>>6099590Sounds based. I don't think we had one like that for a while.
I briefly experimented with a similar theme in Beastars Shonen Quest, where the players essentially got to choose what fighting style they trained under near the start of the Quest, which also directed the direction/tone of the rest of it. From more realistic bar-room brawling that would have been more edgy and grounded to a magical mystery technique (which was just Hokuto Shinken). You could try something similar, but if you have a specific theme in mind then it may be better to just take the reigns and decide your own progression system for the protagonist.
Another issue is the realism to fantasy aspect. As such, I much prefer the rule of cool you see in anime and shonen. In real life, losing a street fight usually just means dying, obviously, and injuries are life long or very serious. Instead, you intentionally underplay these aspects and have wounds heal up after a few weeks with little to no long term damage or even visible scarring, the idea is a more friendly world where people can fight and honor the rules of engagement moreso instead of stomping people's heads into the concrete after they already been knocked out. It's a more juvenile take but one that smooths over a lot of these troubles.
I also like Mortal Kombat being included there. I have a strange fascination with the series, and random statement, always thought it was a bit more logically consistent with its world. What I mean by this is other fighting games have trained martial artists and demon dudes like Akuma fighting high school part time skirt-wearing cheerleaders and shit in the same game. In Mortal Kombat, pretty much everyone is some martial arts master of their respective world and its not a question of how they shoot energy blasts at each other, making it feel more lived in. Unrelated to your original post; I would love a Mortal Kombat lore master to run a Quest (Kuest?) in that world since its criminally under explored but has so many cool elements.