AAA- can interrupt 3rd with AA/ 4B
AK-4B
6AA-can't jump but can GI between
3A-BB
1AA-3B
4AAA-3B/ can interrupt 2nd hit with AA to cut options / can 4B+K second hit to avoid mixup
4AB- 6K/ can interrupt 2nd hit with AA to cut options / can 4B+K second hit to avoid mixup
4(A)AAA-WS A/ 6K
4(A)B-6K/ CANNOT 4B+K 2nd hit or interrupt
WS A- AA
66A- AA/ 4B
11A- WS K also interrupts 2nd A
11AA-BB
6b- AA
6BA- AA/ 4B
6bA-AA/ 4B
3B- 6K close/ BB med/ 4B far
FC_2BB- 3B
FC_2BK- AA
1BBBB- 4B
1BBB- WS K
1BB- WS K
1B- WS K
22BAK- literally anything
44B- 6K / BB max range
K- AA
FC_2K- WS K
1K- WS K
BT 2K- WS K
66K- BB
8A+B- 6K/ WS K
B+K- AA
B+KB- 3B
6B+K- AA medium and close
8B+K-AA
8B+KA- 6K/ WS A combo/ can interrupt 2nd hit even on hit
8B+KAB- 3B
66A+B- AA
22A+B- BB
66B+KA- 3B
66B+KAB- BB
Twin Angel Step
A- BB
AA- WS K
AB- can 4B+K around 2nd hit
B- BB
Angel Step
A- 3B
AA- 6K/ WS A
B- 3B
Soul Charge
BBBB- can interrupt 2A
44AB- can 4B+k around 2nd hit
AnS AAB- can 4B+B around 2nd hit
AnS B- 3B
AB- AA/ 4B if close
3A- AA/4B
2A/ FC A- WS K
1(A)A- CE/4KB if close
4A- AA/ 4B
4AB- step to Asta's right in between
PT- BB
PTAAAAAA- 6k
9A- BB
66A- 4KB if close
66AB- AA can interrupt
22A- AA
22AA- AA/4B
44A-AA if close
BB- AA can interrupt
bK- WS K/ 4B 4B cuts off all options and interrupts 2nd K
3B- AA/ 4B
1B- 4KB/ WS A combo
WS B- 4B
9B- WS K
11B- 6K
6K- AA/ 4B
2K/WC K- WS K
1K-4KB cuts off all options also
4k- AA
9k-AA
WC 3K- AA/4B
WS K- 4B/ AA if close AA cuts off all options
BT 2K- WS K
66(K)K- AA
6A+B- 4B
2_8A+B/22_88A+B- 4B
4A+B- 3B
6B+K- BB
6(B+K)- AA
SOUL CHARGE
6BA- can interrupt with AA
6BB- can interrupt with 4B
4BB- can interrupt with BB
66KK - AA
AA- AA close
AAA- AA/4B
(A)- 4B beats options except at max range where A+B can avoid and punish.
Aa4- must be fast to beat stance options
aB/a:B- 6K
a:g(A)- stance transitions easily interrupted even with 3B
6A- AA/ 4B
6AB- 6K
6(A)- interrupt stance options with 3B
3A- BB
2A /FC A- WS K
1A- 6K/ WS A
1AA- WS K
4A- 4B
44(A)- BB/3B interrupt stance options
WS AA- CE/ WS A/ 6K
WS Aa2- can be interrupted easy
9A- AA if close as in back to wall
66A- AA trades with K on block
BB/bgB- BB very close ie wall/ 4B close to med
B6- 6K
66B- 4KB/ ws A combo med to close
6BB- can step between
6(B)- 2A/ BB interrupt stance options
3B/WSB/9B/33B- 3B/ 4KB long range
3(B)/WS(B)/9(B)/33(B)- AA interrupt stance options
4B- 6K close/4B med
44B-BB
22B-AA
22BB- BB/4B far
22(B)- step to Siegfried left to step stance options and be able to low block
22BBB-can step 3rd
BTBB- 6K/WS A combo
3KKK- 6K
3K-AA
3KK-4KB/ WS A combo
2K- FC 2A/ FC 2B
1K- 6K/ WS A combo
1(K)- WS B trades with K for launch
4KAAA- 6K/ WS A combo
4K(A)- can interrupt options if you react
4KAB- can interrupt B with AA/ 4B
4KK- BB
236K- WS A/ CE after pushback whiff
9K- WS K punishes and interrupts 2nd K
9KK- 6K
66K-AA
44K-3B
66A+B- 4B far/ WS A
2A+B- 6K close/ WS A medium
4A+B- WS K
Base Hold
A- 4KB/ WS A
K- 6K
Reverse Side Hold
B- 3B
K- 4KB/ WS A also cuts off (K) options
Chief Hold
AA- 4KB/ WS A also cuts off (A) options
KB- BB
KK- BB
Side Hold
A- 2A
AA- 4B/ WS K close
(A) can interrupt options if you react
B- 4KB
K- BB
A+B- 4KB range limited
Also, I've been maintaining a Yoshi FAQ along with @Signia who did a lot of the early work on frame data. I recently added a "Punishment" tab, where I sorted everything by startup and then trimmed out all the things that are useless or aren't Natural Combos.
If you know how negative a given move is on block, you should now be able to refer to this guide to find your optimal punishes.