Two versions of the low speed yoyo exist. The first, illust- rated here, is based on trading height for speed. It is used to break a stalemate in a tail chase where the attacker is unable to close to within range. He unloads in a shallow dive, gaining speed. When the distance has been closed, he pulls up into the attack.
More often, the low-speed yoyo is used to break a stalemate in a turning fight. The attacker drops his nose to the inside of the turn, then cuts low across the circle before pulling up towards his opponent's six o'clock. The gain is often marginal, but repeating the process nibbles off a few degrees of angle each time, due to manoeuvring in the vertical plane. The pull-up should be started when a position of about 30 degrees angle-off is reached. It is important that the angle of cut-off is correct or the attacker will arrive in a fly-through situation with too much angle-off as he approaches the target. If this happens then he must endeavour to pull up into a high-speed yoyo.
Defence against the low-speed yoyo takes two forms. The first is to copy the maneuver while remaining in phase with the attacker. This maintains the stalemate. The second counter is more positive. The defender holds the turn until the attacker starts his pull-up. He then eases his turn a trifle, lifts his nose, and makes a rolling descending turn into his opponent.
If the attacking pilot has tried to lead the defender by too much or dived too low by being greedy, the defender can also pull up and barrel down onto the attacker.