nyuuzyou/wikis huggingface dataset:
Punch-Out!! (NES)

Punch-Out!! (, Punch-Out!!) for the NES is the first home console installment in the franchise of boxing games, and the third game in the series overall, after the arcade Punch-Out!! and Super Punch-Out!!. It was released in three successive versions: a contest-only version in Japan named Punch-Out!!; a licensed release named Mike Tyson's Punch-Out!! which added real-life boxer as a bonus opponent; and finally Punch-Out!! Featuring Mr. Dream, which replaced Tyson with a generic character due to the license having expired.
While the arcade Punch-Out!! games used a wireframe model to show the player character from behind while keeping his opponent visible, the NES was not capable of such graphics. Instead, the developers opted to make the player character small enough to see over. This resulted in a comically short protagonist who had to jump up to hit his opponents' faces; he was thus dubbed Little Mac and characterized as a plucky underdog. In later appearances, Mac's short stature would be less exaggerated, though it remained a defining trait.
Gameplay in Punch-Out!! revolves mainly around dodging and countering opponents' attacks, as if Little Mac attacks aggressively, his strikes will be blocked and he will tire out. Well-timed blows reward the player with stars, which can be used to unleash a powerful Star Punch. The game features a variety of quirky boxers to fight, each with unique attack patterns.
Though it was eventually followed by sequels for the SNES and Wii, the NES installment of Punch-Out!!, and in particular the Mike Tyson edition, remains the most popular and well-known game in the series by a considerable margin.
==In the series==
Punch-Out!! Featuring Mr. Dream appears as a masterpiece in . It is unlocked after the player clears the No Mere Sparring Match event on Normal difficulty or higher.
===Fighter===
Little Mac's first named appearance was in this game. However, Smash seems to somewhat conflate Little Mac with the unnamed, differently designed protagonist of the Punch-Out!! arcade titles, giving him an alternate wireframe design and promotional artwork based on the arcade cabinets. Little Mac's trainer, Doc Louis, also debuted in this game.
===Music===
The training theme that plays whenever Little Mac is jogging, as well as the main Circuit theme, play on the Boxing Ring stage.
===Trophies===
====In Brawl====
Name	Type	Picture	Description
====In Smash 4====
=====Both versions=====
Name	Category	Picture	Picture	Description
=====In =====
Name	Category	Picture	Description
===Spirits===
====Primary====
No.	Image	Name	Type	Class	Slots	Base	Max	Base	Max	Base	Max 	Ability
941	 	 	★ 	1 	943 	4721	590	2951	317	1589	Fist Attack ↑	
942	 	 	★★ 	2 	1727 	6956	897	3612	764	3077	Weight ↓ 	
====Support====
No.	Image	Name	Class	Cost 	Ability
943	 	★★★ 	1 	Shield Durability ↑	
945	 	★ 	1 	Fist Attack ↑ 	
====Master====
No.	Image	Name	Facility 	Location	Music
934	 	Gym
Level up without using snacks	In the Light Realm	 	
Category:Games
Punishment

Punishment is the act of attacking an opponent while they are vulnerable. Being vulnerable to be punished often results from using an attack with slow start-up lag at a inopportune time or having missed an attack with high ending lag. For example, the Falcon Punch is a punishable move since it has long start-up and ending lag; if Captain Falcon uses it against an active and expecting opponent or if the move's target is able to avoid the attack, they have ample time to launch a counterattack. Characters can also be punished if their attack is shielded, such as via shield grabbing or out of shield attacks. An attack that is difficult or impossible to punish is usually known as "safe", usually due to having low ending lag and/or large hitboxes that are difficult to get around. A move's power can make punishment seem more dangerous; as an example, some players may choose to avoid the forward smashes of , , and rather than attempt to punish them simply because of the risk involved. Actions that are less subtle are often punishable as well.
Some characters can use attacks with super armor for a unique kind of punish, although this is only prominent in Brawl and significantly more common in SSB4 and Ultimate. For example, Ike's Aether has super armor that allows him to tank and punish enemies who attack him before he throws his sword, while Little Mac's smash attacks in SSB4 and Ultimate all provide super armor, allowing him to punish any sort of laggy attack, weak or strong, by simply plowing through it.
Characters can also be punished if they have used a move that causes helplessness, or they are in a position where their only recovery option is obvious and predictable.
Crouch cancelling can lead to punishes, usually by using a character's down smash or down tilt. 
Category:Gameplay
Puppit

Puppit (, Kokkon) is a common enemy of the Subspace Army that takes the form of a marionette puppet and first appears in The Forest. It floats around the stage suspended from a quartet of strings and slashes at players with its spike-like claws. Its attack is weak, but has good knockback. However, the Puppit itself has fairly low health. Puppits can also fire lasers from their eyes, telegraphed by their eyes flashing. This attack can be easily dodged by jumping as well as reflected and/or absorbed. During their entrance, Puppits are dropped down, their bodies poised in a random position. After a second, the Puppit will right itself and attack.
==Damage taken==
==Name origin==
The enemy's name is a corruption of the word puppet.
==Trophy==
==Names in other languages==
==Trivia==
*A similar enemy appeared in . Both the Puppets of Twilight Princess and the Puppits in Brawl first appear in a forest-themed level. The Forest is also similar to the , which is the location that Link also drew the Master Sword from its pedestal in Twilight Princess.
Category:Common enemies
Category:Trophies (SSBB)
Category:Super Smash Bros. universe
Pyra (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 74.
Initial autocancel	1-5
Clean hit 	16, 17
Late hit 	18
Ending autocancel 	38-
Interruptible 	50
Animation length 	84
|-
===Landing lag===
Interruptible 	15
Animation length	42
Category:Pyra (SSBU)
Category:Back aerials (SSBU)
Pyra (SSBU)/Back throw

Pyra back throw hurtbox and hitbox visualization	Pyra back throw hurtbox and hitbox visualization	Pyra back throw hurtbox and hitbox visualization	Pyra back throw hurtbox and hitbox visualization	Pyra back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-17
Hitbox 	15-16
Turnaround 	15
Throw release 	17
Interruptible 	36
Animation length	73
|-
Category:Pyra (SSBU)
Category:Back throws (SSBU)
Pyra (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Early hit 	17
Clean hit 	18
Late hit 	19, 20
Ending autocancel 	35-
Interruptible 	66
Animation length 	82
|-
===Landing lag===
Interruptible 	15
Animation length	40
Category:Pyra (SSBU)
Category:Down aerials (SSBU)
Pyra (SSBU)/Down throw

Pyra down throw hurtbox and hitbox visualization	Pyra down throw hurtbox and hitbox visualization	Pyra down throw hurtbox and hitbox visualization	Pyra down throw hurtbox and hitbox visualization	Pyra down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
===Properties===
*If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
*The throw inflicts hitlag to the opponent, causing their knockback to start on frame 29 under normal circumstances.
Invincibility 	1-25
Hitbox 	20-24
Throw release 	25
Interruptible 	46
Animation length	84
|-
==Trivia==
*Alongside and 's down throws, this is the only throw in Ultimate that can inflict hitlag on opponents with its release portion.
Category:Pyra (SSBU)
Category:Down throws (SSBU)
Pyra (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	9-11
Interruptible 	27
Animation length	44
==Trivia==
*The move has a 40% trip chance that can never actually happen, due to its largely vertical launch angle.
Category:Pyra (SSBU)
Category:Down tilts (SSBU)
Pyra (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	74
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Pyra (SSBU)
Category:Edge attacks (SSBU)
Pyra (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 73.
Initial autocancel	1-2
Hitboxes 	11-14
Ending autocancel 	46-
Interruptible 	49
Animation length 	74
|-
===Landing lag===
Interruptible 	15
Animation length	37
==Trivia==
*Masahiro Sakurai revealed in a YouTube video that the collision time of Pyra's forward aerial was shortened before release to remove the feeling of the hitboxes lingering for too long.Odds and Ends of Supervising [Graphics]
==References==
Category:Pyra (SSBU)
Category:Forward aerials (SSBU)
Pyra (SSBU)/Forward smash

==Overview==
Pyra performs Flare Smash, a two-handed downward-arcing flaming slash in front of her. It is her slowest smash attack (coming out on frame 20) and has high ending lag, but it has very good horizontal range and is extremely powerful for an attack of its kind. It can be comboed into from her down aerial at mid percentages for a highly effective KO confirm.
==Hitboxes==
|}
===Aesthetic effect===
Uniquely from other smash attacks, albeit with no practical gameplay effect, the move briefly leaves magma particles on the ground when Pyra slams the sword down. The collision detection for this effect is coded in Pyra's character files, checking ground with a length of 5 units and X/Y offsets [20, 3] from her position.
==Timing==
Charges between 	5-6
Hitboxes 	20, 21, 22-23
Interruptible 	68
Animation length	112
==Trivia==
*Despite the move's complete lack of unique properties outside of an aesthetic effect, it is featured in the Move List, complete with an icon, and the game as well as the Mr. Sakurai Presents on the pair attempt to treat it as Pyra's fighter ability to complement 's Foresight mechanic.
==Similar moves==
*Mythra (SSBU)/Forward smash
Category:Pyra (SSBU)
Category:Forward smashes (SSBU)
Pyra (SSBU)/Forward throw

Pyra forward throw hurtbox and hitbox visualization	Pyra forward throw hurtbox and hitbox visualization	Pyra forward throw hurtbox and hitbox visualization	Pyra forward throw hurtbox and hitbox visualization	Pyra forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-11
Hitbox 	10
Throw release 	11
Interruptible 	28
Animation length	65
|-
Category:Pyra (SSBU)
Category:Forward throws (SSBU)
Pyra (SSBU)/Forward tilt

==Overview==
==Hitboxes==
The ID 4 hitbox does not have a shieldstun multiplier assigned by the scripts, but due to a glitch, the other hitboxes' multiplier applies to it regardless.
!Shieldstun
|1.5×
|1.5×
|1.5×
|1.5×
|—
|1.5×
|1.5×
|1.5×
|1.5×
|—
|}
==Timing==
Hitboxes (early, late)	12, 13
Interruptible 	38
Animation length 	68
Category:Pyra (SSBU)
Category:Forward tilts (SSBU)
Pyra (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	38
Animation length	54
===Dash grab===
Grab 	12-13
Interruptible 	45
Animation length	62
===Pivot grab===
Grab 	13-14
Interruptible 	40
Animation length	64
Category:Pyra (SSBU)
Category:Grabs (SSBU)
Pyra (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack rapid jab	 	
Neutral attack finisher 	 	
Forward tilt 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 1 	Flame Nova 	
Neutral special 2 	Flame Nova 	
Neutral special 3 	Flame Nova 	
Side special 	Blazing End 	
Side special (sword) 	Blazing End 	
Up special 	Prominence Revolt	
Down special 	Swap to Mythra 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Pyra (SSBU)
Category:Hitboxes (SSBU)
Pyra (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 81.
Initial autocancel	1-10
Clean hit 	11-16
Late hit 	17-22
Ending autocancel 	41-
Interruptible 	57
Animation length 	81
|-
===Landing lag===
Interruptible 	16
Animation length	47
Category:Pyra (SSBU)
Category:Neutral aerials (SSBU)
Pyra (SSBU)/Neutral attack

==Overview==
Pyra's neutral attack consists of a knife-hand strike and a horizontal sword swing followed by either an upwards sword swing or a flurry of magical fiery blasts. 
For the technical data of each individual hit, see:
*Pyra (SSBU)/Neutral attack/Hit 1
*Pyra (SSBU)/Neutral attack/Hit 2
*Pyra (SSBU)/Neutral attack/Hit 3
*Pyra (SSBU)/Neutral attack/Infinite
==Quickest loop==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab. 
Jab 1 	3-5
Consecutive jab 	11
Jab 2 	11, 12
Jab 3 	24, 25, 26
Rapid jab 	27, 31, 35, 39
Rapid jab finisher	46-47
Interruptible 	22, 38, 55, 78
Animation lengths 	37, 63, 88, 99
|-
|-
|-
Category:Pyra (SSBU)
Category:Neutral attacks (SSBU)
Pyra (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
!Hitstun
|+7 frames
|+7 frames
|+7 frames
|+7 frames
|}
==Timing==
Hitboxes 	3-5
Continuability window	7-30
Consecutive jab frame	11
Interruptible 	22
Animation length 	37
|-
==Trivia==
*The farthest hitboxes (ID 2 and 3) occupy the same space and have different hit bits for fighter and non-fighter targets, akin to other jabs, but unlike them, all their other data is identical rather than launching at different angles. This renders the distinction between these hitboxes pointless.
**This makes Pyra's first jab one of the few in the game with a 180° angle to not be differentiated for fighter and non-fighter targets, alongside 's first and second jabs, , , and 's first jabs, and 's second jab.
Category:Pyra (SSBU)
Category:Neutral attacks (SSBU)
Pyra (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
!Hitstun
|+8 frames
|+8 frames
|+12 frames
|+8 frames
|+8 frames
|+12 frames
|}
==Timing==
The third jab and rapid jab have different continuability windows, with the latter being shorter and taking priority. The move transitions into the rapid jab if, since the start of the first jab and before the end of the rapid jab window, the attack button has been pressed and released at least 3 times. Otherwise, it transitions into the third jab.
Hitboxes (early, late)	Hitboxes (early, late)	5, 6
Continuability 	Rapid jab 	13
Continuability 	Jab 3 	14-30
Interruptible 	Interruptible 	32
Animation length 	Animation length 	57
!Hitboxes 
|-
!Rapid jab 
|-
!Jab 3 
Category:Pyra (SSBU)
Category:Neutral attacks (SSBU)
Pyra (SSBU)/Neutral attack/Infinite

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+4 frames
|8×
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	6-7, 22-23
Rapid jab 	9, 13, 17, 21
Finisher 	6-7
Interruptible 	38
Animation length	59
Category:Pyra (SSBU)
Category:Neutral attacks (SSBU)
Pyra (SSBU)/Side special

Pyra side special hitbox visualizations.	Pyra side special hitbox visualizations.	Pyra side special hitbox visualizations.	Pyra side special hitbox visualizations.	Pyra side special hitbox visualizations.
Throw 	 	 	 	
 	 	 	 	
Sword 	 	 	 	
 	 	 	 	
==Overview==
==Hitboxes==
===Throw===
! Hitstun
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|}
===Sword flight, tilt input===
! Hitstun
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+20 frames
|+20 frames
|}
===Sword flight, smash input===
! Hitstun
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+40 frames
|+20 frames
|+20 frames
|+20 frames
|}
===Sword rotation===
! Hitstun
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|+20 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|+25 frames
|—
|—
|—
|—
|}
==Timing==
===Throw===
The move enables ledge grabs from the front starting on frame 51, and the sword returns to Pyra starting on frame 101.
Sword throw 	14
Physical hit 	14-15
Flight (tilt) 	16, 17-18, 19, 20, 21-22, 23, 24, 25, 26, 27, 28
Flight (tilt, aerial targets only) 	29-30, 31-35
Flight (smash) 	16, 17-19, 20-21, 22, 23, 24, 25, 26, 27, 28, 29, 30
Flight (smash, aerial targets only)	31, 32-36
Rotation (tilt) 	36-37, 38-40, 41-71
Rotation (smash) 	37-38, 39-41, 42-72
Final hit (tilt) 	73-85
Final hit (smash) 	74-86
Interruptible (grounded) 	56
Interruptible (aerial) 	51
Animation length 	83
!Pyra (grounded) 
|-
!Pyra (aerial) 
|-
!Sword (tilt) 
|-
!Sword (smash) 
===Catch===
The catching animation does not occur if Pyra is in the middle of a defensive action.
Interruptible 	15
Animation length	57
Category:Pyra (SSBU)
Category:Side special moves (SSBU)
Pyra (SSBU)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 82.
Initial autocancel 	1
Hitboxes (early, late)	13, 14-17
Ending autocancel 	25-
Interruptible 	58
Animation length 	85
|-
===Landing lag===
Interruptible 	9
Animation length	35
Category:Pyra (SSBU)
Category:Up aerials (SSBU)
Pyra (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	6-7
Hit 1 	15, 16
Clean hit 2 	17, 18, 19, 20, 21-23
Late hit 2 	24-33
Interruptible 	67
Animation length	87
Category:Pyra (SSBU)
Category:Up smashes (SSBU)
Pyra (SSBU)/Up special

==Overview==
==Hitboxes==
!Hitstun
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|—
|—
|—
|—
|—
|—
|—
|}
==Timing==
The frame strip shows the move when using it from the ground and landing at the same level. Frame data for landing will start on the landing frame.
Hit 1 	13, 14, 15
Falling 	41-
Landing 	1
Flame pillar 	2-6, 7-11
Interruptible (landing) 	55
Animation length (landing)	74
|-
Category:Pyra (SSBU)
Category:Up special moves (SSBU)
Pyra (SSBU)/Up throw

Pyra up throw hurtbox and hitbox visualization	Pyra up throw hurtbox and hitbox visualization	Pyra up throw hurtbox and hitbox visualization	Pyra up throw hurtbox and hitbox visualization	Pyra up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-9
Throw release 	9
Interruptible 	30
Animation length	64
|-
Category:Pyra (SSBU)
Category:Up throws (SSBU)
Pyukumuku

Pyukumuku ( Namakobushi) is a creature from the series.
==Origin==
 is a Water-type Pokémon that debuted in , and is categorized within the Pokédex at #771 as the "Sea Cucumber Pokémon". While it doesn't learn a single offensive move, it learns many status and counter moves, including . Whenever Pyukumuku uses a move in the games, it uses its hand-like organ to attack.
Its ability to be picked up and thrown at opponents in Smash references a part-time job in Alola's , which involves throwing Pyukumuku back to the ocean due to their tendency to stay in a favored spot, even if it means starving, making them unpopular among tourists.
 is Pyukumuku's , which deals damage to an opponent that knocks out Pyukumuku equal to the amount of HP Pyukumuku had left. Unlike its original depiction, Pyukumuku in Smash doesn't need to be knocked out for its ability to activate.
==In Super Smash Bros. Ultimate==
===As a Poké Ball Pokémon===
Pyukumuku makes its debut as a Poké Ball summon. When opponents draw close or attack it, it will counterattack with its hand-like organ. This can also be performed by stepping on its back. The player who summoned Pyukumuku can pick it up and throw it like a regular item, and it will shoot out its "hand" when thrown at opponents; it cannot be reflected, and if it's thrown off-screen, it will not respawn. If the summoner jumps on Pyukumuku, it will punch and the player bounces a little. This doesn't happen if the player is helpless or uses an attack. Holding jump or tilting the control stick upwards upon landing on Pyukumuku will have the player bounce higher. It waves "goodbye" before it leaves.
Pyukumuku cannot be summoned on King of Fighters Stadium.
===Spirit===
No.	Image	Name	Type	Class	Cost 	Ability 	Series
553	 	 	★ 	1 	Critical-Health Attack ↑	Pokémon Series	
==Gallery==
SSBUPyukumuku.png|Official artwork of Pyukumuku from Super Smash Bros. Ultimate.
SSBUWebsitePyukumuku3.jpg|Pyukumuku on Tortimer Island.
==Trivia==
*If Pyukumuku is thrown into a blast zone, it will still wave "goodbye" before disappearing instead of instantly disappearing like most items or Pokémon.
==Names in other languages==
Category:Spirits
Qatari Power Rankings

The Qatar Power Rankings is a power ranking that lists the top 13 players in Qatar's SSB4/SSBU Community
==Super Smash Bros. for Wii U rankings==
===November 2018===
|}
===July 2018===
|}
===February 2018===
|}
===October 2017===
|}
===February 2017===
|}
==Super Smash Bros. Ultimate rankings==
===Fall 2021===
Source
|}
===January 2020===
|}
===September 2019===
|}
===April 2019===
|}
Category:Asian Power Rankings
Quark Mine

A Quark Mine is a trap in Adventure Mode: The Subspace Emissary. Quark Mines are round and black spheres with neon green markings and several spines protruding from its surface. They are similar to Jyks as they either remain stationary or move in a continuous and predictable pattern, but unlike Jyks, Quark Mines can be neutralized.
If the player touches, shields or attacks these things, it sets off an unstable and electrical explosion. The explosion has a high KO ratio, even on the lower difficulty level. If a Quark Mine is approached, its markings turn magenta, makes a beeping signifying self-destruction and explodes. Quark Mines often appear in large groups, which makes them difficult obstacles to avoid. If a single Quark Mine explodes, nearby ones may also be set off in a chain reaction if they are in close enough proximity. Quark Mines are not affected by non-damaging attacks such as F.L.U.D.D. or Water Gun.
One group of Quark Mines in the second portion of The Subspace Bomb Factory operate differently from the others. If a character happens to approach a certain area (e.g. a platform), Quark Mines are quickly dispatched and attempt to ram themselves into the player.
Most Quark Mines are found on the Isle of the Ancients, in its Research Facility and Subspace Bomb Factory. Others can be found in The Wilds, on the Halberd and throughout The Great Maze.
A specific Quark Mine in the Halberd reveals an Orange Cube if it detonates close enough to the cracked ceiling.
==Gallery==
File:MineWarning.jpg|A Quark Mine. Note its magenta hue, which indicates its potential self-destruction soon after.
File:MineExplosion.jpg|The explosion of a Quark Mine.
Category:Common enemies
Category:Subspace Army
Category:Super Smash Bros. universe