
http://ivnbvn.com/batcap/fidgit.html
Juggle Fidgit is dead atm : f.5B comes out at longer range now, making the 5B juggles impossible : and without f.5B on his side, Juggle Fidgit is impossible.
Pokes(Thanks to SevenDeadlySins for making this)
At the request of Aqua, I'm writing up something about the dreaded "poke Fidgit" that everyone knows and loves.
Standard Fidgit uses his solid crossup game, decent pressure from comet punches, and incredible zoning to back your opponent into the corner. Poke Fidgit gives up all these fancy combos for the most part, instead choosing to play a super-conservative zoning game, minimize damage, and basically annoy your opponent to death. Xaq correctly summed this up somewhat as the "footsies Fidgit", and that's fairly accurate.
There are two main tools in a Poke Fidgit's arsenal:
5C- This move is incredible. 2 hits, about 1 body length of range. Awesome poke, interrupts the general momentum of a lot of enemies. If you land it at the right range, you can cover it with some Comet Punches, which will sometimes catch people intending to just try and blast through it, or you can reset and give it another shot.
j.C- I also love this move. With a deceptively large hitbox, it's easy to tag enemies with it, so long as you don't get predictable with it. It also happens to combo fairly well, since Comet Punch has solid damage, and you can pretty much drop directly into it as long as you land the j.C low enough. Avoid this against grounded Pyroak, as if you misjudge one of these, Flamethrower will destroy your life.
These two moves should get you through most situations, and keep the opponent at arm's length. If you're ballsy, you can walkup throw on an opponent expecting more 5C poke, or you can get in close with a cartwheel, or you can throw a weak EP/Snatch.
Against fireball characters such as Pyroak, you'll want to fall back on your EP combos. Earth Power is one of the most effective anti-fireball moves in the game, with its fast startup, long range, and instant travel. If you can time the EP, you should be able to use it to get back into that crucial poke zone, where Fidgit's long range normals shine. You can also transition into one of the EP combos if you're technically inclined, but I tend to shy away from them since I'd rather have good zoning and positioning with no chance of a dropped combo.
Also something important to note. Against a lot of characters, Rapid Spin can punish lazy moves with backswing relatively easily. It does incredibly well against Revenankh, since with the right positioning, you can tag him coming out of any Shadow Punch pretty much for free with full connection.
Combos(do not work now)

The blue attacks are attacks you can start the combo with.
Beginners tricks
j.C > Heavy Comet Punch > Weak Comet Punch
Weak/Medium Earth Power > Weak/Medium Snatch > Airgrab
Doubleslap > Doubleslap > Doubleslap > Doubleslap > Cartwheel > Tick Throw
Medium Earth Power > Medium Snatch > Rapid Spin
j.B(Crossup) > 5C > 5B > Medium Comet Punch
Basic
Medium Earth Power > Medium Snatch > j.C > Heavy Comet Punch > Weak Comet Punch
Intermediate
Heavy Earth Power > Heavy Snatch > j.c > f.5b > j.c > 5c > Rapid Spin
Hard
Heavy Earth Power > Heavy Snatch > j.c > f.5b > j.c > 5B > f.5B > j.c > 5C > Rapid Spin
j.C > j.B(While jumping over the opponent) > 2A > 2B > Weak Earth Power > j.C > 5B > f.5B > j.C > 5B > f.5B > j.C > 5C > Cartwheel > j.C > Doubleslap > Medium Snatch(optional) > j.C > 5C > Rapid Spin
Grab > j.C > Doubleslap > Weak Snatch > 5B > j.C > 5B > f.5B > j.C > Doubleslap > Medium Snatch > j.C > 5C > f.5B > j.C > 5C > Rapid Spin
Theory Combos
So yeah, I suck at combos. So here I put the combos I made in theory that have to be tested.