Because a lot of people are asking 'Gief questions, here is a basic Zangief primer:
Normals and their uses:
LP - fast, standing chop. Used to hit somebody out of something and useful for dealing with ambiguous cross-ups when you can't get a lariat out.
c.LP - fast poke. Use this to deter players from trying to bait out your slower normals or when they're trying to throw you. This happens to have a lot more range on it than you might thing, but beware because it extends your hurtbox, too.
j,LP - Virtually useless, don't use it.
LK - a quick small kick. This is a great tool to get a tick throw out. Throw these out in odd numbers when your opponent is blocking and change it each time before you land a light SPD.
c.LK - a small quick low kick. I don't use this normal much, but it could have the same use as the standing one. It also combos into lariat if you are close enough.
j.LK - This stays out FOREVER when you use it. If you're anticipating somebody trying to jump ahead of you, use this to hit them out of the air if you don't have the time or spacing for a SPD.
MP - This is an odd one because it doesn't fill any kind of need that 'Gief might need. I need to do more research on this move.
c.MP - Oh baby, this is where it's at. c.MP is your super powered pressure tool that will eventually make your opponents cry like babies. c.MP is cancellable so you can hit with Lariat afterwards, but you can also combo it (yes, combo) into his CA for MAXIMUM SOVIET DAMAGE. It is also safe on block, which is nice.
j.MP - not a very useful move. I miss his air headbutt.
MK - Amazing poke. Due to the length of his limbs, this poke has the power to beat out a lot of lesser pokes from characters with smaller bodies. Throw this out when you want your opponent to back off.
c.MK - Your go-to low attack. This is quick and does the same job as standing MK, just with a low property.
j.MK - Where has this normal been my whole life? The hitbox is way lower than any of his other air attacks and is awesome for going in. Use it with a back jump to stop people from dashing in at you. This also beats an astonishing number of anti-air normals because of how the hitbox is aligned with the body.
f.MK - This is 'Geif's overhead and a fantastic pressure tool. Use this to catch crouching opponents and also to set up traps involving SPDs. If you have a scared opponent, use this to approach and churn that 360 out to hit a LP SPD from 1/3 screen away. It's magical. It's also great as a meaty because it beats a LOT of stuff.
HP - A long range poke with Crush power and super armor. This move has RANGE and you need to use it as much as possible. It also has one hit of super armor so don't be scared to use this to catch jump-ins and people who throw out errant pokes.
c.HP - A great anti-air. Not as good as LP in my opinion, but it works on a different angle.
f.HP - The headbutt! This move nullifies single hit projectiles and has spike properties against airborne opponents. It also produces a ton of stun. Use this as a quick response to an air Crush Counter when you can't think of anything else.
j.HP - I never use this move. Look at the next one.
j d.HP - The trademark body splash. This move is great and one of his only cross-up attacks. Safest when using this as a meaty against a downed opponent.
HK - This is 'Geif's other Crush attack and works surprisingly well as a long range anti-air. This also catches limbs of high pokes and can lead to big damage. The timing on this move is a little strange, so don't just throw it out when you feel like it.
c.HK - This is his sweep. Use this frequently to score your precious knockdowns.
j.HK - This has a very large forward hitbox that is great as an air-to-air attack or when you're punishing a poorly places projectile.
Now, specials and V-Skill
360 + P - Spinning Pile Driver (can be EX, can be in the air)
The SPD is the meat and potatoes of the Zangief game plan. Your entire strategy when playing him is "How can I land SPD and how can I set up the next SPD." This move does proportionate damage and stun equal to the button used at the cost of range for higher power. LP version has absurd range and can catch people from much farther than it used to in any other SF title. HP version does really crazy damage and stun, but is only usable from point blank range.
In the air, SPD is a strange beast. The hitbox on it is very, very large but missing means you'll be taking damage as the recovery on it is terrible. If you can read that your opponent is going to jump, do this. If you know they're using a move that is considered airborne, tiger-knee the input and it will catch them. This works on Bison's scissor kicks, Birdie's command grab, and a number of other moves.
The EX version is strike invulnerable on start-up but not throw invulnerable, so don't use it when you could get a normal throw. The air EX version is special in that it hits when just about nothing else will. You can use it after finishing a successful V-Trigger.
360 + K - Running Bear Grab (can be EX)
This move is very underutilized among Zangief players I've seen. Geif runs forward and grabs the opponent. The EX version has super armor and is buffed by Trigger activation.
Use this to get people who will run away and might not have an answer for it. Example, jump in with HK, and use Running Bear. The opponent will more then likely get hit by it because it's a surprise move.
PPP - Lariat
This is a good anti-air. This is also projectile invulnerable while it is moving but watch out when it recovers or you'll be taking damage. I use this to squash cross-up attempts because it hits in both directions around 'Geif.
MP + MK - V-Skill
You see that flexing? You can take a hit of super-armor damage at the expense of immediate frame recovery. This is for all intents and purposes, Zangief's parry. If you hold the buttons down, he flexes again with a hitbox than can be cancelled into a number of different attacks (like EX SPD or his CA) but you'll mostly only use it as a poke punisher.
HP + HK - V-Trigger
Geif turns bright red and sucks the opponent in and, if you hold the buttons down, begins twirling around with a lariat styled move. The activation is projectile invulnerable and the vacuum acts the same way that Seth's did in SFIV. Use this activation to get a surprise SPD in.
The other property his Trigger has is that it makes all of his super armor moved (V-Skill included) have UNLIMITED super armor. EX Running Bear is now super scary and his V-Skill gets crazy good.
You can also create multiple vacuum effects if you use it correctly.
720 + P - Critical Art
This move has great reversal properties, but is a point-blank throw. If you're making good use of your EX specials, you'll never need this. It can be combo'ed from the following:
f+MK
c.MP
V-Skill hit
Use these tools and you, too can become a master of soviet power.