Anathema M. said,
Gurps would be the way to go; though character creation in 4th edition can take a little long (. . .)
Also, if the GM is clear about the allowed traits for character creation, it can be quicker.
Even more if the group is using character templates, so players will not be considering all possible options in the Basic Set, but only to the ones making sense to their character's concept.
There are many guidelines for this, for instance (quoting from GURPS Martial Arts pp. 29 and 43):
Superhuman/Godlike (500+ points): This is the realm of comics and video games, where “martial arts” is often code for “super-powers.”
Below are lists of advantages particularly valuable to martial artists, split into categories that reflect common fictional archetypes. Anybody can have the mundane traits, but only cinematic or superpowered characters are likely to have the exotic or supernatural ones.
GURPS looks complicated, but I might give it a look.
I often hear that, but actually isn't that complex, or not more than many other RPGs, and you choose what rules are you going to apply in your game; extra details, even if they can be cool, are optional.
There is as well a quick, simplified approach to cinematic martial arts characters and adventures --also heavy in character templates-- in the small sourcebook GURPS Action: Furious Fists (<a href="http://www.sjgames.com/gurps/books/action/action3/" rel="nofollow">http://www.sjgames.com/gurps/books/action/action3/</a>); this particular resource assumes a modern day setting, though, but it can be slightly tweaked for fitting other genres if that is what you want.
Quoting from the intro of this book:
GURPS Martial Arts isn’t required reading, however; Furious Fists includes all the necessary content in simplified, rules-light form.
There is also a similar approach perhaps related to your request in this thread --quick, simplified, cinematic and over the top-- in GURPS Dungeon Fantasy 12: Ninja (<a href="http://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy12/" rel="nofollow">http://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy12/</a>). Part of the appeal and usefulness of these action and dungeon fantasy sub-lines is for GMs and players wanting to play quickly without considering all the options addressed in core and hardcover books like Martial Arts or Powers .
All this just FWIW.