First off, you're talking Epic power in D&D's power scale. You might want to check out the game BESM, they have a free SRD and it's d20.
Second, read the Expanded Psionics Handbook. I love anime as much as the next guy who dresses up for Anime Expo LA (held in Anahiem actually), and the Psionics Handbook inspired many things in my games. It has more of a Wuxai feel than a direct anime feel, but you could extend the rules out a bit.
Third, I recommend taking a look at the PHB feat list, and seeing where you can extend things. Here are some examples of some feats I made for my game that really expand higher levels (not even talking about epic here):
Greater Trip: You can determine where in your reach a tripped foe lands; the foe takes damage equal to your unarmed damage upon a successful trip (basically you throw them instead of tripping them).
Greater Disarm: After a successful disarm, make a melee attack roll with the weapon you used to disarm your opponent against any opponent you threaten; if successful, that opponent is struck by the disarmed weapon and takes normal damage (basically, you disarm one opponent and fling the disarmed weapon into someone else).
Greater Bull Rush: You no longer must enter a foes space to perform an bull rush; upon a successful bull rush, instead of following your opponent, you may choose to push the opponent back any distance between five feet and the maximum distance allowed by the difference between your strength checks without following, and they take 1d6 damage per 10 points you beat their strength check by when they collide with the floor or a solid object (basically you push the opponent and send them flying).
Greater Overrun: You may now overrun any number of opponents, as long as you still retain movement; each additional opponent applies a -2 penalty on your strength check to overrun. You may choose to overrun as part of a charge, targetting a target with other creatures in the way, overrunning every target between you and the subject of your charge; if you successfully overrun each target, you may complete your charge as normal (basically you can now charge past multiple opponents, knocking them down as you barrel past for one target).
Greater Sunder: When you successfully damage a wielded weapon or shield, you deal damage to the creature equal to the damage you dealt to the weapon or shield (after hardness is applied). If you succeed in destroying a weapon or shield with a sunder, you gain an additional attack with the weapon used to sunder at the same attack bonus against the wielder of the weapon you sundered (basically, you hit someone's weapon or shield so hard that the force of the impact damages them a little, and if you break their weapon your strike just continues through).
Greater Grapple: When you deal successful damage with a light melee weapon or an unarmed attack, you may choose to innitiate an immediate grapple check against the target. If successful, you do not deal automatic unarmed damage to them, because you already damaged them. If you started the grapple with a light weapon, you may use that weapon in the grapple at no penalty. You may choose to perform the grapple at a -20 penalty; if successful, you are not treated as grappled, but your foe is (you can now grab with your strikes, or use small weapons to grab foes).
I also made supreme versions of each feat above which helps aleviate the advantage larger creatures have vs. these tactics. Note: some of those feats were inspired or taken from other sources.