While it may be a budget fighter, there's still not nearly enough depth for it to be of any interest
Considering the generally thin representation of the fighting genre on the Switch from the indie side of the house (though there are some superb ones, to be sure) it’s always great to see a new contender come into the ring. Keeping things decidedly simple, Fightro isn’t much like any fighting games you’re likely thinking of, keeping the action on the ground, focusing on limited attacks, combo use, and a block-and-counter strategy rather than the typically flashy style in the genre. I suppose there’s something to be said for the more strategic take but there simply isn’t enough content here to sustain pretty well anyone’s interest for more than a handful of brief sitdowns if that. The competitor AI is a bit cheap with its attacks but simply being patient enough to block and counter efficiently encompasses the majority of the tactics you’ll need to employ. Match that with the fact that after 3 rounds you’ll simply go back to the menu, win or lose, and it actually feels more like a demo than a completed title.
Justin Nation, Score: