How do I differentiate a button being held down from a simple press?

If I have a gamepad button or a keyboard key, is there a way where I can detect if the player is simply pressing on it vs. holding it?

An example is how, in Super Mario Odyssey, a button press will throw Mario’s cap forward, and a button hold will keep it out for a few seconds. How can that sort of detection be done in Unity?

I understand that GetButton() tracks every frame the button is down, but it will still trigger GetButtonDown() at the very beginning, and I’m wondering if there’s a way to avoid GetButtonDown() while still getting the hold effect from GetButton(). Is this possible? If not, what are workarounds that games like Mario Odyssey use to create different press/hold actions out of the same button?

The idea is to track the time while the button is held down and trigger an action according to the duration.

private float holdDuration;

private void Update()
{
    if( Input.GetKey( KeyCode.Space ) )
    {
        holdDuration += Time.deltaTime ;
    }
    else if( Input.GetKeyUp( KeyCode.Space ) )
    {
        if( holdDuration < 0.2f )
        {
             Debug.Log( "Throw cap" );
        }
        else
        {
             Debug.Log( "Cap held, and thrown" );
        }
        holdDuration = 0;
    }
}

If you want to prevent a button from being held too long:

public float MaxHoldDuration = 1;
public float QuickHoldDuration = 0.2f;
private float holdDuration;

private void Update()
{
    if( Input.GetKeyDown( KeyCode.Space ) )
    {
        holdDuration = 0 ;
    }
    if( holdDuration >= 0 && Input.GetKey( KeyCode.Space ) )
    {
        holdDuration += Time.deltaTime ;
        if( holdDuration >= MaxHoldDuration )
        {
             Debug.Log("Strongly throw the cap");
        }
    }
    else if( Input.GetKeyUp( KeyCode.Space ) )
    {
        if( holdDuration < QuickHoldDuration )
            Debug.Log( "Throw cap" );
        else
            Debug.Log("Strongly throw the cap");
        holdDuration = -1;
    }
}

What about starting a timer when the user begins holding down the button, and then checking on GetButtonUp() whether the button was held down long enough to perform the held-down action?