I've been liking 4K recently. It's a frame slower than BB but feels like better range, can be used FC, is a frame better on hit than BB, a frame worse on block(still safe save aPat's CE), Body Attack so it punches through a lot of aGI's. Has similar range to 1K. Find myself poking up with 1K, 4K, 3A at the end of rounds at the tip range of each of these moves. Anyways my true 10 list would be
1)Basics(B/BB, Throws, 2A, AA)
2)1B: neutral on block, tech crouch, good damage on hit, I'm not sure about the guard-burst properties. Shoddy hitbox but it works well when your opponent starts respecting your advantage and lets you continue offence with quick pokes/evasive stuff.
3)66B: shouldn't have to be explained really. great damage on hit leading to oki, good range, does decent guard burst damage, and only -2. I've actually had some success attacking after this with basic pokes or stuff like 236AB/3A etc.
4)1K: +2 on hit low, grounded, tracks step it seems, unseeable animation, keeps you close. On hit you have a slew of options, especially if you start making your opponent respect the frames it gives you.
5)11K: little overshadowed by 1K but feels like it's got better range and YOUR longer recovery animation sometimes makes people think you're at disadvantage for CH attempts. I like using 4K after a successful hit because it cancels your crouch and leaves you at +5(bare with me if I'm wrong) on hit.
6)66A: good step killer. -8, good advantage on hit. Advances forward and leaves you pretty close. Can BE for advantage on block if your opponent doesn't know how to jG, aGI, or step. It is a little slow but I feel like it's a solid move.
7)3A: Great step kill, tech crouches, barely unsafe, similar range to 4K/1K. Using the three on combination can lead to a low/mid/stepkill with evasion mixup at this range. It's very quick for a move with these properties.
8)3B: Launcher with tech crouch frames, unsafe but not TOO bad. Good easy combos on hit. Hits grounded so works well with 1K on oki.
9)6A: I've had a little trouble with the range but on hit you get massive advantage for a safe step kill. High though. However considering how much advantage you get, even if a move isn't "Uninterrupt-able" people are scared to attack so it might as well be. If they do try to attack make them regret it. Can be used after 11K if you're close, turning your +2 into +10. Lastly at the wall you can set up a side-throw/mid mix up.
10)236B: Punisher, or if you KNOW they're going to attack smacking them with a CH and Clean Hit 236:B can take a good chunk of their health. It is -20 on block so unless you KNOW it is going to hit don't do it. Only commit when you know you've got it for free damage.
Honorable mention: 4K(explained above), 2K(decent range low, minus on hit but drops him down pretty low), WR A+B(good high whiff punish with 3KK, 236K/2A+B it's slightly safer than WR KA but still punishable), WR KA(similar to the last one but you can try and make the string gimmicky by delaying or stopping before the last hit), B+K(mad slow but one of his better tech crouchs, huge damage for a single hit, great guard burst, -14 so not too bad and the blockstun/pushback can make it hard to punish, clean hits for even bigger damage), 236AB(when you're sure a high is coming and want to commit for good damage. Both hits unsafe on block but again can be gimmicky.), 4B(safer than 236AB for a tech crouch, a little on the slow side but good damage/guard burst, safe enough to move after), 33B(safer launcher, 236B ez-mode combo for good damage, can be used to punish whiffs decently but it doesn't his grounded is still a little unsafe and I've had whiffing problems with it a bit) and 9K(kills 2As, throws, knock downs. Idk the frames on block but I haven't been punished yet. Works well at advantage when your opponent keeps panic 2A-ing you under pressure or to keep you honest)
I've also come to the belief that Just Guard might be pretty important for Patroklos. Since his scary punishers are short range jG-ing eliminates most pushback letting you keep close enough to hit them. Otherwise it also lets him punish a little harder since I think(I'm no expert) his punishers between shoulder-bash and 3B aren't too scary. I also feel he requires on knowing your opponent's character pretty well. His focus on punishers, knowing what a character's options against your advantage-pressure are, and when you can jG/duck/step strings all seem to be where he can get that edge against some of the other characters.