Spacing
Maintaining the distance where you can deal damage but can't be reached by enemy cooldowns — constant range management that denies engagement on the enemy's terms.
If Dribble is moving in and out front to back (movement on the time axis), Spacing is positioning that reads the range of the enemy's Hook / lock / melee combo and holds distance laterally or diagonally (management on the spatial axis). Controlling the range lets you take sightlines and space without eating damage, so learning it as a pair with Dribble gives you language for tank survival and pressure at once. If Anchor is "fixing a base point and not moving," Spacing is the dynamic management of applying pressure while holding a range you can't be reached at. It assumes you know the enemy's effective ranges exactly — Reinhardt's and Ramattra's melee combos, Mauga's area CDs, and so on.
In tank mirrors or brawl matchups, applying pressure from beyond the range of the enemy's main CD. Holding an angle outside Hook or melee-combo range while your own main damage still reaches.
Over-focusing on spacing, you back off too far and concede space and the choke. Backing off also takes your own damage out of range, and you lose presence.
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Anchor
Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.
Kite
Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.