Tripod Method

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Tripod method
Information about the method
Proposer(s): Ryan Heise, Michael Gottlieb, Mirek Goljan
Proposed: 2002
Alt Names: none
Variants: Petrus, ZZ-Tripod
No. Steps: 4
No. Algs: 58
Avg Moves: ~50
Purpose(s): Speedsolving


A blockbuilding approach to solving the 3x3x3, first proposed by Ryan Heise and developed by Michael Gottlieb and Mirek Goljan. The method is characterized by its unique endgame state, which involves building a 2x2x1 block on the Last Layer to isolate the remaining unsolved pieces into a 5-piece "tripod" structure.

The Steps

The Tripod method transitions smoothly from highly free-form intuitive blockbuilding into a highly specialized, low-movecount algorithmic endgame. The standard execution consists of the following phases:

Step 1: 2x2x2 Block

The solver intuitively constructs a 2x2x2 block in any corner of the cube. This step is identical to the beginning of the Petrus method. Because Tripod can be executed with full color neutrality, solvers typically take advantage of the 15-second inspection time to plan the most efficient block possible.

  • Average Move Count: 6–8 moves.

Step 2: Block Expansion (F2L-1)

The initial 2x2x2 block is systematically expanded by attaching three separate 1x2x2 blocks adjacent to it. This process builds up the structure of the first two layers intuitively. Unlike CFOP, which relies strictly on rigid slotting, this phase allows for highly creative, multi-dimensional extensions across multiple faces.

  • Average Move Count: ~15–18 moves.

Step 3: Last F2L Slot & LL Block Formation

Instead of completing the traditional First Two Layers (F2L) directly, the solver manipulates the remaining pieces to build a 2x2x1 block directly onto the Last Layer. By doing this, the final F2L slot is completed while simultaneously solving a portion of the Last Layer (1 corner and 2 edges), restricting the final unsolved state to just 5 pieces.

  • Average Move Count: ~8–10 moves.

Step 4: Tripod Last Layer (TLL)

The final phase addresses the remaining 5 unsolved pieces of the cube (3 corners and 2 edges). Using a single algorithm from a pool of 58 cases (or 51 if edges are consistently pre-oriented), the solver completely permutes and orients the remaining elements to finish the entire cube.

  • Average Move Count: ~12 moves.

Variants

  • ZZ-Tripod: ZZ-Tripod, invented by Neuro in 2017, is an attempt at combining ZZ with Tripod, resulting in a normal ZZ solve up to F2L-1 when a 1x2x2 block is built on the top face. This is followed by NLS to insert the last F2L pair while preserving edge orientation. After that, the last layer is solved using TELL, which is a subset of both Tripod LL and ZBLL with very few algorithms.

Recognition and TLL Strategy

The endgame of Tripod relies entirely on identifying the state of the 5 remaining pieces (3 corners and 2 edges) relative to the already completed 2x2x1 block on the top layer.

Solvers often divide the 58 cases into subsets based on:

  • Edge Orientation (EO): Determining whether the remaining 2 edges are oriented or misoriented. If edges are actively oriented during Step 3, the total algorithm count drops from 58 down to 51 cases.
  • Corner Permutation: Tracking the relationship between the 3 unsolved corners to determine the correct permutation variant.

Advanced practitioners may initially solve TLL in two looks (solving Edges first using commutators, followed by Corners) as a transitional phase before memorizing the full 1-look algorithmic database.

Pros & Cons

Pros Cons
  • High Move Efficiency: Like many other blockbuilding approaches, this method uses fewer moves than the ever-popular CFOP method.
  • Good Lookahead: The steps are all fairly simple and easy to execute, allowing for good lookahead throughout the solve.
  • Low Algorithm Density: The method has a low algorithm count compared to most mainstream methods such as CFOP or ZZ.
  • Restrictive Turning: The blocks, particularly the U layer block, are quite restrictive to the construction of the final F2L slot.
  • Difficult Recognition: Recognition for the final step is not excellent and could be compared to that of COLL.
  • Steep Learning Curve: Beginners may find the intuitive nature of blockbuilding to be difficult compared to layer-by-layer methods.

Example solve

Scramble (white on top, green in front): L' F2 R U B R2 D' F2 L' B U' R2 F2 B2 U L2 U' R2 L2

x2 R U' D R' D' - 2x2x2

y' L' F U' F2 L F' - First 2x2x1 block

L2 D L' U2 L D' - Second 2x2x1 block

U F R U' R' F' L' U' L U2 - Final 2x2x1 block

U' R F' U' F' U F R' F2 U' F2 U2 - F2L slot

L' U R U' R' U R U' R' L R U R' U' R U R' U' - Last 5 pieces

External links