Hi there!
Been tooling around online and noticed that not a single Ezio player has any clue about how to use him. This is all day one stuff but should give people some nice pointers regarding how to actually fight with him.
Ezio possess a whole arsenal of head games and mixups on someone during their recovery. Do not just randomly throw this stuff out at close range. This guide is for keeping someone down, but it's your job to get them there.
Up close, you want to use his lows as a means to simply confuse your opponent while you trap them in a series of devastating high/mid mixups. If your opponent decides to retreat away, do not bother attempting to follow. You want them to retreat so that you can enrage them with Ezios ranged game.
Ranged Game:
Really, you should just annoy them with standard-issue crossbow shenanigans:
6+A+B= Straight shot
2+A+B= Low shot.
6+A+B, 2+B (8+B), B =Straight shot, Roll, Low shot.
(The roll is perfect because it does not need to be followed up with the additional B for a low shot. This allows Ezio plenty of time to assess things and punish accordingly. )
If you are feeling feisty, you can pursue a fleeing opponent using the range on his 6,6+B, 4,4+B and 8,8+A (2,2+A) to close the distance. These moves are quite safe from a distance, but get the hang of cancelling out of 66B and 88A(22A) if the first hit is whiffed/blocked. The second hit of each leaves Ezio wide open.
If you really have a read on your opponent: 6,6+A+B will guard break and put Ezio right up in their face, but it is the least safe of all his options since it can be easily ducked/punished. If it lands, you can follow up with 6,6+B,B-->A+B+K for a whopping 100+ damage!
Low Game:
(Remember, these are mostly used as a means to confuse your opponent)
1+A is an ideal but inconsistent low because that resets them back on the ground. Be wary of the odd hitbox though, as it can whiff if used to early or against certain recoveries.
1,1+K (7,7+K) is a sweeping kick that is great for resetting an opponent back to the ground as they try to roll away. The move is decidedly versatile and (unlike 1+A) rarely whiffs. Unlike 1+A, it does not reset them back to the ground if they stand up Instead, it simply trips them for a quick second. This allows you a variety of mixups similar to his post guard break punishes (read below).
2+K is a fast poke which is best suited for putting Ezio into crouching state. Most likely, the opponent will quickly rise after you hit them with this. Use this for additional mixups when other cheese begins to fail.
K-->6+K is a fast activating low with alot of recovery. It is also a good taunt. Much like 2+K, it will likely cause your opponent to rise, sometimes almost immediately.
High/Mid game.
The two foundations of his basic mixup game are A+B (Up+B/Down+B) and 7,7+B (1,1+B). Learn to get the hang of the timing and range on both of these, for they are extremely punishable if they whiff. You aim is to get your opponent to block these.
A+B (Up+B/Down+B)
Puts Ezio in very close, sidesteps around them, and recovers in crouching state .
You always want to follow up with a roll, because A+B is not safe on its own.
If they get antsy and try to punish, the roll will dodge, allowing Ezio a free punish.
If they get defensive and block, the roll will sidestep, allowing for a juicy throw or mixup. This move is perfect for keeping constant pressure on an off balance opponent.
7,7+B (1,1+B)
Leaping attack that causes a guard break, and leads to totally abusive mixup
-If they block high, it opens them up for a throw/low attack.
-If they block low, it opens them up for the following punishes:
(Most of these do 80-110+ damage)
4,4+B,Full Synchronization
1+B,B,B,Full Synchronization
4,4+A,1+B,B,B,Full Synchronization
B,B-->A+B+K
1+B+B+B,B,B-->A+B+K
6,6+B,B-->A+B+K
1+K,6+B-->A+B+K
1+K,4+K,6+B-->A+B+K (very difficult link, 110+ damage)