 Swap D/F edge with U/B  B2 (D2 R2)3x B2 Swap U/F and U/B edges  (R2 U2)3x Swap U/F and U/R Edges  (R2 U)2x (R2 U2)2x (R2 U) (R2 U')2x 

Void Cube Parity
Adjacent edges on U/B and U/R:
(M' U)2x (M' U')2x M' U2 (M' U')2x 