Other than the throwing people, but Zangief has always been cheap in that regard so its not a surprise or anything. Getting grabbed out of a move/combo even after he takes the first hit.... Ridiculous
Then that means you arent doing combos. You aren't linking them with the right timing and the other guy is mashing 360s. You can easily punish them by jumping instead.

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I personally found HK Karakusa to grab someone 3/4 of a body away. It just has more startup frames compared to every other version to compensate for it. A good way theoretically to grab someone is to know the frame advantages and disadvantages of certain moves, then compare it to Karakusa's startup frames. You can then try to combo into a Karakusa due to the long startup frames(i think its 7 for a Normal version?). If you can somehow frame trap them to under 3 frames, then you cannot get thrown by them teching.

I think her standing light kick is kara cancelable in this game. Also you can cancel into a fake Hayate during a combo to reduce the frame gaps and allow you to cancel into things never before possible. She is funkeh!

As for Juri's Kara-techniques i would have no clue. I don't know her that well, but a good way to see if she does have one is to first find a move that moves her forward, then see if it is cancelable into other moves without it having to extend all the way (which is the definition of a Kara(empty) Cancel, you cancel from hitting nothing).

Heres an example of Ken's Kara throw:

Example: YouTube - Ken's Kara Throw - SFIV
Tutorial: YouTube - SF4- How to do Ken's Kara Throw