1) When I hit training room to practice anti airs I realized that Lariat is the best option for jump ins. While Cr. FP and standing jab is best for Neutral jumps (usually when they're close to me and they're scared i'll grab on wake up which I try not to do).
2) Ground game - I completely agree with you with the whole poking thing. I try not to spam jab because it becomes too obvious and I get crush counter for it. Would like to know how to get better at footsies in general? I also think I dont use LK or MK too much. I would like to know your opinion on these two buttons. I recently found out that if Cr.Mk is blocked i can SPD into it, I want to try and incorporate that into my game a little more.
3) SPD - My main problem is that even though i know the ranges for SPD in practice rooms, I am too uncertain and go for knee SPD. Based on my replays, do you think i spam knee into SPD too much or make it look too obvious?
4) V Trigger
5) V Skill - A move i never use and its a huge problem. I never know the right situation to use it in. Crab milk mickey helped me learn some good situations to use it in with dhalsim but I wish there was a guide on just gief's V-skill.
1) Standing jab is additionally useful for how quickly it hits compared to his other anti-airs, as well as how safe it is if you anticipate a jump that doesn't happen. For reference, here is the hit box for it on the first frame it hits (frame 5):
Low fierce is a good anti-air, as you said. However, it hits at the same speed as the lariat and has a smaller (though still good) hit box. What makes low fierce potentially superior to lariat, if you can land it, is that it leaves the opponent in front of your face similarly to his lighter normals, as opposed to knocking down like lariat.
2) Obviously, you don't want to literally spam low jab like you're trying to stop a Honda headbutt, but it's an incredible poke and a big part of Zangief's game. The speed and range combine to let you make moves like low jab, small inch forward, low jab, repeat, to make progress on getting in range and to push the opponent toward the corner. The +3 on block gives it amazing versatility, and is also why it is so good for setting up an SPD. If you do a blocked low jab then SPD as soon as possible after it recovers, you leave only a 2 frame window, which is too small for
anything to counter you unless it's invincible, throw invincible, or Zangief's CA.
In fact, in places where your instinct is to go straight for an SPD, it can actually be better to do a low jab first to tap them, then SPD immediately after. The reason for this is that low jab is one frame faster than the SPD itself, and if they expected an SPD and tried to jump at the last moment, the jab will hit them (low short is even better at stopping jumps, but shorter range), often making them freeze up just long enough for the SPD afterward to grab them.
Standing short can be used as a tick, as well, but it's one frame slower than low jab, has shorter range than low jab, and is +0 on block. About the only thing it has going for it over low jab is a slightly better low hurt box. You might throw it in every now and then as a tick just to confuse the opponent, but low jab is usually better. The main use of standing short is for comboing into lariat on hit, or an occasional hail mary into running bear grab.
Standing MK is a tricky one. I was very excited about it when I first played around with Zangief during the beta. However, since then, my opinion on it has changed. It's a great poke, but it just doesn't often play into Zangief's gameplan very well. If you're going up against an opponent with strong footsies that is just shutting down your attempts to get in, it's a good normal to fall back on to get some damage in. It has a great low hurt box (or lack thereof), so it's very effective at tagging low pokes.
Low MK is -4 on block, so I don't know how much mileage you'll get out of trying to tick into SPD off of it. Try it out and see how it works, if you want, is all I can say about that.
3) Whiffed toward+MK knee into SPD is a great trick, but you really need to get a feel for the opponent's movement (or force them into where you want them) before you can start to go for it. If your opponent is jumping a lot, either to try to avoid SPD, or just in general, then you're being too respectful by even trying for toward+MK into SPD. If they refuse to stop jumping, just take them apart with standing RH, standing jab, lariat, and air SPD. On the other hand, if they stick to the ground (either on their own, or after you glued them there with those aforementioned attacks), they are ripe for whiffed toward+MK tricks. It's still fairly reactable if your opponent is looking for it, though, so don't throw it out too predictably. Off the top of my head, I'd say the best times to go for it are if they are frequently going to low pokes when you get close, or mixed in when they are expecting your 37th low jab. Don't do it just to do it if your opponent would have let you just walk up and grab them, anyway.
4) A lot of my experience with Zangief's V Trigger comes from all the different ways that I have been hit by it when playing against a good friend of mine that plays Zangief. Of course, the simplest effective use is to wait for projectile characters to throw one, then activate on reaction to pull them in. However, it has way more subtle nuances to it. First important point is that the horizontal range on the vaccuum hit box is enormous, farther than even his standing RH. Along with that, the speed at which it hits is much slower when first activating it than any time after that at which you tap the buttons. For example, you can only combo into the
activation off of fierce or RH, but if you have already activated, you can combo a low jab from max range into the spin and it will connect. This means that if you have your V meter full, even if no good opportunity to hit with the activation presents itself (pretty much just crush counter fierce or against a fireball), it's usually a good idea to just go ahead and activate Trigger and then start makin' moves. The meter actually takes a long time to completely run out if you're not spinning, so don't rush it.
If you pull the opponent in blocking, the basic mixup is either straight into SPD/CA, or low short, low short/jab, low jab, spin. The low short(s) will catch them trying to jump and it will all combo into the spin. As usual, if you have enough spin time left, you can juggle with an EX air SPD, a stand RH, a jumping down+fierce, etc. The thing with the low shorts/low jabs after they block the spin is that you can even delay them very slightly if the opponent is trying to V Reversal out of the trap. Because they had to stand up to try to V Reverse, the low short will hit them. If they try to throw, the low short is faster than a throw. If they block the low short, you an just tick straight into an SPD like normal. Even if you just do the low jabs and they block, you can just combo into the spin anyway and they're right back in. Unless your opponent is really good at straight up zoning you out, they should be scared any time you get Trigger going.
5) I tossed out a few examples of V Skill bait in my previous post, but you really just have to get a feel for it. Very few moves can really punish you for making attempts on V Skill from just outside mid range, so it's often a good idea to just try it in various situations and see what happens. Even if you don't manage to get a punish off of the absorb, you at least gain some V Meter. And once you get more comfortable with using it, you can get a lot braver with using it at closer range, once you get a feel for your opponent's patterns.
It's also half of Zangief's basic anti-fireball plan. If the opponent just wants to throw fireballs all day, you can go with a V Skill absorb, toward+fierce x2, repeat pattern. Or go for two V Skill absorbs if you feel the opponent is really just not going in. If they try to keep this up forever, you'll quickly fill your V Meter and can simply activate Trigger on a fireball for big damage.
Oh, and I mentioned standing RH up there above, and I shoulda said more about it before. It's actually a surprisingly good poke, which has no extended hurt box until the hit box appears. This allows it to do things like tag Laura straight in the face while she's throwing out a fireball, even after it has left her hands. It's also great for catching people trying to jump away from SPDs, or even just as a long range anti-air (giving a Crush Counter if they are trying to hit you at the time). It'll feel weird to start hitting standing RH of all things if you're not used to it, but it really is good.