It depends if we are talking about a duel or regular MP scenario. In the latter, I usually do the following:
- Find a decent wingman to join you. Flying alone will considerably hinder your SA. This applies to any fighters really but especially now with the new Alternative Visibility option;
- Reach your area of operation at a high altitude at first (at least 5k) and assess carefully the area. Dont just jump on the first contact you see. Make sure you look around from approaching contacts and possible threats, even if they are far away. Try to mentality judge how fast it would take for those contacts to reach you once the spot you fighting someone at your position and consider the risk;
- Position yourself properly during your attacks, preferably in the direction of egress and again use your wingman to cover your attacks;
- Stay fast at all times during engagements, even if your wingman has eyes on you;
- Make use of the stabilizer all the times to adjust AoA and help you in dives and turns (careful with passing out);
- Dont be afraid to use your MGs in deflection shooting. When shooting, I often place the pilots head against the window to have better view of the nose and dont even bother with the gun sight. Look at where your tracers are going and the possible trajectory of the enemy. It is guess-timation work but if you master deflection shooting, it really does pay off;
- Always engage from a position of advantage and do not stay in fights for very long. As soon as you fire, a lot of people show up as most of them can see tracers from 40km out now;
- Use your MW50 to the full power in order to have the full pressure in the boost system. Full boost gives you either 1.8 ata (DB engine) or 1.92 ata (DC engine) and lasts for 10min. Partially pressurized boost will break your engine in 1 min or so. Therefore, make sure that once engage it is all the way up;
- Avoid using flaps. Unlike the P47 flaps that make the plane turn like a Spitfire even at sustained turns, the flaps in the K4 will just wreck your energy without much benefit;
- If you are sure you are clear with no nearby enemies or possible contacts nearby and if you have someone covering you then try to engage the enemy with lower speeds in order to be more maneuverable but be very careful to not equalize your energy with the enemy. A good dogfight for the K4 is the one which the enemy is kept at disadvantage at all times;
- Use the 30mm when close or when you see the MGs connecting. Usually a single shot is enough to take the enemy down;
In my opinion, all of the new Allied fighters are tough opponents and the major advantage for the K4 will be speed and climb rate but the gap is very narrow now so you have to judge the enemies energy very well before committing to vertical combat.
- The P38 turns very well and usually has a good instantaneous climb so it will stay with you when you begin to climb. Make sure you are outside of gun's range when you start your climb and, if he commits, keep your climb and use the hammer head on him. It works very well but only if you are outside of gun's range initially or if the enemy is a bad shot (usually I dont like to find that out so I treat all of them as good marksman). The P38 also turns really well despite of its size so DO NOT under-estimate its capabilities. If needed, dive ... That is right, DIVE! The P38 must engage an air brake system during a dive in order to regain control of the aircraft and that usually gives you some room to escape. Again, make sure you have the proper room to dive and dont wait to long to do so as the P38 will stay with you until he engages the air brakes;
- The P-51 is a fast Mother f****r, especially high. It will give you a run for your money when it is up high and, although it will not outclimb you, it is very fast and maneuverable when fast. Either use your superior climb rate to make him slow or try to get him into a slow turn contest which usually causes the P51 to stall before you. The instantaneous turn of the P51 is very good and the pilot will take longer than you to black out so dont stick to the Mustang's turn when he is fast. Also, you will not easily shake it off your six in a dive as it can keep up with the K4. The 50s are also very dangerous due to the large amount of ammunition they have .As a general rule, against the Mustang, I never let him have gun's range on me and a lot of times this means, at least for me, not letting the 51 get closer than 700-800m from me;
- The Spitfire MkIXe (25lbs) is, as you know very maneuverable, and will definitely outclimb you as well, especially low. The main issue it has is the speed. The K4 is faster and can dive better so it is usually easier to escape from them if you have the altitude. Do not attempt to stay with it on the turns (something that a lot of 109 and 190 pilots seem to do when I'm in a Spit). Make him belled his energy with defensive maneuvers and climb to re-engage at a better angle. Be patient and keep boom and zooming. If you notice your energy being equalized, disengage;
- The Tempest is one of the most dangerous in my opinion and you should try as hard as you can to not make any mistakes against it when it is low. It accelerates fast and is just a monster down low. The rule about staying away from gun's range is most important against the Tempest due to 4xHispanos it has. Make the Tempest follow you up high so you can have a better advantage.
Overall, you always have to place yourself in a advantageous position in your attacks and avoid prolonged fighting with any of them. Train deflection shooting to hurt them in the first pass, even if the spot you and turn. Remember, MP is not a duel so you shouldn't treat it as such. Speed is life ....