1. you have to learn to fly looking backwards. While looking back watch for a lag behind your tail. This means it looks like he is falling down if your going up. At the moment he goes to lag pursuit REVERSE. As he crosses your tail IMMEDIATLY reverse....you are now in scissors.
2. you have to create a speed difference. You either go slower or faster. Either one. Going slower is better....do this by reducing throttle and pulling hard G's...this works best if you drag to a right flat turn...watch for the lag off your tail then go up and over....you are now in scissors
3. Use the snap roll to "snap" your plane over 180 deg....if he follows....after the third turn...you are now in scissors.
4. You can reverse CANOPY UP (typical) or CANOPY DOWN. Canopy down means you roll over like a split S but continue to roll so you now turn the opposite way..exactly the same as you would doing it canopy up. THis method will keep your energy. Canopy up robs your energy.
5. The closer you can draw them into guns range the better chance you have of making a reversal that they can not extend away from.
6. The LONG RANGE SCISSOR - Plane comes in from high dive. You KNOW you can not out run him. You can turn into and under effectivly exiting the fight. OR...you can turn 90 deg into him...allow closure off your wing tip ( keep him on your wing tip)...let him close to almost gun range ( d800) then immediatly reverse the other way ONLY 90 deg. Let him climb UP and OVER. Keep your wing on him. When he comes down you pull up....you are now in a close rolling scissor.
7. The RUDDER SCISSOR - Throttle to idle. full right rudder and skid hard to right. slight roll to right....hard left rudder and skid to left NOSE UP....hard right rudder nose up and skid right. In this case you are "inviting" a scissor fight. If he exits by going up or fly past make a 90 turn off his tail and extend. Wait for him to complete the vert turn and come in...when his nose is down turn into HIM FOR A MOMENT OF CLOSURE and THEN EARLY TURN UP PURPOSLY CORSSING HIS GUNS. Roll over and you are now in scissors.
I would like to clarify a few things from my original post quoted above.
First the initial question was "...what he should do to get the scissors started" from an OFFENSIVE point...I think PFactorDave is looking at scissors as an offensive move not as a way to get out of guns and run.
So my post was written to show a few ways of doing this.
The way I fly is to bait another plane into engaging. The trick is to offer enough bait to get them to commit. Sort of like trapping a raccoon. But once you have that Raccoon in the cage you have to make sure your trap is made in such a way that he can not get out or escape.
This is the very essence of how I use scissoring....bait the trap....set it up....then spring the trap and CATCH my game.
Getting a plane who has perfect alt and speed over you to engage into a close turn fight or to at least commit enough to be caught is not an easy thing to do. Typically people just hard break turn and let the bandit overshoot and climb away. All this does is subject you to continuous high speed gun passes.
The long range scissor:
A term coined by Agent360 to describe how to set a scissor trap on a bandit who has superior alt and speed. The method in the beggining is NOT scissors. It is a method designed to draw the bandit into scissors in such a way that he can not escape without having guns on him. The method relies on pulling ANGLES in such a way as to LEAD (NOT as in lead turn...but as in getting him to follow) the bandit around in a series of 90 deg ARCS (not circles) that begin to converge. At this point you are in effect scissoring but the bandit doesnt know it yet. You are actually flying a very loose kind of rolling scissor with the intent of creating closure and reducing seperation. Further, I am not trying to gain his six yet, only to closing the seperation.
I say "lead" because I am presenting favorable angles to the bandit....and flying so that the bandit becomes greedy and sees potential gun solutions.
The basis of the simple leading around is to reduce the bandits seperation down to nothing. This is not done by slowing down. If one slows down doing this then the bandit can keep his seperation and easily go up for more gun passes.
Once I have the bandit commited and reduced the closure it is now time to begin the scissor. One can not start a scissor without the bandit willing to commit to close guns. To do that you have to get there first and that is what the long range scissor all about. Once you have eliminated the seperation and created closure for the bandit behind your 3-9 line you can begin to scissor. The more angle of tail ( the farther the bandit is off to your side) the bandit is when you start your first scissor turn the better. It is imperative you don't allow the bandit to saddle up on your direct six. If that happens then I use the "rudder scissor".
The whole reason for doing this is to force a bandit intent on high speed gun passes into a situation where he can not simply climb away or dive away.
The rudder scissor:
To keep this in context we will contiue with everything that has happened in the long range scissor.
For a moment let us assume you have either made a mistake by misjudging alt and speed or you are dealing with an expert pilot who fails to fall for any of the tricks and is now pulling or diving directly onto your six with SLOW closure. In moments he will be in gun range at d400.
IF you attempt a simple break turn or a climb you will get cut off and shot. If you barrel roll he can simply follow.
Now is the time to invite him into a rolling scissor.
I describe how to use the rudder to start this. Because the bandit is very close on your six and in guns you can not simply break turn into scissors as the bandit will simply ride his throttle and get continuous guns on you every time you scissor turn.
The process starts by using the rudder to "skid turn". Skidding makes the plane appear to fly a gentle turn when it is actually flying strait. Think of when you land too fast...you use hard rudder to slow down..your plane is nosed to one side but you continue to fly STRAIT down the runway. When you are slow enough you ease off the rudder and your nose is strait and you land.
I begin the hard rudder and point the nose slightly UP. This now presents to the bandit a difficult gun solution and starts the closure by rapidly reducing airspeed. At this point the bandit is thinking..."aint no freaken way im letting you get away" and chops his throttle to say behind you. He will probably rudder hard and try to keep guns which is exactly what you want.
The nose up part is to keep your nose up. If you allow your nose to drop you will gain airspeed and the bandit will just stay behind you.
Now we begin the rudder turns as described. We are now simply rocking the plane left and right. We are creating very shallow angles and are beggining to get a true scissor started. It is the same thing as if you are break turning at high speed. But at this point we have to make the turns angles very small....about 5 deg or so. With each rudder reverse I get the nose up more and roll more.
At this point I must point out that this maneuver is done very rapidly....left right left right. It is not slow like in a typical fast moving scissor.
With each rudder turn I am pulling more and more angles on each reversing turn. At first the bandit sees a jinkiing plane and cant quite get his bullets to hit because my plane is actually flying strait and he thinks its in a turn so he leads off to the side and up....and he misses.
Withing seconds the bandit is out of sync because he is ROLLING to get guns. I am not rolling but rudder turning.
At the moment the bandit make the mistake of Rolling over or up is when you release your rudder and pull hard into him dropping your flaps.
If you have done it correctly you will now be in a slow rolling scissor...at this point it is up to you to judge the angles and pick an oppurtunity to drop in behind or make a crossing shot.
I hope this clears up any "slang" terms I may have introduced.
Agent360