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Revision as of 15:49, 10 April 2023

It's Pizza Time!
The Death That I Deservioli
Unexpectancy, Part 3
Peppino's Scream
Okay, you look-a right here! I baked that into a pizza ONCE and nobody can ever know. Not even the health inspector. Capeesh?
~ Peppino
This isn't milk
~ Peppino after drinking an unknown white substance from Noise

Background

Peppino Spaghetti (simply referred to as Peppino) is the main protagonist of Pizza Tower.

Peppino is a portly Italian chef wearing a black t-shirt, black pants, a white tank top, and a chef's hat. He also has black hair and a small mustache under his long nose.

He's the owner of his own restaurant, called Peppino Pizza, and always shows signs of both anger and anxiety, frequently shifting between those two emotions.

Statistics

Tier: High 4-A, Higher with Mach Run and Transformations, Far Higher with Rage Power

Name: Peppino Spaghetti

Origin: Pizza Tower

Sex: Male

Age: Likely middle aged

Classification: Italian Chef, War Veteran

Status: Alive

Alignment: Chaotic Good (Peppino's goal of destroying the Pizza Tower and defeating all enemies is only because Pizzaface was planning to destroy his own restaurant. Peppino otherwise seems to befriend all enemies by the end of the game)

Dimensionality: 3-D

Attack Potency: Multi-Star Cluster level (Broke through the Pizza Tower and defeated Pizzahead, who survived the Pizza Tower being destroyed. The Pizza Tower is a tower that contains an entire realm with various stars and planets), Higher with Mach Run and Transformations (Mach Run and his various transformations can defeat enemies that Peppino would normally get hurt by or cannot defeat at all, such as against Stupid Rats. The Shotgun can one-shot the Toppin Monsters, who can previously defeat Peppino easily), Far Higher with Rage Power (Upon getting pumped up for a fight, Peppino can easily defeat previous bosses and defeat them in a flurry of attacks, including Pizzahead, who would previously one-shot him in just his first form)

Durability: Multi-Star Cluster level, Higher with Mach Run and Transformations, Far Higher with Rage Power

Striking Strength: Multi-Star Cluster Class, Higher with Mach Run and Transformations, Far Higher with Rage Power

Lifting Strength: Class 5 (Can lift and throw pineapples of this weight. Can punch and throw people hard enough to break through walls and be sent flying), Far Higher with Rage Power

Travel Speed: Supersonic (His natural dash speed can outpace a bullet. Peppino's movements alone can cause afterimages). Up to Supersonic+ with Mach Run (Peppino's Mach Run can reach up to Mach 4)

Combat Speed: Massively Hypersonic (Can hit those comparable to him, such as Fake Peppino), Far Higher with Rage Power

Reaction Speed: Massively Hypersonic (Due to being able to parry any move in the game, Peppino should be able to parry enemies that can fire lightning), Far Higher with Rage Power

Stamina: Superhuman (Peppino can be beat up, stabbed, burnt, electrocuted, fight hundreds of enemies, and traverse through nearly the entire Pizza Tower in one sitting without ever appearing to be tired or have any signs of fatigue. He can even travel fine through harsh environments that have hot or cold areas)

Range: Standard Melee Range naturally. Extended Melee Range to Several Meters to Hundreds of Meters to Kilometers to Planetary with abilities

Intelligence: Gifted (Peppino is a chef that owns a restaurant. On top of this, Peppino is a war veteran, having experience in using guns such as both pistols and shotguns, even being able to out skill other gun users. Peppino can also quickly pick up how to use new abilities without former experience, and is able to use objects such as a weenie, corpse, or trash can lid as a vehicle to get around with. He also has various wrestling skills, be skilled at playing golf, can solve several puzzles, defuse bombs, and navigate through the whole Pizza Tower alongside defeating various bosses)


Powers and Abilities

Superhuman Physical Characteristics, Martial Arts (Peppino is a war veteran and can pull off various wrestling moves in a fight), Weapon Usage (Won against the Vigilante in a gun fight using a pistol, being able to win against him in a draw. Peppino is also skilled with a shotgun, due to his experience on being a war veteran), Vehicular Usage (Animals; Can ride on a Weenie Mount and even preform mid-air jumps off of it. Peppino can also surf on a corpse and slide on a trash can lid, even being able to preform tricks with it), Acrobatics (Jumped off of a sausage mid-air and preformed multiple flips), Afterimage Creation (Peppino's movements alone can cause afterimages), Regeneration (Mid; Can get crushed as a pizza and recover on his own. Can quickly regenerate from a bruise and broken tooth when slamming down. Appears fine after being stabbed or burnt), Size Manipulation (Peppino can enlarge his fist, feet, and mouth during an attack), Surface Scaling (Can run on walls with his Mach Run), Reactive Adaptation & Transformation (When Peppino is hit by something, it results in him gaining an ability from it. Such as lightning turning him into a knight, using boiling sauce or fire to burn him as a method to jump high or defeat enemies, eating a spicy chicken wing to burn his mouth as a way to defeat enemies or glide, scare/killing Peppino out of his body to become a ghost, being kicked or thrown to morph into a ball that plows through enemies, getting covered in sticky cheese to wall jump, being squished to become a pizza that allows him to flap in the air, or eating spicy pizza to become invincible and defeat enemies by touching them. Even when being affected by something, he reverts back to his original state, such as when he's turned into an animatronic), Cartoon Physics (Mid; Peppino's character is based off of '90s cartoons, which explains his goofy character and ability to transform based off of the environments. He can also damage enemies just by taunting), Body Control & Elasticity (Can increase his muscles during an attack. Can squish his body to jump much higher), Pain Tolerance (Recovers from damage fairly quickly as if nothing happened. Can take his mouth being on fire), Non-Physical Interaction (Can shoot ghosts with his guns and parry them. His Super Taunt kills ghosts), Water Walking (Able to run across water with Mach Run), Vibration Manipulation (Peppino can cause the ground to shake upon slamming the ground. He can also cause the area to shake with his Super Jump), Multiple Jumps (During a Super Jump, Peppino can use his shoulder bash to move himself forward. He can also use his rising uppercut as an extra jump), Perfect Guard & Attack Reflection (By taunting right before getting hit, Peppino can parry any attack while also counterattacking those that have hit him. He can also use this to reflect back projectiles), Life Manipulation & Healing (Peppino when attacking you can take some of your health and restore his own), Breaking the Fourth Wall (If staying idle for too long, Peppino can jumpscare the player and forces the game to close), Enhanced Senses (Can navigate through areas as Stick Cheese Peppino, despite having his eyes being covered by pepperoni), Stealth Mastery (Can traverse through Don't Make A Sound, which is a level full of security that calls over the animatronics), Sound Manipulation (Screamed loud enough to push multiple people back), Accelerated Development (Went from initially getting one-shot by Pizzaface to then being able to harm him), Weather Manipulation (Caused a thunderstorm to erupt once screaming), Reality Warping (Once becoming furious, Peppino reverted the background and the moon that Pizzahead previously changed), Flight (Can keep a steady flurry of attacks to the point that he can fly up in the air), Immortality, Resurrection, & Time Manipulation (Types 3, 6, and 9; Can survive and regenerate from being stabbed, burnt, or crushed. According to Pizza Granny, Peppino is unable to actually die, as a man from his previous life returns and simply does everything over again. This is supported further as any "death" is treated as a technical difficulty that reverses an older point in time, including time-based mechanics such as the combo timer, and further supported by Pizza Tower being inspired by '90s cartoons). Resistance to Electricity Manipulation (Can be struck by lighting during a transformation and appears just fine), Extreme Heat & Fire Manipulation (Can take being burnt by boiling sauce or having his mouth be on fire constantly without taking any actual damage), Transmutation (Can be turned into a pizza in the file select screen and recover immediately. He can also recover from being turned into an animatronic), Cold & Ice Manipulation (Can withstand snowy and icey areas such as Refrigerator-Refrigerador-Freezerator, which causes others to get frozen). Due to Peppino's taunt being able to parry/reflect any hazard or attack, this means he can parry the following: Physical Attacks (Can parry against basic attacks), Penetration Damage (Can parry against enemies with piercing damage, such as against the Forknight, Pencer, Tribe Cheese, Potato Farmer, Ranch Shooter, Pinceacool, Spit Cheese, Noise Goblin, Pizzice, Pizza Soldier, or Camembert Squire), Explosion Manipulation (Can parry bombs from Pizza Box Goblin, Noise, Cannon Pizza Goblin, or Cardboard Tank), Electricity Manipulation (Can parry electric/lightning attacks from Pizzard), Smoke Manipulation (Can parry smoke from Pizza Slug), Intangible Attacks (Can parry attacks from Ghostknight)

Standard Equipment

None


Notable Techniques

  • Jump: Jumping on top of enemies will stun them. Peppino can bounce higher off of an enemy by holding the jump button when landing on top of the enemy.
  • Body Slam: Pressing 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.

  • Dash: One of Peppino's most important abilities for blasting his way through the towers. 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.

  • Dash Stages:

Mach 1:

  • Peppino starts to run at a moderate pace.
  • Peppino can stun enemies by bumping into them.
  • After a moment, Peppino starts dashing madly, indicated by his red and green afterimages.
  • Can initiate a roll by pressing down while dashing.
  • Can initiate a Dive by pressing down in the air.
  • Can run up vertical walls by jumping at them while dashing, or by running up a staircase connected to a wall.
  • Can break through non-Metal Blocks.
  • Upon impact with the wall, he temporarily stops.

Mach 2:

  • 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 1, as well as the following:
    • Enemies freeze in shock when Peppino approaches them, letting him bust through defenses like Forknight's fork.
    • Can break metal boxes.
    • 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 1.
  • Upon impact with the wall, he is knocked back.

Mach 3:

  • Activated when the player is in Mach 2 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.
  • Attempting to drift will bring him back to Mach 2.
  • Roll:

Pressing down while dashing on the ground at Mach 2 or higher makes Peppino roll in a bowling ball fashion.

When performed, Peppino will return to Mach 2 whatsoever.

  • Dive: Pressing down while dashing in the air at Mach 2 or higher will cause Peppino to dive downwards at a diagonal angle.
  • Dive Drop:

Pressing 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 Jump: Presssing up when the Dash reaches Mach 2 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.

The player can cancel the super jump before hitting a ceiling with a dash, transitioning back into Mach 3.

  • Grab: 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 into a hazard causes the player to parry it.
  • 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.
  • Uppercut: When pressing up and grab with an enemy in hand, Peppino performs an uppercut, sending the enemy flying upwards at a high speed. The enemy can be grabbed again if still in mid-air.
  • Belly Slide: If the player crouches right after pressing grab, Peppino will slide forwards 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. There is also an option to jump out of a slide to activate a slide jump, which unlike the normal slide, can damage enemies. Peppino can jump repeatedly in succession if he jumps again right when he touches the ground.
  • Rising Uppercut: Pressing up and 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 hold up while taunting, 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.

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.

  • 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 taunt button is held, Peppino will start breakdancing in one place, and after a while boombox appears near him, which dissappears after the player stops holding the button. It does not serve any function.

Other

Standard Tactics: Peppino will typically use his dash to physically attack his opponent. If his reactive adaption kicks in, then he would proceed to use whatever new ability is given to him. He'd also use his guns if given the chance.

Weaknesses: Peppino is typically nervous and anxious, though this has never halted him and he can even be enraged to become even more powerful.

Battle Records

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