Na it had to do with "turreting", which to my understanding was either sitting still, or drifting while turning in circles, which would essentially turn combat into a series of jousting runs. To this effect they made it so your ability to turn was dictated by 2 things, 1) pitch vs yaw, being that pitch is ridiculously more powerful, forcing a roll/pitch style of flight, and 2) current velocity vs maximum speed, which is to say ~50-75% of your current velocity is optimal for best turning.
Circle strafing would entail moving and navigating with a sideways vector, actually kinda difficult to do accurately, and since it requires a level of skill, i myself like it.
You counter it by getting on their vectors "6", since if theyre pointing left or right, they still cant shoot you, but will have trouble navigating and will have to usually stop.
I use a similar tactic, where on the initial approach i'll pull up slightly so i'm off vector, roll over so theyre "above" me, turn off flight assist, cut to 25% throttle or so, use my rotational dials and give full downward thrust while pulling up. The effect is that as they pass under you, your already starting to point their vector and can easily get on their 6. If you over/under shoot, use boost to catch up. Do it 100% right, and your literally only a few hundred meters off their tail.
This works great against NPC's, but since my x65f broke my desk (not kidding), I havnt attempted it against a player. Not that i've had time.
But yeah, its just giving a constant horizontal/vertical thrust input, while maintaining your aim at something perpendicular to your vector (direction of movement). I use the dials on my throttle, it makes me feel like i'm manipulating some crazy machine, but its hella fun, but binary input works too.