...Umm, you don't brawl that much, do you? Well, me neither, just saying.
I mean, a "real fight game". That's pretty much what I've been doing for the past decade, and I think in terms of "real fight" at least as far as games do, I do think I kinda get it somewhat accurate in terms of street brawls.
Problem is, "real fights" ain't fun. It's literally on the other side of that scale.
Seriously, fencing? It's a duel. Duels have rules. Loads and loads and loads of rules, the most important of which are 1)You can't run away and stab the other guy later tonight, and 2)You can't have your buddies stoned the other guy to death when he's not looking. And that's just medieval where you're allowed to kill.
So's UFC. Actually UFCs have more rules than dueling. That octagon is just that big, and you can't even grapple forever like the Gracies used to do (mainly cause seeing two dudes prone and holding each other in their arms are not what this targeted audience want for this type of "action", and it gets boring quick.)
Both of which actually exist is a complete dimension from what TRPG fights are supposed to be BTW: As in clean, controlled environments vs the chaos of squad-based killing battles.
Those things are as much games as TRPG fighting is... But that's what makes them good.
I mean, what's in a "real fight"?
-You're so tense your vision range shrinks to about as big as doom-guy.
-You don't get to plan much. You just don't have the time and the consequences are too big for the vast majority of time if you don't just snap and go.
-You have no idea what the others will do. Half the things you do are just reactive and the other half hoping you'd knock them out.
-You get knock out either never or from one hit, and you'll never be sure which one that'll be.
-You don't get to be a hero. Two-on-one is enough to get your ass kicked, and 3+ is hopeless unless you run. And they always come at you where you can't see them.
-Things get move around so much you really don't get to do much other than charge and swing.
-It lasted 3 seconds. You might trash talk each other for hours before and after, but the actual fight lasted 3 seconds.
...So what's so fun about that?
On the flip side, what makes TRPG combat fun is precisely because of the gamism aspect.
>You have omnipotent POV, you always know where what are.
>You clearly understand what's coming next, and you can plan for it with all the time in the world.
>When you miss, it because luck's not on your side and not because you made mistakes. And you always get some accomplishment out of it unlike the real thing of which usually everybody loses.
>The way combat were designed meant you'll never be in a position that you're just chasing your opponent without ever getting close, and then you're out of breath and got knocked out by one hit. (ie. Looking like a drunken idiot.)
So, TRPG combats are usually pretty good in designs already. If you want it to be more "technical", you can just add descriptions like a kung fu movie.
...Come to think of it, that literally what the game Wushu does. Win and describe how cool you look doing it.
And for actual techniques, 3R&4E is actually pretty great there. You can even call having great fights it's whole point. (Book of the Nine Swords anyone?)
Or if you're looking for dueling specifically, well, The Riddle of Steel (or successors like Blade of the Iron Throne/Song of Swords/Sword & Scoundrel)? I mean that game was created by the president of HEMA himself.
Or, if you REALLY like number crunching but not GURPS, HERO have quite a bit of martial art stuffs and even more number crunching.