Ok, cool I understand. I will just respond to some of the points then, because again it’s not just all opinions at the end of the day, or whether Random “agrees with” me or not. I’m either wrong or right about some things-- in particular, the good options that Zangief has and Ken does not (or that Ken has and just aren’t that effective etc).
I think I understand the situation about rabbit jumping with Zangief vs. Guile you describe- Zangief uses repeated jumping splash big punches over and over again. (jumps in on Guile, holds down, and presses big punch.) Guile can’t charge for a flash kick. It is a good situation for Zangief no doubt, and maybe playing with Guile before an SPD. If Zangief keeps repeating it, Guile can block safely but there is always the danger Zangief would SPD-- as he SHOULD, having gotten in so close. If he doesn’t, he can play a kind of mental mixup game on Guile, forcing him to guess or just to test him. If the splash is done relatively early in the jump, Zangief won’t be safe when he lands and Guile can punish/escape. Anyway, if the splash is done late as usually done in repeated “rabbit jumps”, I think Guile can just jump up and knee-drop air throw thing (while in air, down+ mid kick). Alternatively, I think Guile can also hit or trade favorably enough to stop the pattern with crouching big punch (easier to Execute, plus bonus of having charge if it works out), done as early as possible but I think that’s also a prediction at best for Guile. But the early splash counters those two attempts by Guile I think. Guile has to guess. Or I should say, Guile GETS to guess. Because Zangief has that option to play with Guile, but he really doesn’t want to, he wants to SPD if the (late) splash is blocked. Guile shouldn’t be in that situation to begin with, but at least he gets to guess if Zangief won’t tick into SPD. So it’s not a lost cause and when the SPD comes, Guile can charge down enough to break the pattern.
btw I scratched up a script for it in TRUST:
Guile P1 ducking fierce vs
Zangief P2 (SCRIPTED) splash trap?
speed: turbo 3
save state has guile in left corner, zangief nearby
&7 W20
_L.U.W5._D.3.^D.W30._U.W10.^U.W5.D3.
W30._U.W10.^U.W5.D3.
W30._U.W10.^U.W5.D3.
W30._U.W10.^U.W5.D3.
W30._U.W10.^U.W5.D3.
W30._U.W10.^U.W5.D3.
W40!
The difference between Classic mode and Remix is, you don’t have this redundant option built-in (option select) in Classic, because the motion for Green Hand is different, and so is the motion for SPD. Remix allows a lot of variety, including Classic’s. This most likely accounts for the increased SPD’s you see in Remix over Classic. And the situation I described could (maybe) happen in Remix but definitely not in Classic.
And if the beginners are getting them more often, you cannot just assume the experts wouldn’t either! They’ll likely get more out TOO than they were before, they just aren’t doing it in Classic because the inputs are stricter. They can get away with more too; it’s not just beginners who benefit.
Here’s the video:
(To be honest I didn’t expect a vid to exist.) Once he hits with a lariat- not TOTALLY failproof in every single instance, but Zangief’s nature is to be able to roll with a lot of punches if he can JUST get in one time. One lariat early in the footage hits Blanka’s slide, CLEAN! It not only works, it’s a knock down and he’s in close to SPD. Their might be the odd green hand now and then, and when he’s in close he’s going for ticks to SPD, but otherwise, I see a ton of lariats. Richard Alexander, huh? Not necessarily. Zangief!
And I didn’t even see any hops. Those hops go so fast! very good to pressure opponent into the corner. He takes off your shoes for any sweep attempt AND advances in instantly. That’s worth a few wrong guesses if it means SPD. Pretty soon, the opponent won’t try sweeps as much because it’s riskier. Not only do they NOT punish Zangief, they GET punished. There are a lot of double-whammies like that in Remix. Night and day from Classic.
Having addressed Zangief above, so will give options for Claw and Blanka. Claw is using jumping big punch? I think he can just throw Claw (or even crouch big punch?). Claw has a fast jump, but I think he has to wait relatively longer to hit with jumping big punch.
These scenarios might “feel like” you should be able to flash kick. But you can’t. Abandon that and try these other things. Because this rabbit jumping stuff is no big threat or something to be so scared about. It’s not really an effective strategy because there are easy enough counters. This one should be pretty reactable to too. I often hear people make these claims-- and if you play online mostly, there could be a good reason you think that. But that’s not any big threat at all.
Blanka can use jumping light kicks? Ken has bigger problems with that than Guile though! In any case, again this isn’t really something to lose all hope over. There are probably multiple ways to deal with Blanka trying “rabbit jumps”. It’s all based on the assumption you need to flash kick out of it. When you only have a flashkick, everything looks like a nail but that’s the wrong answer. Blanka, otherwise, is very powerful in Remix and even in Classic, had the edge on Guile. So Guile should most likely get beat badly by Blanka anyway, but it’s not because of the rabbit jumps.

^^ That’s part of what makes Zangief such a top tier. Charge characters that are cornered or knocked down are in trouble, especially Chun who cannot Upkick out of repeated splashes like Deejay can, for example. Zang stomps most competition if you look at it from a “flowchart” type view.
So I agree with you on Ken but not Zang, and the opposite for MrDhalsim, funnily.
Do you now agree that you both made some bad assumptions that flash/flipkicking your way out of the jump-ins?