Discrete collision updates the collider position once per fixed frame and detect collision between the overlapping colliders.
So if the object is fast enough to pass through the other in between fixed frames, it won’t hit. That’s why increasing the size of the collider helps too (although can result on strange behaves).
Continuous collision makes the object trace the route and detect the collision with static colliders even between frames.
Objects with this mode won’t pass through object with static colliders (without rigidbody), although it will still be possible for it to pass through another game object with a non static collider.
Dynamic continuous traces the route and cross the path with other continuous colliders looking for intersection, so it can make it collide even if there are two fast moving objects. This mode prevents one continuous dynamic collider from passing through continuous colliders, although it is still possible that it will pass through non static objects with Discrete collision.