The entire point of this guide is to give people just picking up Wolf information about the moveset, not give them some sort of style that none of us have gone pro with. Except for maybe Castorpollux, however his "style" is to be smart and read people correctly.
lol
Meh, the entire concept of the Bair Wall (to me) is full hop Bair and then a mixup. Among an abused mixup is just FF Bair after that. It may be something different to other people, and this is simply a game mechanic, it's like airdodging. I don't want to explain tactics with airdodging involved and every other game mechanic there is, except the ones Wolf users might not know at first - such as the ATs.
Basically right, WoW is a series of FH Bairs->FF Bair, DI'ing towards the opponent when rising and DI'ing away from them when falling. Some opponents are fast enough to get around it and therefore needs other attacks mixed in. MK/Diddy/ZSS can run underneath and SH Uair so mixing it up with SHFF Bairs is good. Other characters can Bair after the FH Rising Bair such as DDD/DK to a much lesser extent. Projectile users are an issue, so mixing it up with Jump Shine->Bair is necessary. The opponent can mess up the spacing by walking forward and shield grab the FF Bair, but it is much easier said then done. Some characters get owned by FH/FF Bairs such as DK, while it is less effective against shorter characters (MK). Throw in Turn Around Blaster to throw off opponents when retreating the WoW. The WoW is very versatile and is used as a mixup tactic and not as a overall playstyle since there are ways to counter it (Except against DK, he can't do anything about it, so if you play a DK, spam FH/Bairs->FFBairs).
Basically the second jump is conserved in case you get knocked of the stage, in which it would be used to recover with. If you don't use you second jump except in cases where you get/avoid getting punished, you will find recovering with Wolf is much easier. An example of avoiding getting punished is if your opponent moves forward and shields, you can use your second jump to Jump Shine->Bair, DI away to reset your distance, or DI behind them->AirDodge->AAA/Dsmash. Like the guide says, don't advance the WoW once your spacing is set because you will just be shield grabbed.
Btw, if you want to help Wolf users enter the competitive scene, this stuff should be the sole discussion in the guide since anyone can figure out that Fsmash is meant for only punishing since it is easily punished other wise. Things like how to safely approach, deal damage while conserving KO moves, how to land kill moves (easier said than done), and character specific strategies.