Hero System: Ninja Hero
The HS4E Ninja Hero setting book includes a variety of real world martial arts in Hero System terms. It also includes rules for building fantasy and real world styles, and maneuvers for those styles to include.
The computations for a Ninja Hero campaign are mostly front-loaded, and because speed remains insanely expensive, fast characters are relatively rare, and rather potent.
The book also gives excellent advice on running a martial arts type campaign.
Generally, my preference is for Street Fighter; HS4 or 5 with Ninja Hero is a close second. By preloading the math, it solves much (but not all) of the in-play math of Hero System that bogs down supers play. Likewise, the maneuver system is integral to 4th and 5th Ed Hero System, so HS4/5 players won't have to learn add-on rules. The integral powers system of the HSR allows for even more over the top chanbarra powers, if needed.
Need a "Helicopter Flame Kick"? buy it as a linked limited flight move and flying kick.
The system can scale from 25 active point talented normals through 250 active point martial supers. (Above that point, characters really become dominated by stats and powers, rather than maneuvers, but even then, martial arts can add nicely.)