In Champions the Move By and Move Through attacks involve moving toward an enemy at top speed. In a Move By you hit the enemy as you move by him, in a Move Through you run directly into the enemy (and take damage).
Dungeons & Dragons: a character can charge at an enemy and attack them, which gives a small bonus but allows the enemy to do massive damage if they're ready for you (e.g. have a spear with its base set against the ground to impale you).
The Pegasus Boots allow this in The Legend of Zelda games: Link will dash forward with his sword out (provided it's equipped), causing large damage and possibly stunning enemies.
When attacking an enemy in melee in Dragon Age II, the warrior characters will dash to the target before striking them if the distance is short enough. There are also several special abilities, like the two-handed sword's Scythe, which combine dashing towards the enemy with a sweeping strike, often knocking them down if it doesn't kill them outright.
In Beyond Oasis, Ali can perform a stab or slash while running. The stab can rack up several small hits on an enemy, while the slash knocks mooks off their feet.
Charge Kick in Mega Man 5 (NES) and Mega Man IV (Game Boy) overlaps with Slide Attack, weaponizing Mega Man's slide.
Break Dash in Mega Man V (Game Boy) is a chargeable shoulder tackle.
X's Nova Strike is a flying tackle available with special armor upgrades in Mega Man X4, X5, X6, and X8.
The charged-up Speed Burner in Mega Man X2 causes X to dash forward while cloaked in flames.
In Mega Man X4, Zero's Shippuuga ends a ground dash with a half-circle slash of his Z-Saber.
Mega Man X5: Zero's F-Splasher/Hisuisho technique is an air-dash while covered in a barrier of ice that both protects from and damages enemies on contact. The W-Shredder/Shippuu technique allows Zero to immediately cancel a ground dash and send out an illusionary double that slashes a few body lengths ahead.
In Mega Man X8, Zero's Raikousen/Raijinken enables him to dash forward and deliver an electrically-charged stab/uppercut. Raikousen is also one of Zero's special moves in Marvel vs. Capcom 3.
In Sonic Battle, there are five types of attacks that can be executed from the ground: the basic combo, "Heavy" (knockback) attack, "Upper" attack, ground special, and the Dash Attack. The Dash attacks here are second only to the ground special in variability between characters, and can be even more variable when used by the customizable character Emerl, when combining them with different dash abilities than their original users. For example, Rouge's dash can inflict multiple hits when combined with most dash skills, but can work as a second dash and long distance hit when combined with Shadow's dash. Tails' dash attack combined with Rouge's dash puts Emerl in higher flight than is possible for any other character.
The Stinger attack in Devil May Cry works like a pair of Sprint Shoes in some situations, as it moves far faster than his usual running-speed (it gets payed for in cool-down time). Dante will dash along the ground before stabbing his sword into the first enemy encountered. Most 3-D action/hack-and-slash/beam'em up games have since relied on this technique.
In Tekken, a rolling cross chop is a type of wake-up maneuver that has the fighter roll towards the opponent before breaking into an aerial lunge, arms first.
The Big Daddies in Bioshock were famous for being a sort of Bullfight Boss that would gain massive bursts of speed by doing something like this despite moving so slow normally.
In Playstation All Stars Battle Royale, Jak's Dashing Forward Punch and Jet Board Dash (both mapped to Forward Square) shoot Jak about 4 character-lengths in distance and can be excellent for Hit-and-Run Tactics. Evil Cole's Firebird Strike rushes at high speed, and lets him ram opponents while engulfed in fire. Fat Princess has a sort of aerial-exclusive move called the Belly Bounce (Forward Triangle) that sends her a good distance to bash opponents into an eject tornado (the furthest-flying hit-reaction in the game).
Superman's Super Move in Injustice: Gods Among Us has him flying at his opponent so fast that not only does he have a couple of invicibility frames to bypass projectiles, but he flies so fast that it's nearly impossible to avoid it since it grabs the opponent and thus cannot be blocked. Other characters like the Flash have similar Super Moves where they charge at their opponent at rediculous speeds, but they can be blocked.
The Spiraling Claw special attack in Gravity Rush has Kat rush rapidly through the air and into her opponent, tearing into them until they're destroyed before homing into the next closest target. She does something similar for her Coup de Grāce Cutscene on the bosses.
Red XIII's first limit break in Final Fantasy VII is such an attack, titled "Sled Fang."
Five hats means that five tropers think it is ready to publish.
You are saying that you think this draft is ready to be published. That means the description is not ambiguous,
it doesn't duplicate an existing trope, there are at least three examples, and the title makes sense.
Is that what you meant to do?
You are saying this draft has a ready-to-publish hat it does not deserve and you are taking it back.