This isn’t exclusive to frenchbread games. Other games have them but with more limitation.
Other game that uses it by Resources
Dengeki bunko fighting climax: Triump system
SFA2/SFA3/CvS2 :Custom Combo
SF EX: Excel
Arcana Hearts: Extend force
Last Blade 1: Speed mode activation
Sonic the fighter : Hpermode
Asuka: Overdrive
Phantom Breaker : Quick/EX overdrive
I’m pretty sure their more but this the one I can think of on the top of my Head
other game allow it via condition met or predefine strings so not sure if those count.
@OP
[details=Spoiler]
*gaurding mechanics
Fill-in cafe Asuka 120% into its spiritual successor Phantom Breaker have drastic mechanic changes especially in its guard mechanics.
Most Asuka series incorporated auto guard feature where if your neutral you’ll guard any attack except low. One could also guard cancel into dashes/back dashes, command moves and supers. On top of having Air guard and limited AA options. Defense was stupid strong in Asuka games. The game did had Air grab but these could be tech and were hard to pull off too. In Asuka Final this problem became worst when Hi-jumped invincibility was introduce as a guard cancel option, making it extremely difficult to keep up pressure.
Phantom Breaker nerf guard heavily by giving it a guard meter which made offense much better and stronger. Gaurd crush is common in Phantom breaker high level play. Guard cancel was also nerf by making it wear done user guard gauge, having start up, and limited guard cancel to counter burst,EX, and Super. Air guarding was weaken too by taking extra guard damage too. Phantom breaker also introduce frame trap moves that can weaken or even disable guard cancel option. Its possible to loop certain block string into guaranteed frame trap with overdrive or certain block string,
*Meter
One of Asuka 120% burning festival trade mark mechanic was its “Burning mode” Burning Mode was a state that allow player to use Meter moves at No cost. To achieve this Players had to get their meter to 100% and maintain it for a while until burning mode activated. Due to strong capabilities of Infinite meter, Asuka became a First to 100% until burning mode activated and abuse it after wards.
A particular strong strategy was build the meter conversely and win the first round at 90%-100%. Next match would immediate start burning mode and do tone of damage and then run away for the remainder of the match, or on some occasion TOD as soon as player confirmed a hit. While the Defender could try to run away from The Burning mode player has little risk chasing run away player because most super had instant start up and whiffing came with little consequences due to infinite meter. As long the Burning player ended their Burning mode with high health advantage, it made come back extremely difficult for the losing player.
Phantom Breaker address this By having meter reset after every match and modifying the burning mechanic into the Tension mechanic. Tension was separate gauge from player regular super meter that players shared universally. Building the Tension mode to the fullest activated Tension mode which acted similar to burning mode but few key differences. Tension mode only refilled the player gauge automatically instead of being a limitless resource. Any action that uses meter will have to be restocked, This way their was some cool down time before players could use meter driven move in tension mode. Tension gauge also influence damage output. Doing all these kept Phantom Breaker from being race to meter build like its predecessor Asuka 120%.
*overdrive
Another thing about Asuka was meter building, Asuka only allow meter build by both player interacting with by attacking, blocking, and clashing. In phantom Breaker player can Build meter subtly on their own with movement such as walking and dashing, having low life also causes meter to build slowly over time. While Phantom Breaker generally reward the aggressor, certain situation the defender is rewarded more. Actively attacking opponent and having your attacks blocked or hit rewarded meter to the aggressor, but if the defender can nullify their attacks, the attacker receive no meter and at risk of counter attacks for all their trouble.
Another example In Asuka Finale Over drive made it into an ToD game, their was no reason to not blow all your meter and do long combo in Asuka. in Phantom breaker, it’s subtly use in high level play because combo during Overdrive gave insane amount of meter to the person being hit, the same goes for Supers. These didn’t invalidate these tool but made player more mindful when to use them. If their combo going to take a round, do tone of damage, or opponent wont benefit from overdrive due to overheat. Then drive combo was worth doing, other wise player use them subtly`to avoid giving the opponent the advantage after it ended. (Overdrive had more usage utility wise). (Throw loops was created to allow over drive combo that didn’t give meter)[/details]