Legends of the Wulin was originally build for Wuxia games, but the mechanics work well for basically anything build around high action combat.
The system uses fixed d10 dicepools, initially seven dice, where you look for sets on a roll- A set being any number of dice showing the same face value. Any set has a value of ten per dice in the set, plus the face value- Two sevens is 27, Four threes is 43, etc.
The interesting thing about this? On a single roll, you're quite likely to get multiple sets, and every set you roll can be used to make an action, plus certain actions it's possible to make on single dice.
This creates a lot of interesting decisionmaking in combat, where each dicepool gives you a different set of factors to consider before deciding which dice to assign where and what to do with them.
The system uses an abstract system for damage in combat, Ripples. Ordinary attacks only inflict Ripples, which do nothing by themselves but are triggered by Rippling Rolls, where all the ripples the target has suffered are rolled as a pool to inflict damage in the form of Chi Conditions. I thought this fit the Bayonetta/DMC model quite well, with ordinary attacks to push the boss/enemy towards a vulnerable state, then rippling rolls representing the various cutscene attacks that do real damage.
Chi Conditions are the final piece of the puzzle, and are simple but very widely used. A Chi Condition is a narrative clause paired with a mechanical benefit or penalty. Obey the clause, get the benefit or avoid the penalty.
Beneficial conditions enhance your character in various ways (you can literally have conditions that give you a mechanical bonus for being stylish and flashy as fuck, for example), while harmful conditions like injuries can be used to limit your opponents actions, forcing them to choose between suffering the mechanical penalty and obeying the fluff restrictions you've placed on them.