Are pretty similar, in structural terms. Rise of the Runelords is a fairly standard example - while you can spin it out, add some investigation, conversation, etc, it pretty much segues from fight scene to fight scene without any real thinking required on the part of the PCs. You will fight a lot of things, essentially. I only got through half of it, but that was my experience. I personally added in some puzzle and investigation stuff because it was too light on that for my group.
Also, like all Pathfinder APs, it does a good job of keeping the party moving in the right direction, with time pressures and fairly obvious reasons to move on to the next location or area.
I have to say though, my all-time favourite combat based adventure path is the Age of Worms adventure path. Initially published in Dungeon, there is probably a collation of it on sale, if you haven't run through it, buy that. Epic fights, epic story, and hard as hell - you'll die, or get close to it at the very least.