For quadruped locomotion specifically, capturing a human actor on all fours tends to work better than trying to record actual quadruped motion directly. Bear-crawls, hands-and-knees walking, low creeping. The contact timing and weight transfer feel genuine even though the source is technically human. Front limbs from arms, rear limbs from legs, spine curvature needs adjustment but the rhythmic diagonal gait usually holds up well.
What you're actually buying is the subtle stuff: shoulder drop on front contact, the alternating limb rhythm, micro spine corrections as weight shifts. A person crawling delivers most of that. The parts that don't transfer (tail, ears, head independence from the spine) you keyframe on top of the base data.
How stylized is the wolf? Realistic proportions and this approach gets you pretty far. Heavy exaggeration in the limb ratios and you might spend more time fixing retargeting issues than you'd have spent just keyframing from scratch.

