Basic ACM
 6 Basic air combat maneuvers

Two-Circle Fight
-After you and your opponent loop around in opposite directions, trying to get on each others tail. The distance between your flight path is turning room that both of you use. The turn radii of your aircraft overlap.

Two-circle fights relay more on turn rate than turn radius. You create only enough lateral separation at the merge point to allow for your full turn radius, and then rely on superior turn rate to bring your nose back to bear on the threat.
Two-circle fights keep your target view at all times and tend to increase the lateral separation between the two aircraft. In two-circle fights always attempt to minimize lateral separation. If enemy aircraft has worse turn performance than you, don't give him any extra room to work whit-keep lateral separation to the bare minimum you require for your turn.
Conversely, if the bandit has better turn rate then you, deny him the chance to use it by closing in at the maximum speed whit as little lateral separation as possible.


High-Speed yo-yo
-Use the high-speed yo-yo to reduce target aspect angle and bring a target in to your fireing cone
-Perform by relaxing in to a turn, then pulling up into a sharp climb. invert, then apply pitch to slide back down onto the threat's tail at a reduced aspect angle

The High-Speed yo-yo is a basic component of offensive air combat and reduces target aspect angle at the cost of increasing the distance between you and your target. The Yo-Yo begins during a turning fight when you assumed an aggressive position behind the bandit, but are stuck in lag pursuit and unable to bring your nose to bear. In this case, you can use gravity to your advantage.
Roll out slightly when your enemy initiates a break turn (maintaining a lag pursuit), then pull the nose up. At the apex of the climb, invert and roil back down onto your target's six o'clock position. You'll be further away from him, but in a better fireing position.


Low-Speed yo-yo
-Use the Low-Speed yo-yo when you have a good fireing angle but need to bring the target in range
-This maneuver decreases range at the cost of increasing target aspect angle.
-Execute by diving inside of a target's turn and gaining airspeed. Then, pitch up and slide onto his tail once more

The low yo-yo is the logical opposite of the high yo-yo, and achieves exact opposite effect. To get closer to your target, lower your nose below the horizon and dive. This increases sped, but almost always forces you into lag pursuit and increases target aspect angle. A low yo-yo there fore, almost always requires an immediate high yo-yo to correct the angle problem generated by the increase in speed.


Downhill turn " Split-S "
-Use the Split-S maneuver to increase airspeed or bleed off altitude

A split-s is a diving half loop used to disengage a threat. It requires a lot of vertical airspeed, so make sure you're at least several thousand feet above the ground.
During a turn, invert by rolling, then immediately pull back on the stick to go into a dive. Your aircraft will rapidly accelerate and gain airspeed. Pull back on the stick until the aircraft levels out, then ease into level flight. You'll be un-inverted, an you 'll have a higher airspeed and lower altitude.
The split-s is a great escape maneuver in a guns-only fight because the rapid speed gain moves you out of gun range. It's usually in affective against missiles, though, since they have significantly longer ranges.


Scissors
-Never purposefully enter a scissors fight because it bleeds off speed and altitude
-To break a stalemate, roll 180 degrees during one of the passes

Scissoring occurs when an attacker overshoots, and the target reacts by making a reverse turn too early (before the attacker crosses his weapon envelope). You shouldn't try this against more maneuverable plane. The outcome will always favor the most agile competitor.
Scissoring refers to series of reversing brake turns in which two aircraft turn back and forth toward each other, each trying to force the other out front. This usually begins when the attacker starts a late High Yo-Yo or Barell-Roll an realizes he's going to overshoot his target. The defender, predicting the overshoot, reverses his turn. Although this is the right solution, he turns tower the attacker too soon, resulting in a fairly neutral pass and initiating scissors.
Once in a scissors, there's nothing to do but keep turning into the bandit. The winner is whoever can conserve enough energy to force his opponent out front and bring the aircraft's nose around for a shot. More often then not, scissoring ends when one aircraft loses to much speed that it stalls out and plummets. If the other aircraft has any energy left, it can roll, dive and take a shoot before falling aircraft can recover.


Uphill turn " Immelman "
-Use this maneuver to increase altitude and reverse direction.

The Immelman is a high-thrust maneuver that changes your bearing and increases your altitude. By pitching the nose up and climbing, you can execute one-half of a loop. To terminate, you roll level. This leaves you flying in the opposite direction, but a higher altitude.