cutter
Smash Champion
I'm pretty sure Din's Fire busts through the turtle from far away. GW's turtle lasts for 39 frames, so it's a committed approach. The move is still active even upon hitting the ground so don't drop your shield too early.
Also note that GW can DI back and stop his inertia when RARing with Bair. If you get caught in the turtle, SDI up and away and try to use an aerial to punish GW.
It's unfortunate for Zelda considering GW is a nightmare matchup. She just doesn't have a legitimate answer to stopping GW's turtle other than Din's Fire from far away. Once GW gets into his intermediate spacing range the turtle becomes really, really good. You could try rolling, but that is not exactly reliable due to the fact the turtle is such a longlasting move.
Also note that GW can DI back and stop his inertia when RARing with Bair. If you get caught in the turtle, SDI up and away and try to use an aerial to punish GW.
It's unfortunate for Zelda considering GW is a nightmare matchup. She just doesn't have a legitimate answer to stopping GW's turtle other than Din's Fire from far away. Once GW gets into his intermediate spacing range the turtle becomes really, really good. You could try rolling, but that is not exactly reliable due to the fact the turtle is such a longlasting move.