Warp Mine

The **Warp Mine** is a Gadget in Counterpick Labs. It is a stylized grey landmine with a red antenna.

## Moveset

 Forward Special (tap)
 Forward Special (hold)
 Up Special
 Down Special

## Tips

### With

* Try to keep a mine onstage at all times. This is useful both offensively (you can hit people into the mines for big combos) and defensively (as long as there is a mine up, you can always recover.) Replace your mines whenever you detonate them, or when there's space between you and your opponent. Placing mines high on platforms can make them harder to reach.
* While the mine is destructible, destroying the mine forces the opponent to attack it, potentially leaving them open. Try to avoid getting hit at the same time as your mine, however.
* When the opponent gets knocked off stage, place a mine down. This allows you to go as deep as you want to edgeguard them without fear of being unable to recover.
	+ This works especially well as Chakram and Pincers due to their powerful edgeguarding tools.
* Thrown mines can easily be intercepted by nearby opponents. Try mixing up your recovery with jumps, airdodges, and self-detonations.
* Putting a mine between yourself and your opponent forces them to deal with it by either jumping, attacking, or rolling, making their actions much more predictable.
* Thrown mines can sometimes be used to extend juggles if you can't reach your opponent before they land. Throw a mine where they're going to land and detonate it to pop them back up.

### Against

* In general, Warp Mine's recovery tools are very exploitable, especially when it doesn't have a mine up. Onstage mines can be safely destroyed if the Warp user isn't nearby, thrown mines are extremely predictable and can be intercepted by an attack, and self-detonations are also very predictable and have low range at high self-damage. Try to get them offstage as much as possible, even at low percents.
	+ In particular, self-detonations give little or even negative vertical distance at low percents, meaning that offstage spikes can KO Warp Mine incredibly early.

## Version History

### Patch 0.14.0

  **[+]**  Reworked side special ability (warp mine toss). You can now hold the special button for a slower, stronger toss that explodes on contact.

  **[-]**  Added 1 frame of end lag to "light" toss (tap side special).

  **[-]**  Slightly increased size of mine's hurtbox.

  **[-]**  Reduced damage required to destroy mine. This allows chakram's jab #1 to destroy mines.

  **[-]**  Slightly reduced size of warp mine explosion.

### Patch 0.12.0

  **[-]**  Self-detonation now deals 80% hitstun rather than 75%.

  **[-]**  Increased end lag of teleport (+5 when teleporting to the ground, +3 when teleporting to the air).

  **[=]**  Teleport now has distinct animations depending on whether the player is teleporting to the ground or to the air. Teleporting to the air now freezes the player in place briefly before gravity takes effect (this change does not affect total end lag).

### Patch 0.10.2

  **[-]**  Teleporting no longer grants immunity.

*These changes are largely for QoL, but they also strengthen the counterplay against teleports. Previously, players could correctly read a teleport attempt and throw out a hitbox at the target destination, but still occasionally fail to connect due to the invulnerability. This felt unfair, especially given the relative difficulty of predicting/reacting to teleports.*

### Patch 0.8.0

  **[-]**  Reduced blast radius of warp mine.

### Patch 0.7.0

  **[=]**  Renamed "warp bomb" to "warp mine".

  **[-]**  Slightly increased size of hurtbox.

  **[-]**  Destroying warp mine now incurs only 1 frame of hitlag.

### Patch 0.6.1

  **[-]**  Increased hurtbox size of warp bomb.

### Patch 0.6.0

  **[-]**  Warp bombs are now destroyable.

  **[+]**  Reduced warp bomb placement end lag by 5 frames.

  **[+]**  Reduced warp bomb toss startup by 2 frames and end lag by 5 frames.

  **[+]**  Hitstun when self-detonating is now reduced by 25%.

  **[-]**  Slightly reduced size of warp bomb explosion.

  **[=]**  When both players are using warp bomb, the remote player's (or second player's) bomb will appear blue instead of red.

*This is an experimental rework intended to make warp bomb more interactive, both for the user and their opponent. Previously, recovery with a bomb onstage was a little too good (with little counterplay available), and recovery without a bomb was a little too poor. Usage revolved around simply placing a bomb, and then teleporting to it when needed. These changes should add more counterplay while also making warp bomb users less reliant on having a bomb out. Because these changes promote more usage of the "bomb" part of the gadget, its sizable explosion radius was slightly reduced.*

### Patch 0.4.0

  **[+]**  Warp bomb can now be thrown or placed even when a bomb is already out. When a new bomb is placed, the existing bomb will disappear. Warp bomb controls are now more consistent: neutral special will always place a bomb, side special will always throw a bomb, up special will teleport to your bomb (or do nothing if no bomb exists), down special will detonate your bomb (or do nothing if no bomb exists).

*This increases warp bomb's utility in certain situations. The controls should also be less confusing once you get used to the changes.*

### Patch 0.2.0

  **[+]**  Decreased length of throw animation.

  **[+]**  Increased throw distance.

*Partial reversion of a pre-launch nerf. Should make the bomb more useful as a projectile/zoning tool.*

### Patch 0.1.4 (pre-release)

  **[=]**  Tweaked teleport behavior. When teleporting to the air, players will start falling sooner. When teleporting to the ground and immediately getting spiked, player will now pop upward instead of getting hit into the ground.