The strike ranks in RQ are meant to try and push towards simultaneous resolution, without quite getting there. RM has so many different published initiative and action systems its hard to generalise about it, but they also aim to get things towards simultaneity.Though one can make the argument that at least RQ still does stop-motion, it just does it in smaller pieces. That said, I think the bigger pieces you do that in the worse the result, so that's not a minor thing.
BW Fight! uses blind declaration over 3 volleys (with actions-per-volley being stat dependent, a little bit like Champions), with revelation of the declarations being volley-by-volley, and resolution being simultaneous per action in each volley. A key strategy is therefore to place your second action for a volley in a volley where the opponent has only one action, such that your action can go through unopposed.