* In the arcade version of the first ''VideoGame/DoubleDragon'', enemy characters tend to backpedal when the player starts throwing punches at their direction and they will only approach when the player has his back turned on them, so they can grab you and hold you still for the other guy to kick. At first, this seems like a sound strategy to employ until you realize that you can attack enemies while facing away with the elbow strike move (by pressing Punch and Jump simultaneously). The elbow strike is a ridiculously powerful move that has a decent range, does quite a bit of damage, and will knock enemies to the ground in one hit (the same as doing an uppercut or a roundhouse kick). The enemies will always fall for this trick no matter what. As a result, the entire game can be completed pretty easily in one credit by using only this move (you just have to worry about the traps and Machine Gun Willy). The arcade version of ''Double Dragon II'' smartened the A.I. a bit to make enemies less likely to fall for this trick, while the later GBA version nerfed the elbow strike to the point that it was no longer useful.
* ''VideoGame/TheNinjaWarriorsAgain'' has a stage where {{Deadly Rotary Fan}}s are spinning vertically from the ceiling. In that area, the enemies will repeatedly walk into the fan trying to approach you until the enemy kills itself from its own stupidity.
* ''VideoGame/{{Paprium}}'' have one such stage in an aerial skywalk. There's a hole in the very center you need to jump across to avoid falling to your death, and somehow mooks will randomly walk over the hole and fall. You can in fact stay in a single spot and just deal with enemies within reach - other mooks will simply dispose themselves for you in no time.
* In ''VideoGame/GoldenAxe'', [[http://epicgoldenaxe.ytmnd.com/ every enemy can fall into]] BottomlessPits trying to get you. Heck, even fleeing civilians and ''Tyris' magic flame'' will fall into them. Also, the most effective way to beat Duel is to get 2 enemies on opposite ends of the screen and keep fly kicking off them, like a pendulum swinging left and right. Mario enemies are smarter than this.
* ''VideoGame/JackieChanStuntmaster'' have Chan fighting several enemies near some railway tracks at the end of one stage, and oddly enough enemies will stay ''on the railways'' while the train passes by, crushing all of them in the process.
* The games in the ''VideoGame/SmackdownVsRaw'' series are prone to this. This provides plenty of comedic fodder for the commentators in the ''WebVideo/HoganVsFlair'' [[Wrestling/CAWLeagues CAW League]], which uses ''Shut Your Mouth''.
* In the FanRemake of the ''VideoGame/StreetsOfRage'' series, the AI partner sometimes refuses to heal itself when needed or to use a [[SmartBomb Police summon]] when in a pinch. It doesn't use very efficient attacks often and likes to [[AnnoyingVideoGameHelper break your combos]] if set on aggressive. The worst, [[GameBreakingBug game-breaking]], situation that may happen is when the AI refuses to follow you into the stage. In the rooftop level, for example, you're forced to waste a '''continue''' to get it to jump over a pit.
* ''VideoGame/NickelodeonsTeenageMutantNinjaTurtles'' has downright idiotic AI for your ''allies.'' The developers obviously figured out that the game was way too easy even in single player, so your allies will do ''absolutely nothing to help you.'' One Turtle will fight one enemy (launching attacks so slowly that you'll probably have to finish the enemy yourself) and the remaining AI turtles will stand around doing squat. Enemies will sometimes join them, standing around and waiting until you're not busy so that you don't get dogpiled with too many enemies at once, yet not bothering with the charade of pretending to fight your allies. The AI turtles also run much slower than you and will vanish off-screen if you run too far into a level, preventing you from switching to them until they respawn or until you backtrack and find them. They also don't help you during bosses, instead opting to stand around getting clobbered by the boss again and again. Thankfully they take much less damage than you, or they'd be deep in AnnoyingVideoGameHelper territory.
* In the Game Boy Color version of ''VideoGame/BatmanBeyondReturnOfTheJoker'' the AI is programmed to walk directly toward you... even if you're on the fifth level and there's a gap in the way that causes them to fall to their death.
* In ''Vattroller X'', the only way to beat opponents is to turn them into balls and then knock them into a pit. A special attack lets characters turn into ball monsters which are vulnerable to falling and the CPU kills itself frequently while using the more powerful version of it.
* ''VideoGame/TecmoKnight'' have areas filled with ExplodingBarrels, and BeastMen enemies who, for no good reason, will suicidally attack the barrels while trying to hit you, even if you're a distance away from the explosion. It usually results in piles and piles of glorious LudicrousGibs.
* ''VideoGame/UltraToukonDensetsu'' has the Zarab enemies, shapeshifters who can transform into the players and imitate the player's attacks, but thanks to a programming glitch, more often than not ''other'' enemies in the area will attack Zarabs instead of the player. Heck, every now and then shapeshifted Zarabs will actually attack each other, and it's as ''hilarious'' as it sounds.
* ''VideoGame/FightNRage'': The enemy AI is sound enough, but AI controlled allies tend to do dumb things like being overly aggressive when surrounded, approaching knocked-down enemies after already being smacked by their wakeup attacks several times, and refusing health items unless they're already way too low. Though as some have pointed out, this actually makes them a decent facsimile of a rookie beat-em-up player, and they [[AntiFrustrationFeatures don't cost the human player/s lives or credits]], so capping their effectiveness makes sense. Plus, the shop item to unlock the feature outright admits they aren't very smart.