use his hop b, stand c, dougami (sp?) chain
down b, down a, df d
use the down c for air to ground.. isn't that good priority though..
down c is best bet for anti-air.. at least it trades, don't use dp+a for anti-air.. it loses too much
also use the HCB+D as setup for a seth striker combo.. likely the CD xx b red kick
rush and poke.. is kyo.. but don't be too offensive, (careful of seth striker hehe)
pokes:
aragami, stand b, CD xx aragami, CD xx dougami
use the CD xx HCB+D to charge.. or if the opponent isn't nearby
use the D red kick against a fireballer, do it as soon if not before they do a fireball (you need to anticipate)
or if you can.. learn how to run then do the a version red kick.
generally don't use red kick for poking or anything.. you will be punished cuz more often then not it will whiff. prolly use it to keep ppl in the corner.. or anticipate a jump, other than that it sometimes gets beaten by a hop attack.
if you ever use the QCFx2+a super do it close (1 or 2 character lengths away), its actually kinda fun to use.. its unblockable if you hold it long enough.. so most ppl will try to avoid that.. if you have them cornered wait.. if they do anything.. get em! .. or wait for them to roll first..