Difference between revisions of "Hoya method"
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m (Added number of steps to the info box and made the list of steps have bold numbers and dots before them to be more consistent with other method pages.) 
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== Overview ==  == Overview ==  
−  * '''1''' Do 2 opposite [[centers]] (not U/D ones).  +  * '''1'''. Do 2 opposite [[centers]] (not U/D ones). 
−  * '''2''' Solve D [[center]] and an adjacent one (not U).  +  * '''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).  +  * '''3'''. Solve the 4 [[dedges]] of the [[cross]] using the two scrambled centers (cross edge step). 
−  * '''4''' Finish [[cross]] and last two [[centers]].  +  * '''4'''. Finish [[cross]] and last two [[centers]]. 
−  * '''5''' Solve the remaining [[dedges]].  +  * '''5'''. Solve the remaining [[dedges]]. 
−  * '''6''' Solve as a [[3x3x3]] (Cross should already be done).  +  * '''6'''. Solve as a [[3x3x3]] (Cross should already be done). 
−  * '''7''' [[4x4x4 Parity AlgorithmsSolve the 4x4x4 parities]].  +  * '''7'''. [[4x4x4 Parity AlgorithmsSolve the 4x4x4 parities]]. 
== Pros ==  == Pros == 
Revision as of 05:03, 29 April 2015

Hoya Method is a 4x4 speedsolving method proposed by JongHo Jeong. It can also be applied to bigger cubes. It's a submethod 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
 JongHo Jeong
 Rudy Reynolds (uses K4 but is faster with Hoya)
 Dylan Clark