Dark Souls
R1 Right-to-left horizontal swing.
R2 — R2 Heavy overhead chop into overhead chop.
Roll — R1 Fast overhead chop.
Backstep or Run — R1 Fast running chop.
Forward + R1 Kick. Useful for breaking guard.
Forward + R2 Jumping overhead chop.
L1 (left hand) Guard.
L2 (left hand) Left-to-right horizontal swing.
+ Fast Roll
Then you've got same again on 2-handed, but what you do as the Player is the same.
C64 Barbarians
= kneel
= jump
= roll to the left/right
= Sword defense (horizontal)
= Sword defense (vertikal)
= Kneeling sword blow, knee height
= Standing sword blow, neck height
= Sword blow in chest
= Player rotates, sword blow at neck height (can be fatal)
= Sword blow on the head
= Kick
= Sword defense (sword swinging)
= Head butt
Keeping in mind we're talking a C64 game here, and the moveset lists for the genre soon exploded.
But what I said was apples and oranges are being compared here. Action games aren't about having a deep moveset list and lots of animations to describe that moveset. You don't memorize large movesets in an action game, or have various states like crouched or cat stance that cause your character to act completely differently. They're twitch games, with very little separating you from the action. That's their goal, to give you that immediate sense of action and power. Click->kill.
Exploration and basic combat. That's pretty much the definition of action gaming. From Diablo to The Witcher to Dark Souls. Whether the end results are challenging and fun, that is a separate issue.