Amongst the Details.... probably the most important thing is to lead the moving Evasion Circle so it stabilizes.
The Escape circle works like a Magnet and the Ship's Vector like an identical Magnet of same polarity - both repel each other.
Now in a T9 no magic is possible, but at least the Ship's high mass permits being temporary quite off the Center for a longer time without losing blue bars like crazy.
So especially in this Ship, chasing the Evasion Circle is next to impossible and somewhat detrimental to winning the Interdiction.
One must lead it, predict & lead, predict & lead. And (obviously) don't be shy on the Controls. The whole Evasion MiniGame in a T9 is full-deflection Controls most of the time.
Once the own Ship nose is in lead of the moving Circle, the motion of the Evasion Circle will slow in that direction and begin being far more controllable. As that happens, the Ship's nose can be kept closer to or inside that stabilized Circle.
Any follow-up tendency of that Circle to start moving off again must be countered instantly, otherwise the MiniGame begins again - and the longer it lasts, the more difficult it'll become to still win it.
(it takes some experience, but solid Abort Criteria - the decision to abort trying to win the Evasion and Submit instead - are crucial, otherwise the Ship will easily face 40sec of FSD cooldown, which isn't nice in a T9)
PS.
While it still resides in the region of myths and legends - using the Vertical/Lateral Thruster Controls to assist (for some reason, I can't explain nor prove it) seems to help alot, at least PvE.
I've done some tests and an otherwise "predicted to pass/miss" Evasion Vector could be stopped and reversed or stabilized repeatedly using the Vertical/Lateral Thruster Controls.
I still have to file that under "anecdotal evidence" , but it seemed very notable. My working theory is that this mght a debug function of sort still left in the Game, but I might as well be entirely wrong and it's a pure placebo effect.