Super Dragonball Z is a PS2 port of an arcade game that was produced by Noritaka Funamizu, who has worked on Capcom classic fighters Marvel vs. Capcom, Street Fighter Alpha and Rival Schools, so perhaps it's not so surprising that at first blush Super DBZ's play style seems more traditional. The emphasis is on button-tapping combo-chains and up-close attacks, rather than the split screen, long-range aerial attacks that other DBZ fighting games seemed to favor.
The presentation is very slick; the backgrounds and character models look like they stepped straight out of an Akira Toriyama cover. The customize mode lets you start with a pre-existing character as your base and as you defeat opponents to earn experience, you can unlock ability trees, skills and alternate costumes. The stages you fight in are fairly large, feature lots of terrain variations, and have many elements that can be destroyed for strategic advantages or cosmetic reasons (that building in your way? SMASH IT! Wanna see what a KameHameHa does to a wall? BLAST IT!).
So, is this game the Street Fighter meets Dragon Ball Z experience one might hope for?
On the surface, it seems like Super DBZ has made all the right elements to make it a solid, polished fighter that would be attractive to both DBZ fans and fighting game aficionados. Scratch just under the surface, however, and you'll discover a lot of tarnish. Super DBZ doesn't play or feel as polished as other fighting games on the PS2, even with the emphasis on faster and more tactical play. Counters and reversals, while theoretically possible, are limited to a lucky leap or sidestep. And why go for the more over-the-top throws and combos when you can just do more damage with the same two special moves over and over? That multi-level terrain may look cool when you're previewing the stage, but get hit by your opponent while you can't fight back, thanks to messed-up collision detection when fighting too close to obstacles and you can kiss your victory goodbye. 
Graphics
The presentation is pure Dragonball Z from the top-down: the opening cinematics, character models, and stages are perfect realizations of the anime and manga, right down to the smallest detail.
Gameplay
The gameplay is close, quick, and in-your-face... making some of the series' signature long-range projectile attacks seem out of place. The opportunity for character customization can make for a rewarding experience if you're willing to tough out playing through the Original or Z Survivor modes. The stages offer plenty of room to brawl in, and you can use terrain and obstacles to your advantage... when the collision detection isn't glitching out.
Sound
The music is a few remixed tunes from the anime series, and the voiceovers are done by the US voiceover cast, though what dialogue is there isn't particularly inspired.
Lasting Appeal
Super DBZ offers incentives to keep honing your skills -- play with a customized character card and you can earn experience points that you can use to upgrade and add to your skills. Collect 7 Dragon Balls and you can "wish" for everything from new playable characters to bonus skills to alternate costume colors.
Fun Factor
There are lots of 2-player options, so you and a buddy should find a wealth of way to set up a match any way you want. The single player mode is rather anemic, though-- no real story to speak of in the Original arcade mode, and nothing inventive in the Z Survivor gauntlet mode.
The 411
The variations in versus mode and ability to pit your custom character setups versus another player are fun, and combat is faster and more technical than in previous DBZ games... but if you're playing solo, then there's not really much for you to do aside from Original mode or Z Survivor mode. The fighting system ultimately lacks depth, and the slick graphics can't hide the collision detection and aerial mismatches. These glaring issues really detract from the fun of Super DBZ, making portions of the gaming experience more like Mediocre Dragonball Z.