Difference between revisions of "Hoya method"

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m (Changed "ans" to "and".)
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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]] ans last two [[centers]].
+
# 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

Hoya method
Information about the method
Proposer(s): Jong-Ho Jeong
Proposed: 2012
Alt Names: none
Variants: none
No. Steps:
No. Algs:
Avg Moves:
Purpose(s):


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

  1. Do 2 opposite centers (not U/D ones).
  2. Solve D center and an adjacent one (not U).
  3. Solve the 4 dedges of the cross using the two scrambled centers (cross edge step).
  4. Finish cross and last two centers.
  5. Solve the remaining dedges.
  6. Solve as a 3x3x3 (Cross should already be done).
  7. 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

External links