Originally posted by TexMurphy
I, personally, am not on the "spitV is the best spit" bandwagon.
I do much better in a Spit9 then a V.
The main area where the SpitV shines is low alt base defense where you are makin it up but not have time to climb. As anything but a lower speed turn fighter I prefer the Spit9 over a SpitV any day.
Now ofcourse this is relative to preference.
The problem in your case is that you where in a E disadvantage which is extreamly painfull against a "better turner", which the SpitV is. Even though he overshot you he still has more E.
The difference in planes aint big enough for you to make up for that E advantage in a "loop fight".
Problem is you cant slow the fight down either as the SpitV will out turn you.
Somehow you have to equalize the E situation before dealing with the spit.
Personally what I would have done is broken off the second I see him go nose down in the loop, roll and keep climbing. This way you gain vertical position on him and he has to go down and up again to climb on you.
Anyways somehow you need a co-E situation.
From there I would go into the vertical games with the SpitV any time. Though not in a loop game. What I would do is use my HP advantage and make him work for his alt. Go for the merge like you would go for a immel but streach it up instead into a steep climb. Work that engine, make him come after you and if he doesnt turn the table and go agressive on him.
Another alternative is doing the first immel and then doing a second immel. Note not loop but double immels or tripple depending on how much juice you have. Then as you start running out of juice go into high YoYos. Make him work UPWARDS.
Important here is to win vertical separation on each merge. If you win each vertical separation and immel your way up to the skies then the SpitV will fall off before you do and you will endup in a good position.
Tex
Tex...
I dont ever have a problem being neg E in a fight. In this particular encounter he was good enough to avoid the pitfalls and carry thru to his end game...I dont know if he wanted to convert to a looping fight to close me out of simply decided I'd carried enough E to make a zoom to dangerous to him...
There is no practical way to force equalization of E under the circumstances laid out. It's simply a question of grabbing a combination of E and/or angles when/how possible.
At the time I felt we were equal overall...I'd eaten into his E advantage significantly and gained maximum angles possible (since I'm on his dead 6)...if I let the nose fall off I'm giving angles back for little or no real gain in E. If I climb thru his reverse I risk a front quarter shot while giving up angles and E. It's simply not possible (IMO) to take a fight up vs a higher alt/higher E opponent...had I gone up after he looped down now I'd be topping out while he's climbing back up to me...at best we'd be pretty close to co-e and he'd now have both angles and the shooting position.
To me the critical element when your bounced is winning the angles...then working on equalizing E. The con now has to "end run" you to gain another shooting solution....invariably you gain E as he is forced to convert E to angular gain. As long as you maintain "top down" shooting solutions for him and defend any in plane or "bottom up" attacks he'll give up both angles and E on every shot.
This was a fight I "won"...and then gave back do to a poor decision in tactics on my part...my question here is/was pretty simple...was I wrong in assuming I had the edge in performance or was I simply outflown.
As it was I had no problem with exit since I was in control of the fight from an angular perspective...however I dont think any move to "take the perch" would have survived the reach of his hazooka's....any more than he would have survived mine
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