He is the owner of Peppino's Pizza, named after himself. The restaurant is implied to be in rough shape, with buckets of water spilled on the floor (with a stray bucket), and pizza sliding off the counter. As shown in the game's intro, running the restaurant seems to be putting Peppino in a bit of debt, with little to no money shown in the shop. Additionally, in the game's ending, Mr. Stick can be seen running off with a bag of money, behind what is assumed to be Peppino's Pizza. This could be the reason behind Peppino's large amounts of debt. Despite their rivalry, Mr. Stick is still considered to be one of Peppino's friends.
Peppino is the most balanced character included in the game due to the great quantity of abilities at his disposal.
JumpJumping on top of enemies will stun them. making them vulnerable to attacks. Peppino can bounce higher off of an enemy by holding the jump button when landing on top of the enemy.
Body SlamPressing down while in the air makes Peppino perform ground pound, damaging enemies from above. The fall can slightly be adjusted by pressing left and right. With enough height, this can be used to break metal boxes, indicated by the meteor-like effect.
Landing also stuns surrounding enemies for a brief period of time.
Dashing is one of Peppino's most important abilities for blasting his way through the tower. He builds up speed for as long as the dash button is held, allowing him to transition to several successive stages of dashing. Jumping during the dash keeps his momentum at whatever stage he is currently at.
If Peppino runs up or down a slope, his speed gain can change accordingly, increasing when running down slopes and decreasing when going up. Some status effects and moves can also cause the player to be able to enter a Dash, such as the appropriately named Dash Panel.
Dash Stages:Mach 2:
Peppino starts to run at a moderate pace.
Peppino can stun enemies by bumping into them.
Peppino can run up vertical walls by jumping at them while dashing, or by running up a staircase connected to a wall.
Upon impact with a wall, he temporarily stops.
Mach 3:
Peppino starts dashing at an insane rate, accompanied with an equally insane expression.
At this point, Peppino's velocity is high enough that he is competing with air friction, causing the air to emit sound and a shock layer to form in front of him.
This speed has the same qualities as Mach 2, as well as the following:
Enemies scream in shock and fear when Peppino approaches them, letting him bust through defenses like Forknight's fork.
Peppino can break metal boxes.
Peppino can initiate a super jump by pressing up while dashing.
Attempting to turn around in this stage will result in Peppino "drifting", in which he takes slightly longer to change directions, but preserves his dash momentum.
Jumping off a wall results in Peppino moving back to Mach 2.
Upon impact with a wall, he is knocked back.
Mach 4:
Activated when the player is at Mach 3 and holds the directional pad/joystick in the direction Peppino is running for several seconds.
Mechanics remain the same, with the only differences being a different animation and significantly increased velocity.
Drifting at Mach 4 will bring him back to Mach 3.
Pressing down while dashing on the ground at Mach 2 or higher makes Peppino roll in a bowling ball fashion for a split second before he uncurls and slides on the ground.
When performed, Peppino retains his Mach level, even Mach 4, after he stops rolling.
Pressing down while dashing in the air at Mach 2 or higher will cause Peppino to dive downwards at a diagonal angle.
Dive DropPressing jump while diving will cause Peppino to do a fast ground pound move, similar to the Body Slam. It is much faster than the normal slam, but is very situational and mostly for speeding through levels.
Super JumpPressing up when the Dash reaches Mach 3 and releasing will cause Peppino to Super Jump. The player can move side-to-side slowly before releasing, but cannot move horizontally once the Super Jump is initiated. During super jump, Peppino leaps straight upward quickly, busting through weaker obstacles until he hits a ceiling. Hitting a ceiling briefly launches surrounding enemies upwards but does not stun them.
Shoulder BashCanceling a Super Jump before hitting a ceiling by pressing the grab or dash button will cause Peppino to stop Super Jumping mid-air, and instead he'll dash at Mach 3 in mid-air, slowly falling as he dashes.
Holding the jump button and colliding with an enemy while Shoulder Bashing will cause Peppino to bounce off of the enemy while still Shoulder Bashing.
Peppino grabs an enemy or object in his clutches. He can carry them around before smashing them away, upwards, or behind him. Pressing down whilst on the ground can drop the grabbed enemy or object.
Peppino also has extra moves he can perform while holding an enemy.
Holding the dash button after initiating a grab will cause Peppino to immediately start dashing at Mach 2, letting him reach high speeds faster.
Pressing the jump button after initiating a grab initiates the "Long Jump", a jump with additional distance.
Giant SwingGrabbing an enemy while dashing into them will cause Peppino to spin forward with them, breaking blocks and killing enemies.
Spinning PiledriverWhen in the air, pressing down while holding an enemy will make Peppino do a piledriver into the ground, causing the enemy held to be sent forward upon contact with the ground, as well as killing any enemy he lands on. Holding jump when landing on an enemy makes him do a bounce, keeping him airborne and allowing for more combo potential.
Holding up as Peppino is about to grab an enemy will cause him and the enemy to launch upwards before coming back down.
UppercutWhen holding up and pressing grab with an enemy in hand, Peppino performs an uppercut, sending the enemy flying upwards at a high speed.
If the player crouches right after pressing grab, Peppino will slide forwards at Mach-3-Level speeds while laying down on his stomach. This attack can be used to destroy blocks in one-block spaces, but it cannot be used to defeat enemies. Holding the dash button before Peppino is finished Belly Sliding causes him to immediatly start dashing at Mach 3
Rising UppercutHolding up and pressing grab together will launch Peppino upwards with a rising uppercut. The uppercut will defeat enemies and destroy marble blocks. This can also be used a a pseudo double jump, as it will still send Peppino upwards a little if used in mid-air.
TauntPressing the taunt button will cause Peppino to strike a pose.
If the player gets a combo counter of 10 or more and holds up while taunting or presses up immediately after doing a taunt, a "Super Taunt" will occur, where the taunts pop-out, with one of four unique taunts being selected (different taunts are purely cosmetic and don't affect gameplay), and all enemies on-screen are hurt and defeated.
Some taunts are references to popular culture, such as Daffy Duck, Adventures of Sonic the Hedgehog, and Street Fighter.
Taunting causes any projectile-based enemies to fire their projectiles, making waiting for them to attack to get the transformation their projectile gives take less time. Taunting in front of one of the Patrollers in Don't Make A Sound will cause them to instantly sound the alarm and activate any Toppin Monsters.
If the player makes Peppino taunt right before he gets hit by an enemy or projectile, he will parry it and attack back. This can be used to make it easier to defeat enemies that often attack the player and can also be used to reflect projectiles thrown at them.
BreakdanceIf the taunt button is held, Peppino will start breakdancing in one place, and after a while a boombox appears near him, which disappears after the player stops holding the button. The player can move Peppino while he is breakdancing. It does not serve any function other than making Peppino look cool as hell.
PistolDuring some of the boss fights, Peppino's grab move is replaced with a pistol. The player can mash the button to shoot bullets as fast as possible or hold down the button to charge a big bullet, which will automatically be shot upon being charged.