Supersonic Warriors' characters and their various animations do a good job of portraying the villains and heroes from the show. When the two combatants are close to each other and firing off punch and kick after rapid punch and kick, you can tell exactly who it is fighting.
And since this is the first GBA-DBZ title to feature controlled flight, the developers had to handle the space of the fighting arena a little differently. With the ability to fly comes a much larger area of battle -- so when the two characters are a long way apart, this is depicted by both warriors shrinking in size. At first I saw this as a cheap trick, but eventually my eyes adjusted and I grew to accept the look to be more like the camera backing up in an attempt to keep both fighters in view.
The backgrounds are a static image fitting the various scenes from the show rather well. Every scene from Planet Namek to the Hyperbolic Time Chamber is recognizable enough to allow for any fan of the series to place it.
Another aspect of the graphical style being used in Supersonic Warriors that got to me early on, but I later became more accepting towards, was the game's desire to briefly pause the fight when any kind of semi-special move was being preformed. When this first happened, I couldn't figure out why it seemed like the game was loading new data (what with it being cartridge based and all). Like I said though, eventually I just tuned the delay out and attributed it to the developers attempting to add some dramatic effect to the game (at least I hope that's what they were doing).
The sounds were OK, but I played the game a good bit without the sound or effects turned on and it didn't help or hurt my gameplay ability.