While Kenshi can reflect gloves and fingers, he cannot reflect spikes, which ruin his fundamental zoning games. Spikes are too fast for the overhead slashes. They also crouch under the telefury and punish whiffed charges on reaction. If the Kenshi player knows anything about the match up, he will rush you down. You should know that b+2 is an overhead and 0 on block.
Unless Freddy has meter, he has to block a charge afterwards. Kenshi also has a low combo starter (b+3,2) that can be hit-confirmed, but he does not do too much damage. EX charge is +7 on block. Again, you have to block charge / EX charge afterwards. Stay away from corners because he can juggle after EX charge.
Speaking of corners, Kenshi will corner you eventually as his mid range game is a lot superior to Freddy's. One way to cover some ground is to make a correct read against charge or EX charge and jump forward. You can take half of his life if you jump in with a punch + b+1,2,u+1 + combo. Rising Karma is a good AA but has no active frames above Kenshi's head.