Different ships turn different. Usually pitch is the quickest. Distance reduces magnitude, and speed increases distance. Strafing makes it harder to hit.
Keeping the throttle in the blue zone, hit boost, then use all power to turn around and return fire or overshoot the opponent from the front. (Flight assist could be disabled in this situation, or all thrusters used to maximize the turn.)
If aim-assist is available, then roll to keep the opponent in view of your turrets (minimally affecting the actual trajectory). If not, then reversing will provide more fire-time, while accelerating will reduce incoming damage. Countermeasures will have their greatest effect at the slowest point of the escape. Also, it couldn't hurt to add some pips to ENG.