Punishing Patroklos
1A -17 JG -26: wrK Edit: wrK only works at close range, it whiffs if Pat uses 1A at tip range. Use 2B instead if you are uncertain about the range. If you JG you have more options: wrA, BB, 66BB
6BBB -16 JG -21: Second hit can be sidestepped either direction after blocking the first hit of the string. Can also 6ABB or 66BB. The move can be delayed after each hit making 6AB some what risky, if they delay the second hit you will trade and both Ezio and Pat will be CH, Ezio will fall and Pat will be in a spin stun state. (Note: It's a bit harder to side step towards Pats right side)
3B -16 JG -21 : Can be punished with 1BBB, 6B, and 6B BE. Note: Cannot use 1BBB consistently if Pat uses 3B at tip range. 6B is the most reliable way to punish at any range.
1K -18: Punish with wrBB, wrK, 6B, 6AB, CE
wrK -18: 6B, 1BBB, 6AB, CE
wrKA -16 JG -20: AA, 6B, CE
2A+B -22 JG -27: wrBB, 66BB, 6B (sometimes whiffs) wrA, CE
8A+B -13 JG -24: CE will whiff as a 8A+B will knock you off axis. JG: 66BB, 6B, CE
wrA+B -15 JG -20: AA(range dependent) 6B(tight timing) JG: 66BB, 6B BE, 66BB BE, or CE (Thanks to Paranormal_Oreo for the JG info)
B+K -14 JG -35: Only punishable with a CE at close range, if used at tip range CE will whiff, JG allows for a 66BB punish
8B+K -12 JG -24: JG punishes only: B, 66BB, CE
33B -12 JG -21: JG:6AB, 66BB, BB, 6B
11B -14: CE. A+B or 1K 6B BE (Thanks to Paranormal_Oreo for the JG info)
44B -3 JG -17: Leaves you in a force crouch state. JG: BB, 6B, CE
66K -16: 6B or CE
11k -16: wrK, fcB, fcK, fcA
44K -16:44KK is high-high and the delay can be extended unnaturally long. Because of the large amount of delay it can have interrupting the second hit can be difficult. When in doubt 2k it out
66A BE +8 JG -35-?: Second hit can be stepped for a 11A punish. JG: A+B, 66A+B (JG'ing gives you amazing options with 66A+B, as it leaves you close enough to combo 66A+B~1BBB~3B for 89dmg or better yet with meter 66A+B CE for 117 - 131 dmg)
236B BE -5 JG -16: Second hit can be stepped. JG: 6B, 1BBB
1B BE : Mid High Mid, block the first hit duck the second then quick step towards Pat's shield for a free back throw JG: A+B. Note: Its better to A+B after the 1st hit on block for a CH combo.
CE -20: 66BB, CE
JS(Justice Step/236)
JS A -16 JG : 6B, CE.
JS AB -16 JG -25 - ?: CE. JG: 1k, A+B, 66BB. Can also be sidestepped after the first hit
JS B -20: 6B, 3B, 66BB, CE whiffs because you are knocked off axis.
JS K -18: 1BB, 3B, 6B
Most of the JG is there and the other probably wont be looked at because the normal punishing options out weight the JG risk.