All I'm hoping for is to see an opportunity to roll and pull to the side and hopefully up and over them as they continue down. Apparently this is what everyone else does that's able to get them to dive with them to well into the 400's.
If I'm wrong I'll find out soon enough!!! LOL
Personally, I don't have a lot of luck with that on Zekes, unless I can really surprise them and get a nice clean shot. Too often though, they barely manage to evade my shot, and then I'm stuck slow with them.
That doesn't mean that isn't a good maneuver to use; I use it against a ton of planes, in a whole bunch of situations. I just don't use it for zekes (or hurris).
For zekes (and hurris), all I do if they're behind me is get/keep my speed up, and use my roll to roll right and pull just enough to not get shot. As they roll right, I do the same to the left. These are subtle moves, I'm nowhere near a "break". As a matter of fact, I don't want to get out from in front of him, I just want to keep him interested/following, but spoil his shot. Eventually, I'm looking to have about 1K separation, and be in level flight with him pursuing. Then, as the counter gives me a "+", and the icon clicks to 1.5, I start to
gradually go up. All I'm doing is roping him, and I want to go gradually to force him to follow my flight path, with no option to "cut the corner".
If he follows me up, I rope him/kill him. If he doesn't, I roll over from the top and dive on him for an attack.
Nothing fancy. Honestly, as slow as the zekes and hurris are, I don't see them as much of a factor in an F4U. If you treat them this way, they're just fodder. The most dangerous aspect of this type of fight, is when they
don't follow your rope, and then pull up for an HO as you dive in. For that matter, it's really about the only effective shot the zeke or hurri has against you. A second possibility would be a barrel roll defense-type maneuver and a shot as you go by, but that's really easy for you to avoid as long as you watch for it, and don't pull hard for a shot.
Watch for that (the vertical HO)- it means the fight is about over... As soon as you see them pull up, roll 90 degrees left or right, and pull up, pretty dang hard. The roll spoils their shot. The only way for them to aim is to use rudder, which spoils their zoom... As you pull up, re-acquire them in your rear right or left view, and just before they stall, roll in and kill them. They'll be stalled and tipping over as you shoot. You've just roped him, and he set it up for you by pulling for the vertical HO...
There's not much a zeke or hurri can do to an F4U, as long as you keep the fight smooth and fast. Obviously, as you rope you'll be slow, but if you do it right, you'll be safe, and transitioning to a nose-down speed-building phase. There's no sense in "forcing" the fight with any fancy moves. Fighting those two planes is an exercise in patience. Set up a good shot. If you don't have one, set up another. The zeke can't get away, and he can't force you to do much of anything...
About the only time I see a zeke as a legitimate "threat" is if they're high, and I'm busy in a fight. 1v1 is no issue, but they're dangerous if they can sneak up on you while your busy. If they do that, you're in the situation I described at the beginning of the post...