Beating-M
MISSILE EVASION - what many already know, and what you SHOULD know.
A hard turn into the missile, timed just as it approaches can usually defeat it. Punch 3-6 flares out as you turn, and cut your afterburners, (Some guys cut thrust to zero.) For the most part, missiles must fly through the air like an aircraft, relying on their tiny wings (vanes, more like it) to manuver. If you are close to your corner speed, you undoubtedly will have a better turn radius than the missile. Note that the aircraft is now turning back to engage it's assailant.
The coolest way to see this move for yourself, is to setup a quick mission on your own, against an ACE computer opponent flying a relatively manuverable attack plane like the Tornado or the A-6. Fire a heat-seaker at him at extreme range, and hit A (autopilot) and F12 for the missile view. Do this several times, and you will eventually see the missile miss your target as it turns, and drops flares.
In ABA, you may not always be flying a manuverable aircraft capable of returning fire. If you have the edge in speed, you may survive by merely cutting your throttle to zero while simultaneously pouring out 9 or 10 flares to distract the missile, and (optional) jinking hard to the left or right at least 45 degrees.
There are two ways to defeat an oncoming missile, and both basically the same whether you are facing ir or semi, or active- homing missiles. For both methods, turn off your radar; Some active radar missiles home in on your emissions. Also, Turn on your Jammers, the enemy knows where you are now, anyway.
The first method is illustrated here on the left.
At point zero, the pilot is aware of the approaching missile, and turns to put it off his 2-3 oclock position. 
At point 1, the pilot begins a turn into the missile. Some chaff would be a good idea, here.
At point 2, he is pulling hard into the turn; chaff again.
At point 3 he has defeated the missile, and is lining up on his adversary to return fire or regain airspeed in preparation for another missile.
Click below for screenshot of what this should look like...
The second way to defeat oncoming missiles is used more often in ABA, and that is to get low. REEEEEAL Low. 50-90 feet AGL. Ground clutter can confuse the seeker and/or the missile will fly low enough to hit the ground. Remember to turn on your Jammers.
Tailslide's Article : Evading Missiles
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Waiting for a proper moment to begin my evasion tactic was agonising. Panic rose up in my throat, urging loss of reason. At the last moment I pulled up with eight G's after breaking down and starboard. The missile couldn't take the turn, going off a thousand feet below.
-- Commander Randy "Duke" Cunningham, USN
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Hughe's AMRAAM Medium Range Missile
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Types of Missiles
Anti Aircraft missiles can be categorised into two categories: active and passive.
PASSIVE:
Guided by signals given off by the plane they are tracking.
For example, a Sidewinder tracking on the heat of your exhaust.
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ACTIVE:
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Guided by an external source. This can be radar on the missile (fire and forget), or by guidance information sent by the launching plane or ground launcher.
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How do you know what sort of missile is tracking you? In modern aircraft, your radar is smart enough to let you know. However, your flight computer may malfunction or you may be flying an older jet that does not have this capability. Generally speaking, if the enemy fires a missile close by and from behind, it is probably a heat seeker. If he fires from far away and ahead, it is radar guided. If the missile is a SAM (surface to air missile) it may be either.
Types of Counter Measures
The most popular measures used to fool a missile attack are:
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Electronic Counter Measures. This is a form of radar jamming used to confuse a missile's radar guidance system. Obviously not effective against heat seekers.
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Chaff consists of pieces of foil that reflect radar signals. Dropping chaff can force a missile to lose it's lock on you or if it's a particularly dumb missile it can lock onto the chaff instead. Best used during a sharp turn to confuse the missile. Again, not effective against heat seekers.
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Flares are just what they sound like. Burning flares drop out of the plane and the heat is used to fool heat seeking missiles. Best used during a sharp turn to confuse the missile. This one is not effective against radar guided missiles.
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Long Range Air to Air Missiles: Maximum Range
If you are far enough way, the safest tactic is to fire on the aggressor, activate ECM (electronic counter measures) then dive and run away. This has two advantages:
A missile's range can be several times shorter if you are running away from it than if you are heading toward it.
Radar Guided missiles can be confused by ground clutter if they have to "look down"
If it becomes apparent the missile will overtake you, make "out of plane" turns and drop chaff. Don't just pull back but roll your wings so you travel 90 degrees up or down compared to your last turn (just make sure not to head away from the missile ). If the missile continues to track you, wait until the last moment then drop chaff and pull towards the missile. With the faster speed and larger turn radius, the missile should overshoot you. This manoeuvre is very similar to forcing an enemy plane to overshoot in a guns only fight.
Short Range Missiles
( also Long Range Air to Air Missiles at Minimum Range )
If you are too close to run away, you will need to fire against the aggressor, activate ECM and then jink. Jinking typically involves these steps:
Turn so you are pointed 30 to 60 degrees away from the missile. You can go to the right or left but diving is best to take advantage of ground clutter and increased speed. If the missile is a heat seeker, turn off afterburners to reduce your heat signature.
When the missile gets to close range, make a hard brake turn in the opposite direction of step 1. If you see the missile follow your turn, immediately reverse your turn again. There is a 'lag' time between your change of direction and the missile's and you are taking advantage of this with your initial jink by getting the missile to head in the wrong direction, making a course correction for it that much harder.
Drop lots of chaff and flares after each brake turn. It's not going to help saving all your chaff if your plane has it's wing blown off. If you are not sure the missile is radar or heat seeking, drop both chaff and flares.
A variation of this manoeuvre is to continue the first turn into a barrel roll around the direction the missile is coming from. The missile will continue to track you, but eventually your faster turn rate will mean that it will not keep up.
Ground Cover
If you find yourself low, use the natural terrain to break the lock with the missile, enemy plane or SAM site. The biggest drawback to this option is the chance of small arms fire from the ground, and the fact that you are vulnerable to getting bounced (attacked) from above by a bogey.
Launch Warning Tone Sounds ECM ON
Attempts to jam enemy fire control radars. Alerts enemy a/c and SAM's of your position Locate the missile on the HUD or RWR GET VISUAL CONTACT WITH THE MISSILE THEN:
Run or Evade
EVASIVE MANOEUVERS Dispense Flares and Chaff Manoeuver across the missile path
Successful Missile avoidance requires: Finding the missile: Use the Attack display Out - Manoeuvering the missile: Turn to 90 degrees off the missile approach When the missile in within 10 km, turn inside it. Decoying the missile: Deploy Chaff and flares
Break" called by backseater or wingman
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Turn Jammers ON
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ATTEMPT VISUAL CONTACT WITH THE MISSILE
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Turn Jammers ON
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RWR ON AND ADJUST TO FIND MISSILE
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IF MISSILE IS < 5 nm
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TURN ACROSS PATH
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or
BARREL ROLL AROUND MISSILE AND DISPENSE FLARES / CHAFF
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IF MISSILE IS > 10 nm
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TURN TOWARDS MISSILE
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Determine if RADAR or IR GUIDANCE? by checking RWR and Audio warning tones
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When < 5 nm:
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TURN ABEAM and JINK
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Drop FLARES and CHAFF
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