Bounce, Dig, Dive, Fly, Freeze Shock, Geomancy, Ice Burn, Phantom Force, Razor Wind, Shadow Force, Skull Bash, Sky Attack, sky drop, and Solarbeam require two turns for use. Some like fly and dig don't officially "charge" really, but they carry the same core idea,.
Also, there is a move called charge that buffs electric attacks and special defense, but it's not related to this.
The power herb negates the charge time for one two turn move with Solar Beam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce, Shadow Force, Freeze Shock, Ice Burn, Phantom Force and Geomancy.