Breaking Suzu
Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.
Suzu is the core of CD management, and the game isn't simply "breaking" it but forcing it out early to create a window. The rule is to land kill angles like Nano Blade or one-shot combos in the moment Suzu isn't available, so it's used together with a bait. The hardest part is the timing management of not dumping damage into the invuln and instead matching the instant it expires. It's a design that spends one Suzu first to open the window for the next combo or ult; combined with a cleanse bait, the enemy Kiriko loses her function entirely.
As the bait action before landing Nano Blade or a one-shot combo. When the enemy Kiriko is confirmed to have Suzu up, throwing dummy damage or a light CC first to draw the reaction.
Dumping all your damage into the invuln window and having nothing left once Suzu ends. The bait gets read, Suzu is held, and the real combo is simply answered.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Cleanse Bait
Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.