Both modern Dragon Ball fighters spend real effort on single-player content, which is unusual for the genre and is a big part of why they are approachable.
FighterZ's story mode is a branching narrative with multiple endings determined by the choices you make and the characters you save or lose. It is a surprisingly substantial campaign for a versus game, and it does a good job of introducing the roster while giving each fighter a characterisation that matches how they play. The mode also feeds back into competitive play - clearing it unlocks additional fighters, so it is not optional side content for anyone who wants the full roster.
Both games have training modes, and both are well built - frame data display, hitbox visualisation and input logging are all present in current versions. Fighting games reward going to training with a specific question rather than a general desire to be better. The most common productive loop in Dragon Ball games is: pick a matchup that beats you, learn the one interaction that loses the round, and take it back into the ladder.