I think I figured out why I like Return of Double Dragon so much: the typically ruthless Technos enemy AI meshes perfectly with some particularly authoritative-feeling superheroic martial arts (Muneki "kicking geek" Ebinuma is awesome), as well as an interesting zoning element I'd not twigged before. Noticed this afternoon that there is effectively a "dead zone" at the player's front, extending to the limit of your striking range. Enemies won't enter it on their own, cannot attack while in it, and will always attempt to escape it while turtling all attacks (trying to hit a retreating enemy is what creates that annoying block-happy scenario). The exception is if the enemy is caught against a wall and can't escape, in which case they
will attack (this is how midboss countering works, and why it's a great idea to get them against a wall - forces an attack at otherwise difficult to reach counterable range).
Once they're free of the zone they'll immediately go to launch an attack, which you can either stuff with one of your own or gamble on countering. Besides the lockable punch you might get a block-only sweep that sends you back to square 1, or they might back further off for a jumpkick that's perfect for countering with a couple of kicks and a grapple beating. Essentially enemies can only attack from the front at the range where they're vulnerable to getting battered themselves.
It's no match for the sheer savagery of Kunio 1 or Combatribes' crowd battling, but on a more personal level the AI is a lot of fun to collectively manipulate into Norris/Van Damme flick-calibre humiliations, using the aforementioned zoning rule. Adds an interesting additional layer to the defining Technos trait of relentlessly backstabber-minded AI. A good way to inflict maximum damage on a target while defusing a pincer attack is to break off a beating and throw the victim right into his would-be backup.
It's a shame the AI took a step back from FC Double Dragon III with regards to dropped weapons. In that game enemies will not only break off an attack to retrieve them, they'll retaliate if you attempt to take advantage of this. Here once a weapon hits the floor it ceases to exist as far as enemies are concerned. Considering how dangerous armed enemies are it's disappointing the situation is so easily defused.
As with most Technos brawlers, I love how you can't KO even a 0HP enemy with a mere jab; you've got to land several to get them reeling, then belt the fuck out of 'em with an uppercut or roundhouse, or a barrage of grapple strikes to the body and face.

The animation and sound of a knockout strike is immensely gratifying here.
Nothing quite beats DD Advance though.
