Wolfs seem just as divided in this MU as the Sonics are. Some of them say it's an even matchup, many say it's a slight advantage for Wolf, some say it's a heavy advantage for Wolf. It just depends on the Sonic, I guess.
If you get a dtilt on Wolf at low percent, just keep chaining it. The dtilts + the followup should do upwards of 50-60% at around 0%. Uptilt seems to be the appropriate followup as it gets Wolf in the air and tacks a meaty 14% on him.
Wolf has the tools he needs to prevent obvious Spin Dash attacks. Invinci-Shine, Rapid Jab, ftilt, Blaster, Fair, Bair, Nair, you name it. ASC runs into the same problem due to those last 3 attacks.
The issue I have with Wolf is that his air speed makes it so that he can play keep up with you in the spacing game. Add that with his crazy air game, his projectile to control the flow of the match, and combo-breaking Shine, and I just feel like I'm being constantly pressured by his superior and faster moves, and that he doesn't have to do much of anything to keep it that way.
Watch out for his Bair, Fair, and Dair. Bair is fast, long, and apparently lagless, Fair is a long-ranged killing/spacing move, and Dair is long enough to hit characters below platforms (not sure if Sonic is tall enough to get hit by it below BF's platforms though).
His main killing moves are going to be Fair, Usmash, and Dsmash, so when you're in killing percents just keep to midrange, and be on the lookout for DACUSes as that particular one is crazy long. Fsmash shouldn't be a killing threat as you can DI to avoid the second hit, and supposing you do get hit by the second hit, iirc, it's the third weakest Fsmash in the game in terms of killing strength, behind the 2 Samuses.
Wolf has his B-reversal blaster and his Shine, and at times just his Dair, to break out of juggles, so know that he has these moves at his disposal to help himself, and react accordingly. Sharking him on ground level and throwing him back up seems to be the most effective things to do for damage racking onstage to me, alongside the dtilt lock.
If you get Wolf offstage, go after him and harass him. Wolfs will likely be DIing up on principle, so be prepared to confront him before he has time to use his Side B to make it to the ledge or the stage. When you're edgeguarding Wolf, know that his fastfall is just slightly faster, if not the same speed, as his regular speed, so Wolf doesn't have the option of surprising you and shooting down below you suddenly and coming out from under you. Eat his second jump if you can; Wolf can't risk being offstage for too long. If his second jump is gone, get to the ledge so that Wolf has to use his Side B to get to the stage. Wolfs should never be using UpB unless he is directly below the ledge; if he does use UpB, ledgesnap is most effective. I think Shadowlink once said that UpB has no hitstun in some of hitboxes in the middle of the move, so maybe Nair or Fair inbetween the move and push Wolf out farther?
I think Wolf is one of Sonic's harder matchups in the game, and that it's a solid advantage for Wolf, because of his ease of racking up damage up-close, solid kill moves, and reliable options to shut Sonic down in virtually everything he does. If I went with a number ratio, I'd probably go with 6:4 Wolf