I have recently began to play as Wolf, despite my original opinion that when Brawl was released I "simply wouldn't be a Wolf kinda guy". But I have been playing with him for a good while now, and he is one of my strongest, so I have some good things to say.
Wolf is an exceptional contender when it comes to his standard melee, with attacks that not only have high knock back for KOs, but that have the option of being damage dealers too. His Standard A Combo allows for solid damage, and is difficult to punish since the third strike extends outwards often pushing Wolf past a shielding opponent awaiting a grab. It's great for pressure, and is awesome when it's Jab Canceled for those extra hits you may want to throw in there. His Dtilt I think is very underused, and disappointingly so. It's quick, it extends far out, and it trips quite often, setting up for Smashes, Dash Attacks, Lasers... His Ftilt is strong as well, and eats the shield away. His Utilt is great for popping characters upwards, and depending upon the %, can lead to multiple Utilts or a Bair/Fair depending where they decide to DI.
His Smashes are just wow. I can't express how good his FSmash is. It has priority, range, power, it's damaging... Anyone who loves to space well will enjoy Wolf for this reason, and anyone believing that rolling works as their sole friend will be punished dearly for this move alone. If the player keeps up a sparatic playstyle, it can even lead to some nice KOs. His USmash is good for damage dealing too, but mainly serves to pop opponents upwards. The first hit of the Smash traps the opponent into the second that sends them upwards, making the hitbox very deceiving. It is also fantastic to surprise players with a Boost Smash with this, and Wolf gets quite the distance. His Down Smash is the king of his KO aresenal, with it having huge speed and knock back. Save this move for the higher percents, wait for a mistake, and I guarantee you won't have trouble taking stock.
Wolfs aerial game is very good, and some of his frowned upon aerial moves are often exceptionally useful given certain circumstances. His Bair has to be one of the best in the game, likely rivaled by only Toon Links and G&W. It comes out ludicrously quick, has awesome KO potential, and can even combo into Standard A's, FTilts, Reflectors, Lasers, FSmashes, DSmashes. I can't stress how useful it is. His Nair is also very useful for stringing his attacks together, and is often the 'forward supplement' to do so in place of the Bair. Anything the Bair could string with, the Nair can too. I think Wolf may also have invincibility frames on his Nair, but I might be seeing things. Don't quote me here. His Uair is often looked at as useless, but on closer inspection it has great speed. It doesn't have overwhelming priority, but it's good for follow ups on characters who may have a slow Dair, or those who may not expect it. Wolfs Fair is great for vertical kills, but isn't something you should be accustom to for damage dealing as it lags to much both in the air and upon landing. Chances are they will not fly far until later percents as well, so you may be hit in retaliation. His Dair is good both on the ground and off the stage. It's spiking ability is top notch and sends characters down very far. It is good for popping characters up too, and can string Smashes and Standard A's at lower percents. Try not to be too careless with it though, and use it early when leaving the stage, as the cool down frames from the attack may cost you a stock if your Up B cannot reach the stage. If it misses, it is also a very easy edge hog against you.
Wolfs Reflector, in my opinion, is likely his best weapon. It has invincibility frames equipped to it, allowing for Wolf to escape from Chain Grabs early, escape from combos, escape death from attacks that would have otherwise been fatal, and even set up combos of his own. This will string in to FSmash, Ftilt, and Standard A like bread and butter, and it is so satisfying too. Use this, abuse it, and abuse it well. His lasers are top notch in priority, despite their lack in distance, and allows for Wolf to camp quite effectively. By doing so, this baits the opponent into having them come in mid range to close quarters, where Wolf excels the most. The knife on the gun is surprisingly useful, and has knock back that will prove useful in order to space your other melee attacks. His Up B is a double edge sword. It is absolutely horrid for recovery if you are not in proper range to grab the ledge horizontally, but it is very good for an alternative for damage dealing, and the kick on the edge has good knock back. It puts pressure on shields, and will push past them like many of Wolfs moves when they would otherwise expect you to use a much shorter range move. Don't go too happy with this though, as it will be easily punished if it isn't used sparingly. His Forward B is really good, and is underestimated by many for a recovery tool. As previously stated, it can be canceled in multiple portions of the attack to give a variety of distances in which Wolf can travel, and has huge horizontal recovery potential when done properly. Also, I would like to point out, as this is something I see almost no Wolf player do, and they definitely should. Edge Popping is a MUST for Wolf with this move. Players will usually attempt to edge hog you, or wait above to counter attack, thinking you will auto cling with your Wolf Flash. If you position yourself properly so that your attack will land on the stage and then hold down after you issue the attack, you will hit them on the way up for some good damage, and get back on the stage safely. I highly recommend this.
As for his throws, I don't have much to note other than the fact that his Down Throw is amazing. The trajectory it sends characters in is very low, and very far. It sets up for easy edge hogs when used by a ledge, as well as RAR'd Bairs and Spikes. Use this effectively if you find your opponent shielding all of your Smash attempts.
Overall, Wolf is a very powerful character that has assets to him most characters would trade an arm and a leg for. He excels in every range of combat excluding extreme long range, and can effectively combat those with his awesome reflector. Once opponents are in his quarters, very few of the cast can outmatch him and his damage dealing, shield pressuring moves. The only thing stopping this beast is his recovery, and even that can be solved with good accuracy and smart play. He will be High Tier for sure.