Well while I can't speak for mathman I can try to clear up a couple of things for you.
Ideally for a coordinated turn watch the ball.
As you bank left the ball will slip down to the left, stepping on the left rudder lightly will bring the ball back into center. Just takes a bit of practise and you can do it by feel.
As to # 2, and rolling out.
You can get behind a better turning plane if you can use roll. I think the easiest way to see this is if you are nose down. A spit is below you doing a horizontal flat turn. You ROLL keeping him in your forward view as you slide in on his 6.
If you do it right you've got one good chance for a guns solution. What mathman is saying is if you see HIM winning the fight, you can roll yourself back away from the spit and exit.
#3
"how hard should the initiate break be? Reverse roll means just do a roll and break the other way while diving?"
Math says radical, I'd guess he means break your neck if you can. I'm guessing here but I'd say what math is doing is rolling 90 degrees, pulling hard on stick, then reverse roll and pull back into the con forcing the overshoot and putting him on the defensive.
#4 Just what it sounds like, punch in hard rudder and it will snap into a roll. Snap, as in immediately.
#5 Scissors, If you take a ribbon on a stick, wave it back & forth horizontally you'd get a back & forth loop pattern correct?
Now fly that pattern in your plane. Can be used to defend against a faster enemy coming up on your 6.
However, be aware that a smart enemy will chop throttle and ping you every time you cross his nose till you fall apart. Lucky for F6f pilots there arn't that many smart pilots.
There are several web sites that have a lot of good info on ACM such as break turns, scissors, etc.