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Grab

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 Swing

Grabbing an enemy while dashing into them will cause Peppino to spin forward with them, breaking blocks and killing enemies.

Spinning Piledriver

When 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.

Uppercut

When holding up and pressing grab with an enemy in hand, Peppino performs an uppercut, sending the enemy flying upwards at a high speed.

Belly Slide

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 Uppercut

Holding 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.

Taunt

Pressing 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.

Parry

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.

Breakdance

If 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.

Pistol

During 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.

That changed my life scolder, although I didn’t ask I’m happy you brought it to my attention anyway. Thank you, ahem.