If I quickly nose up at 60 degrees and unload G's they must pull 120 degrees to shoot at me; that's simple geometry. The pull in to me that's twice the angle is going to bleed at least twice the E; I don't have to be an engineer or math wiz for that. I'm guessing that it would actually bleed more than twice the E as it's a harder and twice as long (because it's going through more degrees) of a pull/turn but, again I'm no physics guy or engineer. If any of you guys out there know that answer I'd like to know, it would be interesting.
If I saw your maneuver, I might not find fault in it. I might just see faults in it due to it's description, and the picture it puts in my head...
It all comes to the timing of the maneuver.
Your 60 degrees / 120 degrees doesn't necessarily ring true, and that's what's got me arguing (er, discussing) this with you. That's probably also what BatfinkV/mechanic sees too. Here's how~
On a "normal" merge for me, I get aggressive early, and get below my opponent. I get a ton of "smash"By the time we're 2k from each other, I'm already somewhat nose up, but still flying to a point below my opponent. This has the effect of setting our merge pass up so that I pass under my opponent, and he passes above me, with me going up at about a 20 degree angle while he's still nose down at about a 10-20 degree angle. Now, assuming my opponent and I started out about equal in alt and speed, I'm generally a bit faster than him at this point because I built up more speed in my initial dive. I've also maintained my speed because I've pulled out of that dive, leveled-off, and come nose up very gently (no hard elevator pulls).
Now, as we get closer, I'm actually flying to a point just behind his tail, which means that as he gets closer, my nose is coming up even more. This means that as he passes over me, I may be as much as 70 degrees nose up already (depending on how much vertical separation he allows me to have, etc). Now, assuming we both pull immelmanns to reverse our original heading, I may only need to pull another 110 degrees or so, where he may need to pull around 200! This is a "normal" merge set-up for me, one that I can achieve in the majority of MA merges that aren't right on the deck.
Now, back to your original "pull up in front of him" merge description (keep in mind that as I close, I never take my eyes off of him, and as we pass (if we pass) I'm still watching him as he begins his next move, whatever it is. That also means that if my opponent pulls up in front of me, I'm going to see it). I'm fine-tuning my flight path based on his position and path the whole time.
A- If you stay above me, the more room you give me the higher my nose will be as you pass above me. As an example, if I merge with someone but they fail to see me or react to my merge (as in they're just flying straight/level) my merge sets me up to fly right through the bottom of their plane. I just squeeze the trigger before I hit them. This is a fairly easy shot to make.
B- If they "pull up in front of me" into a 60 degree climb(like in your original description)
before they pass over me, I can match that with a 20-30 degree "gentle on the stick" adjustment. Not only is that a small adjustment that puts me right on his tail, I'm also going to be
gaining on them, not falling behind! This is an even easier shot to make than in description "A".
C- In your later descriptions, you mention pulling up after you pass over them into a 60 degree climb, and that they need to pull 120 degrees to match it. That's not necessarily true, if I'm already 60-80 degrees nose-up as you pass over me! I may not be able to close on you if you go 60 degrees up at this point, but I'll probably already be within 400-600 yds.
Pulling up after you pass over your opponent is definitely a better option though! To make the "rope-merge" even more probable to succeed, it's better to fly further (1.5-2k) past your opponent though. That way you can convince him to come all the way through his immelmann. As he comes over the top and rolls level is the time to go up into your rope. This has the effect of putting him at the slowest point of his merge, while you're still at full speed for your zoom. As you go up, it'll be tempting for him to try to "cut the corner" on you which will work in your favor.