Hey folks, wanted to share a few insights on Kenshi that I've been working on for a little while now. Some of this may already be known, so pardon me if it is, but I'd rather take that chance by sharing it than not. Also, some of it may be highly individualistic to my play style and therefore not be of any use to you in particular, but again, maybe it will be. I'll just go down the list I've been keeping:
First, I've been taking to doing the following reset combo at the start of matches, both for damage potential and to test my opponent:
f2, 2, b1, short dash, f2, 2, b1, short dash, (OTG RESET) f3, 2, rising karma, short dash, f2, 2, b1, (OTG RESET) spirit charge
If you get the whole thing, it nets around 55% damage. Obviously, you can choose to end it as a real combo any time you like for the guaranteed damage.
Second, I've had a lot of success poking with f3, 2, canceling into rising karma on hit, or into close tkslash on block, since that means they're usually blocking low. You can do the same thing from extremely close range with 2,1, b2/f4 for the same kind of mixup.
Third, I've found that if you're fighting an opponent with an upwardly rising teleport (Kung Lao, Sektor, Noob, etc.), and you read that they're going to use it on wakeup (common at least with scrubs when they get knocked down far away (by a spirit charge, for example)), you can time tkflurry to hit AFTER the invincibility frames but BEFORE they complete the teleport. It's not that hard, and if you get it down, you can consistently knock them out of wake-up teleports. You can do this with tkslash, too, but you have to read the distance, and the timing is a little less forgiving.
Next, I've found an interesting option for Kenshi's weak crossup defense (against crossover jump punches, teleports, etc.): when you see that someone is crossing you up, input a spirit charge AS they go to the other side of you (you have to learn the right timing, but it's mid-teleport or right as they pass over your head in a jump). If you do it right, it doesn't matter what side they wind up on. On one side, the spirit charge will come out and knock them away. On the other, you'll get Kenshi's b2 overhead, which has a weird hitbox and forward motion that is pretty good at beating out crossups. It's definitely no Kung Lao spin, but I find it to be fairly effective.
Finally, a general point about Kenshi's playstyle that I thought was common knowledge but I guess is not: I've found that Kenshi plays optimally from about 2/3 to 3/4 screen range. Within this "window," he has a lot of advantages. He can zone with his long range moves and still react to projectiles. An advancing opponent can only take about one step forward before being in rising karma/spirit charge range, and cannot jump over him without stepping into that range. And his long normal pokes (f2, b2, f3, etc.) are very threatening. Additionally, Kenshi's walking speed is strangely fast compared to most. Don't be afraid to just walk back and forth (cautiously) to maintain this kind of spacing.
Anyway, that's it for the moment. I hope at least some of this proves useful to someone. Cheers!