A few fightings games do this. Normally it's a hold to charge and then release to attack, but in a few cases holding changes which later attacks you can combo off the initial attack. In those cases holding is just keeping the combo going until the next branch point in the animation.
Hold as an analog continuation is less common in attacks because of the nature of animation. With a jump you can just loop a "launched" position as the player continues to rise, so the effect is easy to pull off. However for an attack, strong attacks tend to look different before contact is even made so it's difficult to transition them post starting an animation.