Difference between revisions of "Hoya method"
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|proposers=[[Jong-Ho Jeong]] | |proposers=[[Jong-Ho Jeong]] | ||
|year= 2012 | |year= 2012 | ||
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== Overview == | == 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''' [[4x4x4 Parity Algorithms|Solve the 4x4x4 parities]]. | |
== Pros == | == Pros == |
Revision as of 05:02, 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
- 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