Introduction
Kenshiro's play-style is quite standard, as one might expect from the main character of a fighting game. He has good normals, well-balanced specials, and his bread and butter combos are very easy to master, making him a good beginner character. His mixup abilities are very decent as well thanks to his extremely fast instant air dash B, and he is capable of applying a lot of pressure in the corner. On the defense he is not lacking either, having both an invincible uppercut and Musou Tensei that he can use to get out of bad spots. Kenshiro's only real weaknesses are his big hitbox(seriously, it's huge), and bad matchups against Toki and Juda - overall he is a great character for players of any level.
Normal Moves
Standing
Close A
Far A
Close B
Far B
Close C
Far C
Close D
Far D
Crouching
A
B
C
D
Air
A
B
C
D
Other
6A
6B
Special Moves
Touki
236A
A small fireball that travels roughly half-screen. Used mostly for putting out other fireball moves and applying pressure.
Hokuto Ujou Moushouha
(Land or Air) 623A or C
A dragon punch move with two versions - the A version does a quick uppercut and Kenshiro remains grounded, while the C version rises into the air. The ground A version has upper-body invulnerability and takes off a star on hit. On counterhit it takes off 2 stars, and the opponent is launched high into the air. It cannot be air guarded, even with the use of Aura Guard.
The ground C version of the uppercut is your classic invulnerable dragon punch, and takes one star on counter hit. An interesting bug exists in which it is possible to cancel the uppercut into ground moves, even though you are in the air.
For the most part it is best to forget that the air versions of the uppercut exist as they have absolutely no use whatsoever.
Hokuto Hieiken
623B
Hikou Seieikou
236C
Tenha no Kamae
214C
Hokuto Jyaraikou
236D
Hokuto Shichishiki Heizan
(Air) 214A
Hokuto Ryugekiko
214A
Musou Tensei
214214B
Tenha Kassatsu
236236A
Hokuto Zankaiken
214214C
Hokuto Hyakuretsuken
236CD