Wulf is indeed a frame trap monster.
Bite normals are for frametraps and meaties (better active frames). Punch normals are for footsies.
B+s.HP is Wulf’s best move. + 2 on block, insanely good range, moves Wulf forward. Think of it like Jago’s double roundhouse but better in every way.
Standard frametrap up close is something like
B+s.HP, CR.LK, S.Lk
You are still in tick throw range after CR.LK , s.LK , which is why it is better to use that instead of two CR.LK’s (which will push you of of tick range)
You can loop b+s.HP and CR.LK into each other, and the only ways out are backdashes, Shadow counters, or invincible reversals. This forces your oppoment into risky actions. Use frametrap to build lots of meter.
Flip out is best when you constantly mixup your follow-up to keep the opponent guessing.
I like to throw a decent amount after flipout, s.HK can be used to stagger an opponent going for a throw tech after flipout which leads to very good damage. Make sure you hit s.HK riiiight after flipout because it has 13 frames of startup and if you’re late thenan opponent trying to tech your follow-up throw will grab you instead of getting CH’d into stagger.
S.HK staggers can basically get you level 2 enders on one chance break combos.
Use CR.MK into ragged edge after a juggle if your opponent is breaking your CR.LK for flip out, and you can convert into a nice juggle or recap when they are locked out.
In Instinct you can turn Heavy Ragged edge into a very effective footsie tool because you get the distance but can cancel into b+s.HP to remain + instead of -5.
Another strong trick is to use Ragged Edge in Instinct, cancel riiiight before the second hit, and throw.
You can actually Instinct cancel b+s.HP on block, dash behind, and still be around +5 so it frametraps (assuming they even manage to block you on crossup).