Here's a brief overview of Wolf. It's not a dedicated matchup analysis.
Some info based on my playstyle:
Horizontally, Wolf is one of the 5 fastest characters in the air, he's good at spacing Fairs and Bairs to keep himself safe. Bair can be used more rapidly to apply pressure. Rising fair is used for it's great priority and as a strong anti-air attack.
Blaster serves as a good way to disrupt approaches and spacing, it shouldn't be spammed.
He has a powerful DACUS, which can catch people offguard with it's speed and range. It's unsafe on block and should only be used to punish, surprise or change up the spacing situation. DACUS through shield is potentially a good cross up.
Fsmash is also a powerful tool. It should never be used as a poke because it's unsafe and Wolf always has better options. It should only be used to punish, and it's very very good at that, because of the speed and range. He can punish things most characters can't. His out-of-shield punishing is very solid, certainly a step ahead of the other spacies in this regard.
These are strong mid-range tools, so he's best off trying to keep the fight at this range. Up close the safest things he can do are standard jab mixups, grab, Dsmash (Has good shield knockback, but should only be used to kill), Fair/Bair while DI away, and retreating DACUS. His tilts are unsafe up close, but Ftilt and Dtilt have decent range and can be fairly difficult to punish when spaced correctly.
He gets invincibility frames on shine. Pretty useful as a counter, or way to land against jugglers. This may be the only spammable invincibility in the game.
Primary kill move Dsmash. Against lighter characters, Utilt, Usmash and Fair will also get the job done. Bair near the edge too.
That's pretty much it for now. Just wanted make this information available so you could evaluate it for the match up.
Oh yeah, Wolf is gonna primarily recover with SideB, which is actually pretty decent and gives you some ledge options, so I don't think Wolf's recovery is as bad as people claim overall.