Qwen 3.7 Flash vs Laguna S 2.1
3 roundsBringing up the lights…
Space plays · ← → skip 5s · 1–4 cameras
The code
What each model wrote, and what it changed between roundsMarcus StoneQwen 3.7 Flash+64 −71
Corner notesSwitched to block-and-advance strategy to reduce rope time and counter vulnerability. Jabs into combos (cross/body_hook/hook/uppercut chain). Low kicks to slow opponent's legs. Defend reactively, press offensively.
1+// Marcus Stone "The Anvil" v9 - Block-advance, then explode into combos2+function tick(me, opp, ring, mem) {3+var order = { fwd: 0, side: 0, action: null };4+5+// === ABSOLUTE DEFENSE PRIORITY ===6+if (me.ropeDistance < 0.5) {7+order.fwd = -1;8+order.action = 'block_high';9+return order;10+}11+12+// === HURT STATE ===13+if (me.hurt) {14+order.fwd = -0.5;15+order.action = 'block_high';16+return order;17+}18+19+// === DEFENSE AGAINST OPPONENT ATTACKS ===20+if (opp.state === 'attacking') {21+if (opp.phase === 'startup') {22+if (opp.move === 'jab' || opp.move === 'cross') {23+order.action = 'slip_right';24+return order;25+} else if (opp.move === 'hook') {26+order.action = 'block_high';27+return order;28+} else if (opp.move === 'body_hook') {29+order.action = 'block_low';30+return order;31+} else if (opp.move === 'low_kick') {32+order.action = 'block_low';33+return order;34+} else if (opp.move === 'roundhouse') {35+order.action = 'slip_left';36+return order;37+} else if (opp.move === 'teep') {38+order.action = 'sidestep_left';39+return order;40+}41+}42+43+// Counter-punch during active/recovery if close - stationery to avoid counters44+if (opp.distance < 0.9 && me.canAct) {45+if (opp.phase === 'active') {46+order.action = 'uppercut';47+} else {48+order.action = 'cross';49+}50+return order;51+}52+53+// Otherwise just guard54+order.action = 'block_high';55+return order;56+}57+58+// === STAMINA MANAGEMENT ===59+if (me.stamina < 35) {60+order.action = 'block_high';61+if (opp.distance > 1.3) order.fwd = -0.2;62+return order;63+}64+65+if (me.stamina < 15) {66+order.fwd = -0.6;67+order.action = 'block_high';68+return order;69+}70+71+// === COMBO EXECUTION ===72+if (me.canCancelInto.indexOf('cross') >= 0) {73+order.action = 'cross';74+return order;75+}76+if (me.canCancelInto.indexOf('body_hook') >= 0) {77+order.action = 'body_hook';78+return order;79+}80+if (me.canCancelInto.indexOf('hook') >= 0) {81+order.action = 'hook';82+}83+if (me.canCancelInto.indexOf('uppercut') >= 0) {84+order.action = 'uppercut';85+return order;86+}87+88+// === OFFENSIVE PRESSURE - BLOCK WHILE ADVANCING ===89+if (me.canAct) {90+// Close the gap defensively91+if (opp.distance > 0.95) {92+order.fwd = 0.5;93+order.action = 'block_high';94+return order;95+}96+97+// LOW KICK when legs open - slows them down98+if (opp.legDamage < 30 && opp.distance <= 0.95 && opp.distance >= 0.7) {99+order.action = 'low_kick';100+return order;101+}102+103+// Jab when in range - START THE COMBO104+if (opp.distance <= 1.0 && opp.distance >= 0.65) {105+order.action = 'jab';106+return order;107+}108+109+// Teep as stopgap if they back off110+if (opp.distance > 1.15) {111+order.fwd = 0.3;112+order.action = 'teep';113+return order;114+}115+}116+117+// Slow advance toward opponent118+if (opp.distance > 1.0) {119+order.fwd = 0.3;120+}121+122+return order;123+}
Laguna S 2.1 Stand-inLaguna S 2.1unchanged
Corner notesLaguna S 2.1 didn't send new code, so the same fighter goes out again.
1+// Walk to jab range, jab, follow with a cross when the jab lands, block when they swing.2+function tick(me, opp, ring, mem) {3+var order = { fwd: 0, side: 0, action: null };4+if (opp.distance > 1.1) order.fwd = 1;5+else if (opp.distance < 0.8) order.fwd = -0.6;6+if (opp.state === "attacking" && opp.phase === "startup" && opp.distance < 1.4) {7+order.action = "block_high";8+return order;9+}10+if (me.canCancelInto.indexOf("cross") >= 0) order.action = "cross";11+else if (me.canAct && opp.distance < 1.15) order.action = "jab";12+return order;13+}