I've seen a lot of discussion on game design here, but never anyone outright mentioning hit stop in action games. It's present in a lot of Japanese action games, especially versus once as it not only gives your brain a few moments to catch up with any changes in preparation for a change in strategy, it gives opponents a chance to read the situation to look for openings, and it also provides a satisfactory reaction to your inputs.
It's a pretty well documented concept. the Webm is from the creator of Sakuna of Rice & Ruin while he was experimenting with hit stop values for different attacks. I've seen people talk about it in the past, such as when Insomniac devs were talking about abandoning 60fps for future Ratchet games and at one point mentioned how players equated framerate drops with extremely heavy attacks at times - or how others have highlighted how certain western games drop these elementary qualities of game design such as the witcher 2 and 3.
What are some games which you feel handle hit stopping well? What are some which you feel need it, or are noticeably harmed due to the lack of it?