Donkey Kong vs. Bowser

Donkey Kong vs. Bowser is a What-If? episode of Death Battle, and the 10th episode of QuasimodoBellringer's first season

Description
''They've faced Mario since the very beginning, but they have never battled one another... until now! The definitive answer to who is Mario's deadliest adversary! Which hulking brawler will reign supreme?''

Interlude
Wiz: While Mario has battled a large variety of enemies over his career, there's never any getting away from his two most prominent...

Boomstick: Donkey Kong, the giant tie-wearing ape.

Wiz: And Bowser, the King of Koopas.

Boomstick: He's Wiz and I'm Boomstick.

Wiz: And it's our job to analyze their weapons, armor, and skills to find out who would win a Death Battle.

Donkey Kong:
Wiz: Donkey Kong was once a circus ape who was brutally treated by his trainer.

Boomstick: That's right, and you will never believe who this ringmaster was, none other than Mario!

Wiz: Yeah...Donkey Kong escaped and kidnapped his girlfriend Paulina, and ran to a construction site

Boomstick: That for some reason had a pie factory!

Wiz: and that.....was this Donkey Kong's dad...or...grandpa.

Boomstick: Yeah.....it changes from game to game, so.....yeah......we are not really sure, as the games often conflict themselves on this detail.

Wiz: Anyway, this Donkey Kong, has shown to be one of the physically strongest beings in the Nintendo multiverse.

Boomstick: Yah, he has been shown to OUT RIGHT PUNCH THE MOON OUT OF ORBIT, OFF AN EVIL TIKI'S HEAD AND BACK INTO PLACE!

Wiz: Donkey Kong's physical strength is off the charts, as to do that, he'd need 3,346 megatons of force.

Boomstick: Wow.....maybe he could open this darn (grunt) pickle jar.

Wiz: Not to mention being able to survive exit of the Earth's atmosphere AND the return trip without a scratch!

boomstick:talk about power.

wiz:not even mentioning all of his attacks.
 * Neutral attack - Does a quick cross punch and follows up with an uppercut. Certain hitboxes can jab lock. 4% first hit, 6% second hit
 * Dash attack - Skids to a halt doing a side-kick. High lag and poor shieldstun. Similar to a move from Donkey Kong 64. 11% damage
 * Side Tilt - Swats in front. Large range and fast but low knockback. This move can go through Meta Knight's Mach Tornado. 10% damage, 12% angled up, 9% and trips angled down.
 * Up Tilt - Swats above his head. Fast with a good arch range. Can chain some characters at low percents. 9-11% damage depending on where it connects.
 * Down Tilt - Swats at his opponent's feet. This move causes opponents to trip. Slightly less range and similar start-up of his forward tilt, but barely any ending lag and still has long range. A great lock move at low percentages and a trip can be combined with his Hand Slap. 8% damage

Smashes

 * Side Smash - Claps hands together in front of him. Highest damage from close, but slightly higher knockback at the farther hitboxes. Extremely high knockback when fully charged. Great priority. Fairly quick for a heavyweight. 20%-21% damage uncharged, 28-29% fully charged
 * Up Smash - Claps hands above his head. Good startup and ending lag. This move sweetspots when it hits foes above him, and becomes weaker when it hits right beside Donkey Kong. Huge knockback when hitting from below. Good hitting from below a platform and great running up smash. Has almost no hitlag, meaning it is nearly impossible to SDI. 18%-26% damage
 * Down Smash - Does a double back-handed punch by bringing his closed fists down 90 degrees at both sides. Good startup, but fairly bad ending lag. Very fast, great vertical knockback, and one of the strongest down smashes in the game. 17%/25% damage when hit with his fists, 14% up close.

Other

 * Ledge attack - Throws his back at the opponent. Fairly quick and has the longest range of any ledge attack in the game. 8% damage
 * 100% Ledge attack - Climbs onto stage and swats forward. 10% damage
 * Floor attack - Swats with his hand in a wide arch. 6% damage
 * Trip attack - Spins with his fists as he stands. 5% damage

Aerial AttacksEdit

 * Neutral Aerial - Spins with arms extended. Similar to his Spinning Kong move. 8-11% damage
 * Forward Aerial - Puts fists together above his head, then does a powerful Axe-handle Smash. A powerful Meteor Smash. Great for catching edge guarders while recovering. Looks almost exactly like the one from Donkey Kong 64, but obviously slower; has some of the highest starting and ending lag of any aerial. 16% damage
 * Back Aerial - Back-kicks behind him. Very fast, long ranged and strong. 8% if not sweetspotted (closest to DK) or 13% on his foot for max damage and knockback.
 * Up Aerial - Headbutts above. Extremely quick, can Star KO at high percentages. 15% damage
 * Down Aerial - Stomps down, arching his body forward. When this move hits, it will always spike similar to Ganondorf's d-air, and it is his strongest Meteor Smash. Has Star KO potential. Can be used on many characters by carry down throwing, then jumping and dair. 14-16% damage.

Grabs & ThrowsEdit
Donkey Kong is unable to use his forward throw on enemies in the SSE, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead. boomstick: well he's certainly powerful.
 * Standing grab - One of the longest non-tether grab ranges and high vertical range
 * Running grab - Much worse than standing grab range: Much shorter range and a lot of ending lag
 * Pivot grab - Slightly longer range than his standing grab range
 * Pummel - Does a slight karate chop at the enemy's neck. 3% damage
 * Forward Throw - Heaves the opponent on his back, just like carrying the barrels from Donkey Kong Country, causing minor damage. He can carry around the opponent (regardless of size) as if the opponent were a heavy item. Can also jump while holding an opponent to increase vertical launch. Can be released - opponent will take 6% - and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Follow-up throws result in;
 * Forward : 8% damage
 * Up: 7% damage
 * Down: 6% damage
 * Back:
 * Back Throw - Swings his arm back and throws the opponent. A very good KO throw and it has fast start-up. 11% damage
 * Up Throw - Grabs the enemy and throws them in the air with his right hand. 9% damage
 * Down Throw - Slams the opponent down with his hand. Can chain grab characters like Snake or Kirby. At low percentages, this can combo into Hand Slap and can start aerial juggles from there. 7% damage

wiz:his main weakness is he's pretty slow and not very agile, although he is very strong.

boomstick:and let's not forget about his obsession with bananas.

Bowser
wiz:bowser the king of the koopas.

boomstick:the one who's in love with princess peach. and mario's boss.

wiz:bowser

DEATH BATTLE
Who would you be rooting for? Donkey Kong Bowser