Interesting topic.
Lets dig a little deeper on this subject.
What are you trying to accomplish with this maneuver?
1. Create a gun solution.
2. Create an over shoot.
3. Create an turn that gains angles and leads to a gun solution, overshoot or escape
What you do and how you do it are dependant upon what your goal is.
I think you meant how to get guns on this maneuver. But there are two other possibilites when doing this kind of maneuver.
Thnik of it like the Blue Angels show move when they all go verticle and split off and perfect angles pulling out to level. It looks like a star.
The angle coming out at the top determins where your nose will be pointing when you come down.
If I pull up to a verticle line (90 deg), chop to flaps, Wep/tork/rudder it around 180 deg to left at stall I should get guns but I am just hanging there and if I miss I am immediatly defensive.
But if I want to get offensive fast I can create the overshoot giving up the guns in favor of better position with more enegy.
You have to master the basic hammerhead first. You can also experiment with tail sliding..this is very difficut to do without going to an uncontrolled snap roll. But try it anyway. You will learn all kind of cool things.
First you have to practice this:
Flying a 90 verticle line up using wep. Hold the plane exactly verticle...not nose down or over. verticle. Until the plane goes to a power on stall. At the about 20 speed point push stick forward and tread on the left rudder. Do not use flaps.
The plane will start a slow roll to left and proceed to wing stall if you do nothing but go strait up to 0. To see what happens on auto pilot pull it up to the vert then hit shift/x with wep on and dont touch the controls. Let the plane just do its thing. Then you will understand. Film it and look at it.
From 50 mph to 0 will be the hardest part to control. So, you have to move the controls to keep the plane on the 90 deg verticle line. That means eassssy stick forward, easssssy right roll and very eassssssy right rudder. The goal is to hold the plane against its own tork on the verticle line until it gets to power on stall and then recover by easing off the conrols to allow the tork to pull the nose around and down. You correct appropiatly after the nose drops.
When you can control the plane without snap rolling and nose around then you are ready to do the move.
The move.
You must be below 200 mph for it to work....break turn, chopped zoom, etc.
Verticle line up. Chop to flaps 2 nothces, easy stick forward, Right rudder/left roll to stall, left rudder/wep on. You will have to learn to "feather" all the conrol surfaces and throttle together to get the right mix of control.
For overshoots and escapes you do the same thing but use no flaps and just wing stall ( stick back left/right and opposite rudder). A "controlled" snap roll. Yu can control the heading change by pushing stick forward at different parts of the roll.
It is best to be looking behind you in the verticle. On the pull up when you see them lag behind ( appear to float under your tail moving to your non vissible low six) This is the sign of an overshoot situation. Now you hit the brakes ( chop to flaps) and pull the maneuver. Eventually you will be able to know where they are and how to come out of the verticle with your nose pointing at them.
This maneuver is very handy and is the basis for almost all 109 "majik moves". I call it the "sleadge hammer" after the aerobatic move "headhammer" and the fact that if you do it right the other gets a cockpit full of taters....kaaaaabooom. The sleadge is different in that it involves more of a snap roll. A verticle snap roll if you like.
Agent360