*Is about to be called a newbie whether it's here or IRL*
This matchup is 60-40 to olimars favor.
You're kidding, right? Olimar really has three notable combat advantages in the form of DPS, easy camp damage, and multiple kill moves. Key points of interest from earlier in the discussion...
Blaster spam forces Oli onto the offensive for once. (I'm actually surprised you knew that wolf is the only one that outcamps oli) For this reason, pikmin throw and pivotgrabs (for the most part) won't be very effective versus a patient wolf. Olimar does have an underestimated approaching game, but it's not enough to outweigh wolf's defensive game.
Wolf has the advantage here, since his Blaster can limit Olimars options greatly, no matter how much he powershields or how much he uses his downB invincibility: Blaster stops Olimars most used moves - sideB, grab and fsmash...
Olimar dies at 75% upwards, Mario at 82% wolf at 88%
Olimar is indeed lighter, but it's not so simple, especially with Olimar's DPS.
As I said, the olimar can't rely on forward smash OR side b as much.
He has to rely on grabs or nairs more.
Nair outprioritizes most of your attacks besides (I think) upair, bair, nair and fair.
I remove dair because we'll upair you at that point which overides yours.
I apologize if the first two seem redundant, but the first refers to changing typical strategy (which in turn means that the match-up is inherently difficult for you if you can't play normally) while the second specifically mentions the moves which are being targeted by the blaster discussion. Now, the following contentions have been put up to mitigate the analysis presented in the first post.
Probably the most significant allegation is that the blaster doesn't matter. Several posts were written explicitly to say that a "good" Olimar player wouldn't allow that to matter that much. This argument is a little... well it's very pretentious and implies that a good Wolf player has few other tactics outside of this realm. As stated, this simply allows Wolf to out camp Olimar which decreases the ability to make grabs and forces the Olimar player into positions in which he is more vulnerable than against most match-ups. The reason this works so efficiently is because the moves stated for negation all rely on a pikman making the hit which the bayonet can skewer without altering the timing for the laser. Therefore by terms of a "good" player, there is literally no such thing as a grab, side-b, or side-smash against Wolf by Olimar on the same principles that Olimar can dodge the laser for an approach. I'm attaching this argument to the contention that the blaster can be disqualified as a significant advantage for the purpose that arguing on perfect players only if grabs can be disqualified in the same breath. Because the argument hinges on timing and good play tactics, any point made against one without regards to the component moves applies to the other.
The real point that's been made so far has been Olimar's CG of Wolf up to 45% damage. Provided the counterpoint above is resolved in a manner that doesn't result in the frame-by-frame capabilities of the perfect player making those moves completely moot, this really is a problem when added to Olimar's DPS. That said, Wolf is a heavier character with a less gimpable recovery (needing a purple pikman to prevent edgehogging is pretty serious once that launch is made). All this means is that Wolf is just as likely to need his recovery as Olimar making the gimp argument two-pronged. Both characters have gimpable recovery but Wolf is less susceptible to edgehogging at lower percentages due to semi-scarring and tele-stepping. The latter leaves him in a vulnerable range for the purple fair, but the former can be done with 21 frames between start and making it to the stage. Air attacks
might take 8 frames which is why only semi-scarring would suffice (it would take approximately another 11 frames to get within range to make the fair on the farthest semi-scar). This means that there is around 4-5 frames of room for a hit to be made assuming the fair is well timed and hits when/where it is meant to. It should be noted that two of those frames are mutually exclusive to every other vulnerable frame meaning timing would have to be dead on. So what it really boils down to is the launch. One could argue that an attached pikman would slow recovery, but one could also argue that using the blaster knocks the pikmen off thus restoring recovery.
The launch is definitely Wolf's advantage not for versatility, but because Olimar is, as mentioned earlier, a lighter character. Frame for frame, Olimar and Wolf would go toe-to-toe until someone was launched beyond recovery or gimped in an ideal setting, but due to the fact that Olimar is launched a bit sooner and both characters can eek out the punishment (Wolf's being less combo based but he's able to camp) Wolf would get the advantage in kill rate when he already shuts down a larger number of moves from his opponent.
For the tl;dr oriented...
1. Wolf's blaster only doesn't count if Olimar's grab, side-B, and side-smash don't.
2. Olimar has better DPS, but gets launched sooner, further, and is more gimpable.
3. Wolf can ungimp himself from the pikmen.
Edit: I'm aware it's spelled pikmin, it's a running joke to do pikman kinda like pacman with an IRL friend of ours (got a message about that, suprisingly).