The mine usually keeps them close to the ground making jump in combos tight. For some reason f2 makes the mine launch them higher into the air and when you meter burn it they go to silly heights. I'm not sure of the practicality but I found it strange none the less. Also, if you charge into them right before they hit the ground, the mine resets them. If they're doing anything besides holding down back they're going to get hit. A lot like that lantern otg set up.