Yeah, I wouldn’t think ragged edge would be particularly good in neutral against Thunder. The character’s neutral is pretty strong, but since Hisako outranges him I usually try to fish with my heavy buttons and bait him into making a mistake (trying to walk forward too much or going for a Sammamish, which is easy to counter). Wulf doesn’t have the range of Hisako, but his buttons are good enough and his walk speed fast enough that he should be able to play footsies with Thunder until he gets meter. I tend to think being patient is good against the character - a lot of his longer range attack options are pretty unsafe actually.
Defensively, I think shadow countering is super critical. You should basically never let a triplax or overhead hit without shadow countering, for instance, and a lot of his frame-trappy button strings are also shadow counterable. Get good at that and you’ll force him to rely more heavily on his command grabs, which are all punishable on whiff. Also, learn to pay very close attention to what buttons/options the Thunder goes for at specific ranges - most Thunders are actually very consistent on which tools they go for at which ranges.
Gotta hold that. Nothing you can do here except be ready to react if he tries to reset you.
My main goal against Thunder after I get hit is to let him get absolutely nothing for free. If you Sammamish me and do HK, I will break it on reaction 95% of the time. If you have me in a juggle state and I think you’re going to flip me out, I will break lights. The character’s mixups after flipout are too dangerous to just let him flip you out for free, and he gets too much damage and setup to almost ever let a breakable skyfall rock. Yeah, Thunder on counterbreak hits like a truck - but he hits like a truck on reset too, and there’s a decent chance that I’m not going to block whatever that reset is, particularly online. Give him no free follow-ups on anything. Make him counterbreak if he wants to put you in a juggle state.