I'd have to vehemently disagree about any game that's in mono being accessible without much extra work. Tekken 7 and as far as I know, the Blazblue and Guilty Gear franchises are only in stereo in certain iterations on certain platforms, not universally like Injustice 1/2, Mortal Kombat, Street Fighter V etc.
even Injustice 2 which has full stereo has very limited access to a vast majority of the game, including but not limited to the gear system and multiverse modes due to a lack of Microsoft Speech Synthesis API support that could be implemented by the developers, as with most games running on Xbox One.
However, Post 9 is correct that fighting games are more accessible than most, though accessibility and playability/enjoyment don't always share the same priorities on everyone's lists. I'm happy to further explain my stance on this, such as it is, should you wish.
In terms of how you know where you are on the screen, in a game like Killer Instinct or Injustice 2, where stereo panning is involved, you can use that to tell both where yourself and your opponent are. It's not always easy to tell whether they're blocking etc, but that's a problem that could also be solved by audio cues. Projectiles, in a game like Killer Instinct and most of the time in Injustice 2, travel across the screen as part of their audio via panning, so it's possible, though not easy, to jump over/duck under elements if you know what they are/where they're coming from height-wise. However, with a mono game like Tekken 7 or the majority of what might be termed as Anime fighters (i.e. Blazblue, guilty Gear, etc) the latter two possibly having stereo iterations, it's a much more frustrating job as if the opponent does a move that crosses you up and you don't realise it, you would then likely get hit by at least one thing before you realise. That one hit can, as from personal experience, lead to losing not just a round but an entire match. In mono titles, it's far easier for sighted players to have an advantage, since technically, you're fighting with one eye completely shut, if you want to think of it that way.
As for a game that's fully accessible on PC, rather than consoles, Skullgirls is the prime example - it uses Tolk, a screen reader abstraction library that allows you, as with the Microsoft Speech Synthesis API on Xbox One, to pass a string through it which then is read by the screen reader as output, as far as I understand it. It's in stereo too, which is definitely a plus in my book.
I hope that answers your questions and if you have any further ones, please feel free to ask.
***If you wish to refer to me in @replies, use Sightless***