Juke
Baiting an enemy's aim or ability, then cutting back the other way so the shot or CD whiffs.
Against single-shot abilities with big payoff on a hit and a big cost on a miss — Sleep Dart, Hog Hook, Hanzo's arrows, Ana's Biotic Grenade — you show the movement that makes them commit, then cut back the other way so it whiffs. The essence is breaking their read rather than running away in a straight line, and it is the key to a flanker's or diver's survival and re-entry cycle. Where jiggle peek is information gathering and sightline baiting done by moving your body in and out at a wall edge, a juke is evasion that makes their aim or ability input miss by reversing your direction of travel, used while moving through open space. It is a contest of getting one step ahead of the read or being read one step ahead in turn — repeat the same cut-back and you get counter-read.
When disengaging from heroes with single-shot, high-punish abilities (Ana, Roadhog, Hanzo), don't run straight — sell a move one way, then cut back the other to break the timing of their ability input. Feint your direction of travel on the routes a flanker uses to leave and re-enter line of sight.
Repeating the same cut-back rhythm, getting counter-read, and eating the ability at the spot you cut to. Stalling mid-feint on terrain or a ledge that cuts your movement speed, and taking the ability.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.