Not an expert, so take everything I say with a grain of salt:
Excellent play overall.
Game 1, round 1:
I’m not sure what you’re trying to prevent by poking out with crouching forward/roundhouse at range. Standing forward, crouching fierce, jab green hand or lariats are more likely to work against HHS or Torpedo and can fill up your super bar.
Nice sequence of SPD -> Green Hand -> Jump Ins.
Game 1, round 2:
At 1:17 you try to go toe-to-toe with a waking Honda. I may be missing something, but Zangief doesn’t have anything that will beat a reversal Oicho, and Honda’s got 13 frames of throw immunity there.
Game 2, round 1:
You open by jumping forward, or hopping. I’m not sure there’s any way that’s going to end well.
Aside from that you seem to be doing OK until you run into a wall of hands, starting around 1:42 or so.
Game 2, round 2:
You spend much of the round struggling with the wall of HHS, and are starting to stage a comeback when you decide to go toe-to-toe with a waking Honda at 2:24 and 2:27. Both times with a jab GH trap. Every one of Honda’s plausible wake-up moves is going beat that: Neative Edge Oichio, Torpedo, Super, even Sumo Drop. In your defense, it paid off at 2:24 (I suspect that Thelo had an execution problem) and it only the second trip to the well.
Game 3, round 1:
At this point it’s pretty clear that Thelo’s worked out that you don’t have a good answer for HHS tactics. You manage to score a knockdown against a random torpedo with a lariat at 3:06 and proceed to do a very nice cross-up, but get caught out by the Oicho afterwards.
Game 3, round 2:
Thelo decides he doesn’t like getting knocked down, and stops sticking out random torpedoes, but whores HHS. Finally, around 3:35 you catch him during his startup and score a knockdown. Thelo wakes up with an unprovoked super (which in hindsight seems like a questionable choice), and you punish him beautifully. I feel like the standing short at 3:43 should have been followed by something. And, you might have been able to super at 3:40 (though that would have required some pretty ridiculous awareness and execution).
Observations:
You’d do well to find a better answer to HHS. If you’re ahead, I think you can mash crouching jab and force Honda to come close since his best answer is the command roundhouse, but you could also use crouching fierce and standing forward depending on the range. With the new low invincibility, the first part of LP+LK/KKK lariat may also be viable, and, if you want to roll the dice, the forward knee drop should beat HHS clean.
It payed off for you a couple of times, but I don’t think being toe-to-toe with a waking Honda is a good idea. This is especially true for Gief, since Gief can’t beat negative edge oichio. If you want to attack a waking Honda from the ground, you might try a relatively un-meaty max-range crouching roundhouse.
You might be able to find that last inch by using the super. According to NKI’s page, SPD->Green Hand->Blocked Fierce->Blocked Jab (which is almost always the correct thing to do after) gives 33/48 of the super bar. Of course, that does mean harder execution requirements.