my one useful discovery
Blazing End Footstool
The most well known Blazing End follow-up is footstooling an opponent out of the move and airdodging down, thus sending them into a techchase situation. This has potent follow-up potential off a jab lock, with a jab lock being up to +20 on the opponent. However, because of the lag from the airdodge, it can be hard or sometimes impossible to effectively chase tech options when an opponent does tech. This is most evident vs fastfallers, as they hit the ground sooner after a footstool.
Another follow up option is to use a phantom footstool before the opponent is launched, allowing Pyra to skip the pickup animation and chase their launch from Blazing End. This is performed similarly to the techchase setup, but Pyra must footstool earlier. These have not been investigated much, and so not much is known about applications.
Additonally, check out the GiMR video "Blazing End" (linked to the side/below) for another powerful footstool setup using platforms
Blazing End Pickup Skip
Blazing end also has the ability to true combo, frametrap, or simply set up well for a followup via using pickup skip, most commonly from Pyra's shielddrop, platform drop, or jumpsquat animations, but also possible to do using any animation besides most basic movement animations.
The simplest and most consistent Blazing End combos are the ones that are on flat ground, being into jab or grab. To perform these, simply throw Blazing End vs an opponent on the ground (note that the melee hit from Pyra's arm will throw them into the air and make this less consistent or even impossible), then run up and shield right outside of Blazing End's spin. When the final hit of Blazing End happens, let go of shield and buffer your option. Note that if you buffer a horizontal input you may accidentally walk and thus no longer skip the pickup animation. (Twitter thread with demonstration)
BE -> Jab works universally, while BE -> Grab is only against fastfallers. These only work up till BE sends into tumble around 20%.
Additionally, using platforms can extend this window for Jab to higher percents, or can allow new combo routes. While Jab works similarly to before, for all other combos with platforms, Pyra must perform a SH forward BE to be able to reach the platform in time for shielddrop skip to provide enough frame advantage. (Twitter thread with demonstration)
Advanced Blazing End Combos
Blazing End can also true combo into a grounded footstool versus some characters, which in turn can true combo into up-b, item tosses, or down air depending on the character. These combos, called Blazing End grounded footstool combos, abbreviated BE gFS, allow for theoretical much higher reward off of landing a Blazing End at 0%. As I have just recently discovered these, very little is known about them, aside from faster fallers being easier and more consistent to land gFS on. See the attached videos for examples of potential combos, but keep in mind that these are currently proof of concept.