Anticipation
Also said as Wind-up, Telegraph (on enemies)
A small movement the other way before a big one: a crouch before a jump, a pulled-back arm before a punch. Another of Disney's twelve principles.
It tells the eye where to look before anything happens. On player actions it has to be very short, because it delays the response. On enemies it can be long, and then it is a warning.
Say it
“Give the boss's slam half a second of anticipation so it reads, but give the player's jump none: they must leave the ground the frame they press.”
Where you’ve seen it
Dark Souls bosses raise a weapon for a long, readable beat before it falls. Mario, by contrast, leaves the ground on the very next frame, because he has to answer at once.
Not to be confused with input latency
Anticipation is motion you choose to show. Latency is delay you failed to remove. On a player's jump, too much anticipation feels exactly like latency.