That’s mixing several issues.
As you rightly say, almost no antiaircraft missiles can pass the target then turn around and take another pass at them.
The missile typically doesn’t actually want to impact the target; it’s more effective to pass a few feet away and detonate there. See Continuous-rod warhead - Wikipedia for more on warhead & corresponding fuze design.
Almost all fuzes are designed to function at or just prior to the point of closest approach, however close that is. In general the fuze is set to function at a max distance that’s a bit bigger than the warhead is likely to be effective. e.g. if the warhead is good out to 100 feet, the fuze will trigger as long as the point of closest approach is less than, say, 120 feet. A miss farther than that will not trigger the fuze. The thinking being that getting a lucky wound on the target is better than nothing.
But all that doesn’t mean “dodging” doesn’t have a role to play. A maneuverable target like a fighter will be maneuvering aggressively to avoid the missile if the pilot sees it coming. Meanwhile the missile will be actively counter-dodging trying to get to where it thinks the airplane will be when their paths eventually cross.
Early on that can be the target trying things like descending to hide behind a hill to interrupt a radar track, or putting a bright cloud in the visual background against an IR missile. As well, chaff and ECM are used to counter radar-guided missiles while lasers and flares are used to counter IR-guided missiles.
In the mid-course phase, and especially after the missile is coasting as blindboyard described, any maneuvering by the missile greatly reduces its range. If the target knows what’s going on he can weave first one way and then the other. Which causes the missile to overreact as it tries to fly to where it thinks the target is now going. A couple of violent weaves can knock many miles off the range of a coasting longer-ranged missile. Maybe enough range that it falls from the sky before it gets to the target.
At the last ditch phase, the missile is typically closing on the aircraft at a high relative speed. The missile may have a lot of G capability, but turn radius is speed^2 / G and the extra speed means the missile makes relatively wide turns.
So the trick is to keep an eye on it and make a very sharp max effort turn when the missile is close enough that its best effort to turn to follow you won’t be enough for it to get close enough for the fuze to function. Even if you don’t evade it completely, you’ll be contributing to increasing the miss distance which may be the difference between your jet coming apart or just being wounded.
Bottom line: dodging is very much part of missile countermeasures.
There are more plays in the playbook but this post is long enough already.