Zangief SF6 combo: 4,200 damage. Holding down any punch button during Zangief's SA2 will cause Zangief to continue to spin in place rather than transition…
6HP > SA2[P] > jump j.360KK
Holding down any punch button during Zangief's SA2 will cause Zangief to continue to spin in place rather than transition into one of his slam finishers. Once Zangief has started his third spin, the punch button can be released, as Zangief is already committed to the spin version. This version deals less up-front damage than a "normal" SA2, but launches the opponent into a juggle state, from which Zangief can potentially extend the combo to get higher damage than would otherwise be possible. Follow-up combos that deal more damage than the default finisher require additional Drive Gauge or super meter, so there may be cases where using the normal SA2 finisher is preferred. This is the most basic way to combo after Held SA2. Simply hold up-forward while Zangief is spinning. Once you see Zangief jump, input 360KK (since you already have an "up" input from your jump, this can be done as just 41236KK).