Block
Main method of defence, simply by holding the direction Back from the opponent will have your character guarding against their attacks. You can Block while standing, while crouching (in that case; hold the diagonal direction Down/Back) and while jumping. Basic Attacks won't harm you, but you'll still receive a bit of Block Damage when guarding against Special and Super Attacks.
Run
Every character is able to run, though some characters will instead dash along the ground. You can cancel a Focus Attack into a run or backdash while charging, or at the instant it hits the opponent. Running is a great way to quickly close the gap between the opponent and yourself, just be careful you don't run into a projectile or fist head-first.
Backdash
A movement that quickly puts some distance between the opponent and yourself. Some characters hop back, others perform a backflip, others jump into the air or teleport. You can cancel a Focus Attack into a run or backdash while charging, or at the instant it hits the opponent.
Airdash Forward
A short flight burst in the air, used for advancing. You cannot block while airdashing.
Airdash Backward
A short flight burst in the air, used for retreating. You cannot block while airdashing.
Super Jump
A higher-than-normal jump.
Dash Collision / Power Struggle
When both fighters run or dash into each other on the ground, they'll lock hands into a power struggle. At that time, press each and every button rapidly! The player who presses buttons the most/fastest wins the power struggle, resulting in their character throwing the opponent.
Forward Throw
A throw that usually ends with the opponent knocked down and/or away. When done from afar, the character will perform a grab-attempt and fail, leaving them open.
Reverse Throw
A throw that usually ends with switching sides with the opponent by throwing them behind you. When done from afar, the character will perform a grab-attempt and fail, leaving them open. Good for getting the opponent out of the corner, but mostly getting yourself out of the corner in case you're trapped between the wall and the opponent.
Power Charge
The Power Charge is a well-known trope of Dragon Ball, it allows the user to fill up their Power Bar manually. This does leave you open to attacks. The Power Bar will also fill up by performing and connecting attacks on the opponent. When the Power Bar is completely full, the Power Charge becomes unavailable until the bar is (partially) emptied again.
Focus Attack
Our version of the Focus Attack that originated in SF4. It's a chargeble attack which at its maximum becomes unblockable and smashes the opponent away, and on kill causes a wall-break. A fully-charged FA that doesn't kill will knock the opponent out and when they get back up, are in a dizzied state. You're also able to dash cancel out of it while you're charging or as soon as it hits (with the exception of the fully-charged version), allowing you to rush in and start a follow-up attack. We call this Focus Attack Dash Cancel or FADC for short. You cannot FADC if your Focus Attack was blocked by the opponent. The charge has a 1-hit armor, meaning you can absorb one hit from the opponent. If you're hit a second time, you'll get knocked out of the move. An extra feature added to this move is the Projectile Reflector; by timing it right you can use the Focus Attack to swat back single hit projectiles fired by the opponent.
In later iterations of the game, you can hold SP+SK after a knockdown to perform a Focus Attack immediately on wake up.
Launcher
An attack that launches the opponent into the air, after which you can press Up to make your character persue them into the air. Keep in mind that the opponent can recover in mid-air after having reached the peak of their launch arc. While the commands vary, it's usually either crouching Strong Punch or Kick. Some Special or Super Moves might also result in a launch.
Chain Combo
Your main combo filler, in this game's system you can perform a combo string, chaining a Light Attack into a Medium Attack into a Strong Attack, be it a Punch or Kick. You can also switch between Standing and Crouching Attacks. Also available in the air; after persuing the opponent after a launch (or simply meeting them in mid-air), connect with a Light Attack and then chain into Medium and then Strong.
Ground Bouncer
Most characters also have one of these, usually their Jumping Strong Punch or Kick; an attack that after hitting the opponent when they're in mid-air causes them to swoop down, hit the ground and then bounce off the ground high enough for your character to land and perform a juggle combo on them. In the same veign, some characters have attacks that cause a Wall Bounce, but these are mostly reserved for Special Attacks.
EX Special Move
Taken from Street Fighter 3, an EX Special Move is a boosted up and usually improved version of a character's Special Move. The drawback is that it costs half a LV1 Power Bar to excecute.
Zetto Counter (Ground) (LV1)
Based off the Alpha Counter seen in Street Fighter Alpha, a character can break the opponent's attack or combo by using a single Power Bar stock to perform a Counter, knocking the opponent away. The Counter inputted with Punches usually results in a high attack while the Kick version usually strikes low, though this may vary between characters.
Zetto Counter (Air) (LV1)
Unlike Street Fighter Alpha's counter offerings Hyper Dragon Ball Z adds the possibility to perform it in an air-to-ground or air-to-air situation. A character can break the opponent's attack or combo by using a single Power Bar stock to perform a Counter, knocking the opponent down or away.
Z-Escape
A quality-of-life addition added to the game in version 5.1, since then you can roll (though certain characters may spin, leap, teleport, etc.) either forward or backwards to recover from a knock down (but not after a hard knock down).