This is a great article, but I have one tiny question: have you looked at or considered redux/yau hybrids or other method like Hoya?
For example, Caio Sato is sub28 on 4x4 and sub50 on 5x5 with a method where you make redux centers and then cross edges. This has similar movecount as yau on 4 and 5, and sometimes better on 6 and 7. Plus, edges lookahead is better since you don’t do weird rotations.
Personally biased, but looking for your take on this.
I'm glad you enjoyed the article. When it comes to the Redux/Yau hybrid, it seems like the tradeoff of forcing your first four edges to be cross edges removes one of Redux’s biggest advantages: flexibility. A large part of Redux’s strength is being able to choose whichever edge is best in the moment rather than committing early.
As for Hoya, I’ve tried it in the past, and I’ll say it’s fun to experiment with but difficult to become truly efficient at. Building the cross edges with no rotations sounds like a dream until you actually have to execute it and end up searching all over the cube to track those pieces without rotating. In theory, it sounds ideal, you get Redux centers along with Yau’s cross and edge-building advantages, while avoiding the downsides of both. In reality, I’ve found that constructing those cross edges can take quite a while, and dealing with the occasional L/L' moves to preserve cross edges in Yau ends up being the better tradeoff.
This is a great article, but I have one tiny question: have you looked at or considered redux/yau hybrids or other method like Hoya?
For example, Caio Sato is sub28 on 4x4 and sub50 on 5x5 with a method where you make redux centers and then cross edges. This has similar movecount as yau on 4 and 5, and sometimes better on 6 and 7. Plus, edges lookahead is better since you don’t do weird rotations.
Personally biased, but looking for your take on this.
I'm glad you enjoyed the article. When it comes to the Redux/Yau hybrid, it seems like the tradeoff of forcing your first four edges to be cross edges removes one of Redux’s biggest advantages: flexibility. A large part of Redux’s strength is being able to choose whichever edge is best in the moment rather than committing early.
As for Hoya, I’ve tried it in the past, and I’ll say it’s fun to experiment with but difficult to become truly efficient at. Building the cross edges with no rotations sounds like a dream until you actually have to execute it and end up searching all over the cube to track those pieces without rotating. In theory, it sounds ideal, you get Redux centers along with Yau’s cross and edge-building advantages, while avoiding the downsides of both. In reality, I’ve found that constructing those cross edges can take quite a while, and dealing with the occasional L/L' moves to preserve cross edges in Yau ends up being the better tradeoff.