The Zeke, Hurri, and N1K are planes I lump into the "get 'em too fast for their own good and then quickly get behind them while I can turn better than they can" category, as opposed to planes like the 109's, P51's, 190's which I lump into the "get 'em slow enough so they can't get away from me" category.
I don't dare try to get too low and slow with the Zekes, Hurris, or N1K's. That doesn't mean I woun't get low or slow with them, I just want to be able to get my speed back if I need it. Very slow is fine, as long as I can kill them right away, or else make an option to extend. Trying to do sustained slow turns with them doesn't work.
I lump ALL planes into the category of "if it's really slow, or really fast, it can't do too much". So anytime I can I will let a guy get really slow, and then capitolize on that. If he's really fast I may dodge easily, but then I may need to get creative after that to end up getting him slow.
As far as adjusting the fight to the better turners, I fly a more "loose" fight with them. Where against a P51 or 109 I will fly a "tight" fight, trying to force them to commit to turning, I don't do that with Zekes, N1K's etc, unless I know I can kill him in the first few seconds. I still do rolls, immelmanns, yo-yo's, etc, but I fly them looser to try to conserve my E, and make them fly fast trying to stay with me. The best way to keep them fast is to put them on your tail, and then let them barely keep up. When he's too fast to manuever well, I do a reversal which puts me at a decent speed to turn, but hopefully with him too fast to turn as well. I need to kill him quick, or start over.
Here's a clip with me against a high fast N1K. The fight that develops could be against a Zeke, Hurri, or Spit, with slight adjustments. It starts by letting him get behind me, and I appear to run. So he chases, and thinks he's barely gonna catch me but he's gotta go fast so i don't get away... Note that at any point in this fight I could simply dive slightly and run away, he wouldn't be able to keep up. He knows that, so helps me by staying fast...
So, as he gets close enough (I'm letting him...) I pull a reversal, and get behind him. I missed my shot on the reversal (barrel roll)
but I'm behind him now. I miss him again as he realizes things aren't looking so hot anymore, and he then dives out. Now- I'm behind him, he's in a slower plane-type than me (can't get away), and he dives so as to be too fast to turn so hot (and gives up all his altitude)- what could be better?
I chase him down and realizing he can't outrun me, tries for a barrel roll defense or a rolling scissors. Had I tried to follow him through that I probably would have ended up overshooting, or slow with him on the deck. So, I simply keep me speed and zoom, without presenting him with a shot. This puts me in a very advantaged position over him. He can't get me since he's lower and slower. My instinct is to roll back onto him and kill him. He knows this, and pulls up at me. (1:55) If I dive at him, he can HO me, if I dodge (or he misses) I'll be below him, scrubbing E hard to pull out. (Read that- I'm lower, scrubbing E, while he's above me, a recipe for disaster, IMO)(Remember the idea of being low and slow with a better turning, better accelerating plane armed with cannons is usually bad). So what do I do when I roll over to dive in and see him coming up??? I hesitate! And even go up a bit! This sets me up to drop on him as he tops out, and gives me another kill shot (which I also flub on
) After that I keep the pressure on him and he pulls up giving me the kill. Had I missed that one I might have been close to starting the whole thing over.
So, IMO the key points to that fight were- getting him too fast for his own good (while not doing the same to myself), reversing while I have the turn advantage, not getting greedy and trying to rush the kill when he evades low, hesitating when I recognize the HO possiblity (patience is a virtue), taking the shots I was offered (without forcing them and scrubbing too much E) all the while keeping enough speed and altitude to reset the fight (or get away) if I needed to. You could also add that although I started with an altitude and angles disadvantage, I was able to reverse that, and didn't allow him any decent shot opportunities. Apart from his opening shots I was never in any real danger. The fight against a Zeke or Hurri is similar, but I have no film (I can try for some tonight). I consider the N1K to be the most dangerous of the three, since the other two are so slow as to only be a threat if I let them, or if I'm not paying attention...
To his credit (IMO) my opponent tried to bring the fight back up when he realized I wasn't going to drop onto the deck and turn with him. He kept his speed, and therefore some options of his own. He never gave in, even when he was down on the deck in a bad position. I've had a lot of decent fights with him in the past as well.
http://www.mediafire.com/?zlzzgbfb4diHopefully this link works- I can't get the buff one to work. Anyone have any luck? Let me know, I may try the Lanc film with this server instead...
MtnMan