If you swing from a chandelier, in addition to your normal attack roll, you'd force your opponent to make a Reflex save or else be bowled over?
I dunno. Once upon a time after I finished the 3.5 edition Elements of Magic, I considered making a martial version, where you'd earn Momentum or something by doing interesting things in combat, and you could spend Momentum to pull off cool moves. It never quite came together.
Conan: Adventures in an Age Undreamed Of seems to use "momentum" in the way you describe, based on the reviews; you build up momentum, then spend it to spectacular effect. It is also something I am interested in purchasing, in the future.
In addition, at the risk of mentioning 4e, D&D 4e sounds like something you may enjoy. Based on what I have read on here, I would probably recommend the early core books, and the later monster books, if I were more familiar with it. Every class gains abstract, tactical abilities, which can be combined to increased effect.
For example, it is much easier to hit a boss with a devastating daily power if, first, another class hits it with a defence debuff, which can also be followed by, for example, a Warlord class hitting it with one of a particular set of abilities, allowing you to hit it again with an at-will attack, followed by some other devastating daily.
Classes gain a total of 2 at-will abilities, 4 per-encounter abilities, and 4 daily abilities, with each class typically adding, IIRC, what amounts to 2 additional at-will abilities, and certain races having their own racial ability.
I would also recommend GURPS if you want interesting, tactical combat. For example, one useful technique chain is to Feint, imposing your margin of success on the foes' defences for one second/round, then, if successful, perform a Strong attack, gaining a scaling damage bonus on a successful hit. I understand the Martial Arts supplement expands on that greatly, although I do not yet own it. I shall leave it to someone who knows GURPS better to explain further.