Cleanse Bait
Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.
While a cleanse like Suzu (Kiriko), Fade (Moira), or Immortality is still up, both Anti and CC get nullified entirely. You first land a dummy debuff — a weak Anti or an area CC — to burn the first cleanse, then push the real Anti + Ult combo or CC + focus through in a state where it cannot be nullified: a two-stage sequence. It is the cleanse version of Resource Trade, and the design of "break the order of their survival CDs, then land the real thing" is the core of the support-vs-support read in the first half of a fight. Deciding which Anti — the bait or the real one — goes on whom and when starts back in the fight's prep phase.
As the setup that forces Suzu out before a Wombo Combo. When the enemy Kiriko's CD is unknown, throwing a dummy Anti first to make her react and confirm it.
The dummy debuff gets read, the cleanse is held, and the real Anti gets cleansed anyway. Or the CD spent on the bait is too expensive and isn't back up in time for the real one.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
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.
Anti
Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.