Scissors

This is a series of turn reversals performed with the object of forcing the overshooting attacker out in front to a position of disadvantage. The initial turn is reversed when the attacker has definitely overshot and has drifted sufficiently wide as to prevent him from pulling back into the cone of vulnerability when the defender reverses. Timing the reversals is absolutely critical. The basic rule is that if the attacker is overshooting fast, reverse early, but if he is drifting slowly wide, take time and make sure.

The scissors is the natural outcome of a successful break which has forced the attacker to overshoot. It consists of a series of reversals to get behind the attacker by forcing him out in front. The more manoeuvrable fighter has an advantage in the scissors.

Full power is used throughout the scissors but with the nose trimmed high to reduce the forward velocity vector. Airbrakes can be used to force the flythrough but if they are used too early they will advertise the defender's intentions. The scissors may turn into a stalemate with neither side gaining the advantage. The stalmate can be broken by one fighter rolling inverted when passing through the adversary's six o'clock and diving away to gain speed before pulling back up,preferably into sun. This will hopefully take him by surprise. Scissoring for more than a couple of reversals is not recommended against an opponent who is able to turn faster and/or tighter, and it should not be attempted if there is more than one attacker, either. Fighter pilots recommend that unless the advantage is gained after three reversals, the pilot should, aiming to pass head-on to the attacker, since this would put him at a disadvantage in having to turn back toward the defender as he runs out.