F4Us can be used for virtually anything. All five marks range from good to superb in air-to-air, and later models are excellent in ground attack.
F4U-4 is the best prop in the game. Superb air-to-air combatant and good ground-attack craft (only think keeping her out of the "superb" category there is the perk cost, which is rather steep for risking on mud-moving).
F4U-1D is the best non-perked Hog for ground attack. Same ordinance load as the -4. Could be better if HTC would add the centerline bomb rack (1x2000lb + 2x1000lb + 8xHVAR). Not quite the pure air-to-air as the -4, but good in its own right.
F4U-1C. Light perk gets you the four Hispanos, which pack a major punch. Generally makes up for the 1D's extra pair of rockets. Not quite as accomplished a dogfighter, however. She accelerates and climbs well compared to the -1 birdcage, but the weight of the cannon is telling, IMO.
F4U-1A best non-perked dogfighter of the F4Us. The most agile of all the Hogs. Fast as the -1 birdcage, but climbs and accelerates like the 1D. Excellent range on internal fuel, plus the wing tanks give a nice auxiliary if your main gets punctured. Can carry one 1000lb bomb so not as well-suited for ground attack, but is a beast in a dogfight.
F4U-1 is more or less the same as the 1A. She's about as fast, turns about as well, but the 1A significantly improves acceleration and climb.
The F4Us all excel in high-speed dogfights. Rate of roll and instantaneous turn are top-tier with all marks in the upper speed range (above 300mph). Few aircraft have a more effective rudder, which in the Hogs maintains authority up to incredibly high speeds.
Corsairs also retain energy very well and though the acceleration in the 1-series only ranges from average to poor, they can make for deceptively good energy fighters so long as the pilot carefully manages his E state. The Hogs are not only fast, but sneaky-fast. It can be very difficult to gauge the E state of an F4U, resulting in what looks like a low and slow Hog all the sudden rocketing up above you about a thousand yards with a hammer-head reversal right on your six.
As well as the F4Us maintain their E, they can also shed it in a blink if needed. The rudder, as noted, retains authority at remarkably high airspeeds, and can be a very effective air break in skids and slips. The landing gear can be extended at airspeeds as high as 400mph, and can withstand speeds up to 500mph for brief stretches. A skilled Hog stick can slam on the brakes and force an overshoot at a whim, though once slow the F4U doesn't recover airspeed well.
While she has a reputation of poor low-speed handling, the F4U is dangerous when slow 1v1. As effective as rudder control is at higher speeds, it's probably the best in the game in a low speed fight. Proper application of rudder can haul that long nose around on shots most opponents wouldn't believe possible. Then, there's Der Uberflappen. NO...SHIP...IN...THE...GAME has flaps that even approach the Corsair's. She can get the first notch out at speeds as high as 250mph IAS, long before most opponents can even consider using their flaps. Once flaps come into play the F4U is one of the best turners. Low speed stability does leave something to be desired, and if not careful she can and will slip out from under you. Additionally because once slow she doesn't accelerate remarkably well, the Corsair is particularly vulnerable at low airspeeds in a large, multi-plane engagement.
The ideal operating airspeed for the F4U IMO is between 250 and 350mph. She's highly maneuverable within that range, allowing her to take advantage of her flaps at the bottom end, and her natural high-speed turning ability at the top. There's no need to be afraid of entering a low and slow fight on the deck with most of the plane set when 1v1 (notable exceptions: A6Ms and Hurricanes. FM-2s/F4Fs are also worth being wary of). However, keep her fast and high in a large multi-plane furball. Take advantage of her E-retention and high-speed maneuverability. The Corsair is a very good between 10,000 and 20,000 feet as well, so don't be shy about high-alt engagements. Whether armed with machine guns or cannon the Hog has plenty of ammo to spare so you can be a little more liberal with your shots than you would be for many other aircraft. The US .50cal and the 20mm Hispano have generally similar ballistics, so switching between the 1C and machine gun-armed variants doesn't require a significant adjustment to your gunnery. I advocate a close convergence. .50cal are buzzsaws at 200yd point-convergence, and the wide spread of the guns makes it easier to hit the target at that range.