The Typhoon is a sniper's plane. The fabulous nose-low deflection view combined with the great 4 X 20mm gun package is incredible in the hands of someone with good > tremendous aim. It has a relatively short clip so if you're not a good shot there's much better performing planes in the hanger to fly than the Typhoon.
From a flying perspective it really only has three assets:
A) Good top speed at low to medium altitude where most fights occur.
B) Good acceleration allowing you to dump E for a guns solution then re-gain it relatively quickly.
C) A Very good high speed turn rate combined with only mild control compressability easily moderated with manual elevator trim bolstered by very robust structural integrity in a dive.
Those three things mean you can force yourself upon a bandit at high speed, pull agressively with strong rudder authority and/or throttle chop for deflection shots even if the bandit sees you and breaks hard. Then you can stay with almost any plane for at least 90 degrees so long as he is going at least moderately above his best corner speed. In short, a marksman's wet dream.
The Typhoon has several glaring deficiencies. The most pronounced is its absolutely horrid rollrate, almost the very worst in the game, making it an extremely terrible plane to scissor with. It also has a poor climb rate, sustained turn rate and very unforgiving low speed stability and departure characteristics.
So, it's a plane you want to keep fast and try all kinds of high angle deflection shots with, but not get slow with unless you are dumping E to force an overshoot for a snap shot opportunity which the Typhoon is good at. Under almost no circumstances do you want to get into anything like a vertical or horizontal scissors with the Typhoon. I like to use it as a yo-yo plane in order to come down vertically or obliquely for high deflection shots, I don't like to get horizontal with it in most situations, but instead keep it "three dimensional".