Well consider DBFighterZ which conveys the spectacle of its source material with how certain attacks trigger a sort of cinematic crash-into-thing moment during the lull between matches.
I think the sense of scale and spectacle would be best preserved in the moments before (good for sortie sequences), between (one mech got beaten down, it's getting back up amidst the rubble) and beyond each round (similar to the prior, but without the second wind).
But this is more about the spectacle that exists around the fight rather than the fight itself. I mean, you could perhaps have some prop-like objects that make up layers of the stage kinda like those signs in Street Fighter 2's Suzaku Castle (also present in the SSB4 adaptation of the stage) that get broken when someone is sent flying past them, but fighting games of this sort kinda have a distinction between the cinematic spectacle and the technical spectacle.
I hope that makes sense.