Sometimes a jab can combo into another move depending on the opponent's position. This is true not only for Wolf but also for other characters. If you jab an opponent who's slightly off the ground/just about to land on the ground you will have a certain amount of frame advantage after the jab. This is the case because they'll be in their landing animation, which will have either 2 frames ("soft" landing) or 6 frames ("hard" landing) lag. Depending on the frame advantage you get from hitting your opponent with jab1 it's very possible that a following dsmash is guaranteed.
I know that this works for Luigi. His jab1 -> upB is guaranteed in the right circumstantces. Once you understand how this mechanic works you'll see when jab1-> other move will work for a character. Snake can also jab1 -> utilt or jab1 -> ftilt if he hits the opponent right and I'm sure that those aren't the only characters who can do that. In a nutshell there are 3 conditions:
1.) The opponent's position (slightly off the ground)
2.) The amount of hitstun you get from jab1
3.) The startup lag from the following move
The amount of hitstun of Wolf's jab is pretty high. This is evidently the case as Wolf's AAA can't be interrupted by anything (even moves like Shuttle Loop or Dolphin Slash won't do it) once he lands the first hit. The Dsmash also hits on the 6th or 7th frame, which is quite fast. If you add the landing lag of a character it seems very likely that jab1 -> dsmash is a true combo as long as condition (1.) is met.
This would also mean that jab1 comboes into everything that's at least as fast as dsmash if condition (1.) is met.