Against non-teleporters, I like to end combos with the EX forceball, then whiff a dash right up to their face, crouching 4 into acid hand. It's a must block low, must block overhead string that's safe on block. Generally I'll cancel a dash forward and keep doing that string until the EX slow forceball hits them (probably just causing more chip damage). Pros will block this right every time, but know they can't punish it, and you'll get a substantial amount of chip damage (as well as some frame advantage as the EXFB hits). Scrubs will get bodied by the d4->acid hand and you can repeat it for lulz.
Against teleporters, you're best ending your 321 ending string with the slide (to maximize damage and get in their face) or, sometimes and sparingly, end your combos with Forward3, 1+2. The combo "ends"after the F+3...if they're not blocking, the 1+2 hits (making it the most damaging 'combo ender' he has), and if they are blocking you can cross-up on some slight frame advantage (it resets them to standing position on block). An opponent who knows this can potentially punish, but more often than not they won't/don't.