For a long time I've been having a problem with most Tabletop RPGs: They feel way too static during combat, and it gets reduced into an exchange of who hits harder until everything is dead.
Recently, I started with Mutants and Masterminds, a game that features no need for a map, playing everything in the Theatre of the Mind.
Wanting to emulate comic/manga action, I think it's important to give everything movement once the battle begins; after all, in battles between powerful individuals, their blows send them flying through the city, they fly while punching each other, crashing through buildings, or chasing each other running on treetops while exchanging powerful projectile attacks.
However, I've always had trouble doing all this in a game, since characters usually get one movement action and one standard action per round. It's hard for me to be dramatic, describing how a blow could send a villain flying down the street, making the heroes and their adversaries move arround, but without giving any character a "free" movement just to do so.
How do I handle combat situations, then, where I want the PCs and adversaries to move around in a scenario without giving them any real tactical advantage?