Firstly, notice how you only scored a total of 1 melee hit on him during the entire fight. That suggests you're looking to do more skill-based damage, or find a better way to break his defenses. While assassin are pretty good with skill-based damage I'd look to work on the second tactic.
For most of this fight, he had 'Defense' active - meaning he has nearly no attacks, but absolutely insane defenses. The maledicts you layered on him seemed to be easily countered by the maledicts he layed on you plus his superior bonus to defenses. But if you look closer, you'll notice once you've both had your dex nerfed the fight becomes more about who can PARRY more. While it's not a sure-fire thing, I'm going to say there's a good chance that with kot+kan+axekick landed he's not going to be able to pick up a disarmed weapon - dropping either the number of items he can carry or his carry weight enough does it. Dirt kick is also going to be far easier to land - Dirt kick is landed on low-dex foes easily, and his Evade skill also relies on his Dex being high. There will always be more daggers in his inventory, and most will be light enough to wield even with 3 strength so some form of blindness helps keep him fleeing to re-organise. Make this work against him with damage over time affects like poison and bleeding, or finding a way you can use the openings to heal/unmaledict yourself.
So why focus on disabling if you can't get him dead? In the event you can't kill your opponent - you can force them to burn preps and supplies fighting you, in an effort to weaken them for another attempt. Making him lose daggers, burn preps against techniques that might threaten him and spend money fighting things like bleeding and poison are all ways of doing this. If you truly don't believe you can win, this is what you're aiming for. And to rinse-repeat until you spy an opening to go all-out.
Back to the commentary - So this leaves him with hands to fight with. H2H skills are far less effective once you're maledicted. What you saw at the end there was him switching to 'Offense' right after he vitaled (noticed the extra round he does nothing, then goes from 1 attack to 4-5 with a broken wrist). That's the moment he's nerfed his own defenses in order to seal a kill. At this point you're too maledict to do anything about it - but if you can remove his dagger earlier, and try to avoid the nastier one that is hamstring, there's a better chance of swaying the fight your way. Also remember that dagger spec maledicts - on average - have a far, far shorter timers than your average assassin maledict. While a good kotegaeshi might last you 12-14 hours, even a good hamstring doesn't last 10. If you can draw out a fight, and aim for that sweet spot between his maledicts wearing off and yours only half way down, then you've got him by the balls.
Add in the chance for a third party to intervene - either on of his enemies or one of your allies - and timing your battles will have you threatening him easily. The trick to winning consistantly in PK is to control the environment in which you fight in. This means raiding and planning about killing him when you're in strength, and making sure he doesn't slide you into a similarly weak situation when he raids you. If you chance meet somewhere in between, use stealth to drop on him when it's most likely to hurt - when he's fighting someone else.
Yhorian