Feng Shui is a cinematic action rpg that sets out to emulate the feel of the Hong Kong action films of the 80s and 90s, and it delivers admirably. Designed by Robin Laws and published originally by Daedalus Entertainment and then Atlas Games. It can be purchased here, currently on sale. That said the original asking price (37.95 for a pdf) is fucking nuts and I'd never pay it, just on principle. I have a physical copy of the original Daedalus print that I bought from a secondhand store. It still has character sheets between the pages from the original owners, and I treasure it.
There's a second edition, but I'm not going to talk about it much except to say that I don't really care for some changes it makes to character creation (basically eliminating any choices aside from selecting an archetype) and advancement. But the rules are similar enough that if you just want to try Feng Shui, second edition is a really fast way of doing it (since you can pick an archetype and immediately play.)
The anatomy of a character is four attributes (Body, Chi, Mind, Reflexes), skills, Schticks, and a melodramatic hook.
Each attribute has some sub attributes that are like optional specializations. For instance, you might have 4 Body, but 5 Strength, to show that you've specialized in being especially strong. Chi might not have any value at all, or you might just have points in the Kung Fu subattribute, or one of the other subattributes.
Skills are pretty broad (Ex: martial arts, guns, drive), this isn't a simulationist game, it's action. We don't really care all that much what the scientists' exact field is, he should just be able to "do science." Your rolls will be based on your skill values, unless you just don't have the skill being rolled, then you'll either use the base attribute value, or you just can't roll.
Schticks are kind of like D&D feats, they're little Advantages your character can pick up to help in certain circumstances. A Schtick might help you reload faster, or deal more damage with a specific weapon, or it might be a Kung fu power, or a magic spell.
Speaking of Kung Fu, the power trees are really fun, and give a sense that you are a powerful martial artist mastering a mystical art. Some of the trees are really complex, and you can make some really intricate character builds. Other trees are very straightforward, so if you just want to hit hard and throw fireballs, you can.
The core book has a large variety of guns listed. There's a lot of stat overlap, and they acknowledge that, but it's a conceit of the genre that there be a wide arsenal to choose from (there's a schtick in the second edition that allows you to have a duffelbag full of guns, so that when you run dry you can drop a gun and pull another).
The setting is VERY kitchen sink, there's a cavernous netherworld that connects contemporary time to the ancient past (69 AD.), The cybernetic dystopian future of 2056, and the 1850s. Those are the stable Junctures, but 2e added unstable junctures, which are temporary access points to other time periods, so you're not limited to the just the four stable junctures. Traversing the netherworld are several factions warring over Feng Shui points of each time period so that they can change the past (and future) to their whims. If I were to run a Mortal Kombat game, I'd use this system, it's near perfect.
The combat, the action, is what makes this game pop. Combat works in Sequences, each Sequence is composed of many Shots, and every action takes a certain amount of Shots, most combat actions taking 3. At the beginning of the Sequence every participant rolls their speed, the resulting number is the first Shot they act on. Once you act, you can act again after the number of shots your action costs has elapsed. So if I spin-kick two nameless goons on shot 14, and that costs 3 shots to do, I'll be able to act again on Shot 11. Once you've counted down to 1, you start a new Sequence.
Rolls are made with 2d6, each die a different color, with one being your positive die and the other being your negative die. You subtract the negative from the positive and apply the result to your action value (your skill value ± any bonuses or penalties) then compare that to the difficulty of the task. Most rolls will be open meaning 6s explode, even on your negative die. If you roll 6s on BOTH dice, that's called Boxcars, reroll the dice and count them as normal, and introduce a special bonus or complication depending on if the resulting roll is a success or failure.
Your highest combat skill acts as your target number for others hitting you, and you can delay your next turn by 1 shot to increase that value by +2 when being attacked.
Nameless characters are defeated when you land a hit that exceeds their defenses by 5 or more, and named characters have a wound pool like player characters.
The game puts a LOT of emphasis on stunts, which are improvised actions you can do on your turn, basically describe the cool stunt your character wants to pull off and the GM will determine what skill you'll use and what the target number will be. The example given is attacking two people at once, for a -2 penalty to the attack roll. The book states that stunts should be the norm, you should always be trying to do something flashy. When I ran this for my nephew last time he visited we had just marathoned Police Story and Rush Hour, so we were throwing guys over railings and through lobster tanks, dangling off the sides of buildings, all kinds of stunts.
If you want to run a schlocky action movie game with martial arts and the option of including sorcerers and cyborg demons, I highly recommend this game. There are other action movie rpgs, like Outgunned or Extreme Vengeance (which came out a year after Feng Shui and seems to have the exact opposite approach to stunts) but none of them scratch the itch for me like Feng Shui.