There's a big problem with beat 'em ups, particularly 3D ones, which have big arenas. Especially if they have fast player movement. The way enemies circle the player is extremely uneven - they spread out effectively at close range, but can be kited & clumped up just by moving away. This rewards backwards movement - you wanna get them together into one nice big group and then move forward and crush them all to minimize danger. Or lure them to you.
IMO, ideally, you want there to be a bit more symmetry between long range & short range movement to preserve the dynamics of enemy behavior. So I think what games can do is simply increase/shrink the orbit enemies circle based on the distance between the player & enemy. So instead of clumping up at distance, they will spread out and really cover the arena, potentially making things even more dangerous than if the player was closer. Then as they get closer, things tighten up. It has them spread out more even in their aggressive mode and I think it's a fairly simple solution. The only problem is preventing them from getting stuck on walls cause the orbit's too huge.
This is an idea I had while thinking about bmup movement. I won't be able to use it for a looong ass time cause Decobot doesn't really benefit from this, so I'm throwing it out there. Maybe someone will find this useful.

