Introduction
Zangief is a very powerful character, with really good normals. He can either play rushdown with his tick throws, Spinning Pilediver pressure, and amazing jump-in button, or play a zoning game with his good ranged normals like his 5K or 2P. His one frame grabs make him a menace to fight against and he has really good confirms for big damage. He takes a while to get used to as he plays differently than most of the cast but once you get to know him, you can start doing some nasty stuff. He is a high tier character due to the reasons mentioned above, and due to Pocket Fighter not having chip damage, you can play more patiently. Below is some info you might find useful to take a look at as to help your gief play.
Movelist
Command Moves
Flash Combos
~ Combo Routes ~
Usually I would avoid doing the last hit of the combos... unless doing some nasty mix-ups. Find something you're comfortable with.
PPPP "Evolution Combo" - Zangief teaches you a quick lesson on the evolution of man; Dealing blows as an Ape, A Neanderthal, to Cro-Magnon. Note the final hit will launch, but it's blockable. Avoid using the final hit unless your opponent has been conditioned to parry/stuff your enders out.
PPKK "Pickax Combo" - Gief goes into construction uniform and hits the opponent with a jackhammer, ending with a pickaxe blow. You can go through the "Evolution String" and end with this one. The final hit is a Guard Crush, similar to his 5S. Useful for mixing up if your opponent blocks after the chain, avoid using if the opponent starts parrying. The third hit is actually a low hit, which is very useful for mix-ups and it's a good confirm.
PKPP "Dinner Table Combo" - Gief goes into his Casual outfit, and hits the opponent with a table. The final hit is a slightly telegraphed grab, that once connected, the opponent will have a seat with Zangief, where he orders a meal until it arrives. He then tears the paper in half and flips the table, launching the opponent far away. Useful if you condition your opponent to block, although the grab whiffs at certain ranges. Avoid using the third hit.
PKKK "Cossack Combo" - Donning his soviet outfit, he goes into a quick Russian kick dance, all over his opponent. In the final hit, he will do a quick hop with his knee, that will knock down the opponent if it hits, similar to his 66K. PKK is useful for tick grabs and other setups. It's fast and leaves space for a FAB even.
Level Up Specials
Mighty Combos
A few confirms and tick grabs are going to be here...
Crossup j.2P > 2K > Russian beat
Crossup j.2P > 2P > Russian Beat
j.2P > PPK/PKK
PKKP > Air Throw/Item Throw/d.5K
Forward Throw > Air Throw/Item Throw/d.5K
Tick Grab Setups
j.2P > 2P+K
j.P/j.K > Throw (remember to do a short pause before throwing)
(This can work on block or hit) Crossup j.2P > PKK > (slight pause) FAB (yes, the range is that ridiculous.)
Crossup j.2P > 2P > (slight pause) 2P+K
j.2P > 360+P+K