At this point, I think the main defence against cheaters is tackling the issue at a design level.
The issue that we're seeing is that with a lot of FPS games is that if you have perfect aim (such as through a script), you can simply bully players into submission with no counter play*. If that weren't possible then I don't think cheating, or at least aim-bots, would be nearly as popular.
Fighting games, in my eyes, have been handling the cheating issue fairly well especially with how little fighting game devs have been focusing on the online aspect up until relatively recently. Given that execution, while still important, cannot carry you alone it makes cheating less appealing. As a cherry on top, 'local' tournaments where players meet up at a physical location can serve as further protection if one so chooses. I'm not saying it's not impossible to hack in fighting games or that there aren't other ways to exploit these games for an unfair advantage, but I think a few lessons can be learned here.
*Yes, the best players can potentially defeat a hacker for a sick clip, but that's difficult even for them