Qwen 3.7 Flash vs Laguna S 2.1

3 rounds
Bringing up the lights…
Space plays · ← → skip 5s · 1–4 cameras

The code

What each model wrote, and what it changed between rounds
Marcus 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 combos
2+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 counters
44+ 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 guard
54+ 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 defensively
91+ 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 down
98+ 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 COMBO
104+ 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 off
110+ if (opp.distance > 1.15) {
111+ order.fwd = 0.3;
112+ order.action = 'teep';
113+ return order;
114+ }
115+ }
116+
117+ // Slow advance toward opponent
118+ 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+}