Difference between revisions of "Hoya method"
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# Solve D [[center]] and an adjacent one (not U). | # Solve D [[center]] and an adjacent one (not U). | ||
# Solve the 4 [[dedges]] of the [[cross]] using the two scrambled centers (cross edge step). | # Solve the 4 [[dedges]] of the [[cross]] using the two scrambled centers (cross edge step). | ||
− | # Finish [[cross]] | + | # Finish [[cross]] and last two [[centers]]. |
# Solve the remaining [[dedges]]. | # Solve the remaining [[dedges]]. | ||
# Solve as a [[3x3x3]] (Cross should already be done). | # Solve as a [[3x3x3]] (Cross should already be done). |
Revision as of 04:58, 29 April 2015
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Hoya Method is a 4x4 speedsolving method proposed by Jong-Ho Jeong. It can also be applied to bigger cubes. It's a sub-method of reduction (such as Yau).
Overview
- Do 2 opposite centers (not U/D ones).
- Solve D center and an adjacent one (not U).
- Solve the 4 dedges of the cross using the two scrambled centers (cross edge step).
- Finish cross and last two centers.
- Solve the remaining dedges.
- Solve as a 3x3x3 (Cross should already be done).
- Solve the 4x4x4 parities.
Pros
- Easy edgepairing
- Cross is already done when you start the 3x3 part
Cons
- Centers are a little bit harder.
Notable users
- Jong-Ho Jeong
- Rudy Reynolds (uses K4 but is faster with Hoya)
- Dylan Clark