@hanselthecaretaker2,
@Old_Hunter_77, and
@CriticalGaming, when watching Max's stream on playing the
Stellar Blade demo, he, his crew, and the chat talked about how it's crazy how there are many games or action games with stagger/stun bare or mechanic. Or more specifically, in the style of
Souls, Sekiro, or
Ni-Oh mainly. Now here's the thing, this mechanic has always been around, but it's now the "new old thing" getting more popular than usual. Before any of these gams came out, many games varied on stagger and stun, but most back then usually had it hidden or be invisible. It was mainly the RPGs that would show it.
DMC1 has a hidden stun mechanic based on whether you parried an attack or hit hard enough with Ifrit. That usually reveals itself whenever fighting Nelo Angelo. The later games would vary on this and based on whatever demon or boss you're fighting. Though
DmC and
DMC5 made it so that nearly any attack can be parried and stun almost every single boss or enemy type.
Metal Gear Rising automatically stuns enemies when Raiden Perfect Parries.
No More Heroes has a hidden stun meter in the first two games via Travis's punch and kick/non-swords attack. In the first game, the punch and kick combos did little damage, but built high stun, it was always best to build up Travis's strength to go for easier stuns, so enemies could grabbed for high damage or an insta-kill.
No More Heroes III streamlined this by having either upping his power via upgrade points, hitting an enemy fast with a multi attacking combo, or using a heavy charge attack.
Oneechanbara had a hidden stun mechanic since the third game (?), but makes it blatant with the remake,
Origin. You have a regular attack, stun attack/heavy attack, or can stun zombies quick with perfect parry and finish them off with an context button combination ([SQR] & [X]).
Killer Is Dead and
Lollipop Chainsaw both almost have a similar style.
God Hand has one based off of hard hitting attack, block/guard breaks, and counter attacking a mook or bosses offensive attack before it halfway lands. Even
HiFi-Rush has a stun gauge, based off how hard you hit something, parry, or are on beat with the rhythm.
Sifu has a viewable stun gauge too, but Sloclap put it in their previous game,
Absolver. The Norse GoWs got the obvious stun gauge as well, but they partially based theirs off of
Dark Souls. Evil West hast got one, but works mainly just by beating the shit out of something or using electrical attacks to continue beating the shit of them further.