Just for the record, as far as jab locks go with sonic, theres only a few moves in my mind that are good enough to finish with.
1. Charged kill move. Only useful when it kills. (105%+)
2. Run behind pivot grab. Very good pretty much all the way up to kill percents. With pummels it does much more damage than the charged smash. Also sets up very well for follow ups. Assuming you ran behind them and pivot grabbed after a jab lock at the edge of the stage, your back should be at the ledge. which means all of your option will set up very well.
You can back throw which puts them as far as possible away from the stage.
You can down throw, and that will set up for tech chasing with the whole stage.
You can up throw, and you can follow that up with aerials.
And if they DI the up throw correctly, they will have to be DIing away from the stage.
3. Lastly, and this is VERY SITUATIONAL, if you get a jab lock at a very low percentage, you can lock them up to about 20%, and than either spin-dash, or foxtrot behind them and spin-dash the other way, at which point the spin dash to facejump to spring dair jab lock setup is still viable, and therefore you can jab lock him toward the edge that is farthest away thus securing the highest possible damage output from the jab lock, seeing as after the second lock, you can finish that with either of the first two methods, which, if performed correctly, should be (as ive never actually pulled off this entire string of moves) a garaunteed 0-60 to or so combo, with the potential to score an extra up to 30% from follow ups.
sounds like a good deal to me, if I ever pull that off...