Pyra throws her sword forward, where it spins for a moment, acting as a multihit. While this move is out, she cannot use any attacks, but she can still move, shield, jump, etc. When the move ends, it will fly back to her, (usually, see below) forcing her into a pickup animation. Because your options are so limited during this move, but the reward for landing it is so big, Blazing End is extremely high risk/high reward in neutral. Generally, in neutral it is used to beat projectiles or walling. It is also strong in advantage, allowing Pyra to easily tech chase and edgeguard in some situations.
This move has three parts- the melee, the travel time, and the spin. The melee occurs on the first two frames of the move, and deals much more damage than the multihits. The travel time can destroy other projectiles and is the only part of the move that is reflectable/pocketable. The final part, the spin, locks the opponent in place then deals knockback.
While inputting the move, there are two versions- tilt BE and smash BE. You input them similarly to tilt and smash attacks, except by pressing special. Tilt BE doesn't go as far and returns sooner, making it safer. On the other hand, smash BE travels farther and deals more damage on the melee hit.
When the opponent shields this move, they can roll out during the spin. If they shield the travelling part, you can run up to them and push them into the rest of the hits as a mixup, though this won't be very effective if they know to roll out. The best thing you can do if this move gets shielded or whiffs is just stay mobile and try not to get punished.
The melee hit has a large amount of hitstun so that it can connect into the rest of the move, but this can be exploited by cancelling the rest of the move. For example, if you run offstage and DJ BE towards the stage, the melee will connect, then the sword will bounce off the wall and immediately return. If the opponent was on ledge, they will land onstage wide open for a followup. However, this is extremely impractical, and often will not land in matches.
The melee hit can also clank with projectiles and other moves. If it clanks with a close opponent, the rest of the move will often miss. This clank also allows you to act sooner, meaning you can potentially get better positioning.
There are more practical combos off of Blazing End, utilizing a tech known as Blazing End Pickup Skip. If you are in certain animations when the sword returns to you, you will not go through the pickup animation, allowing you to act immediately. These are:
Jumpsquat - Allows strings, as well as general mobility. However, it is only a 3 frame window.
Shield - Can be used to combo into grab. Is also the easiest way to perform BEPS, as well as just a good option.
Roll/Spotdodge - Not useful in any specific situation, but can be good if BE whiffs.
Shield Drop - Allows many different combos out of BE.
Airdodge - Can be used to waveland, though it's more useful when doing something like recovering.
Ledge Grab - Also useful while recovering. This extends to ledge options.
Ledge Teeter - Can be used to skip pickup while standing directly on the ledge.
Footstool - This occurs while you're in the process of footstooling them, not after you've jumped.
Platform Drop - Situational combos.
Shield drop is among the most useful of these. Animations in smash tend to last longer than their FAF, and in the case of shield drop, this allows fairly lenient combos out of BE. The shield drop animation extends far beyond its FAF, meaning all you have to do is tap shield right before BE finishes, and then buffer an option. It will come out the first frame your sword returns to you. This allows various combos, such as Jab while grounded. However, the best use of it comes from SH BE. After throwing it, you can then jump onto a platform and combo. It isn't immediately obvious why this works, but because the sword is above the ground, and therefore closer to you, you become actionable sooner after the move ends. This allows more combos, such as tilts.
If the sword returns while you are in landing lag, the sword pickup will overwrite it. There is only one situation where this is possible, which is airdodging. Luckily, it is useful in this situation, as the sword pickup animation is only 14 frames long, compared to the normal 20 frames from airdodge landing lag. This allows you to do something known as a BE waveland onto platforms, where you cancel your landing lag with the sword and save some frames.
One final followup off of this move is footstool (BEFS for short), which forces a tech situation. You can airdodge down immediately and tech chase, or try to cover their option with DAir. If you land BEFS under a platform, you can waveland onto it, then tech chase with DAir/FTilt. It becomes much easier to land the footstool after tilt BE, though it's not impossible after smash BE. This is situationally better than true combos, if you are sure you have a read, or the positioning from raw BE is not desirable. If the opponent misses their tech, you can jab lock them. However, it is not recommended you go for this, as the footstool after BE is highly telegraphed, and any competent opponent should tech it.
For a full writeup on BE Combos, check here
Blazing End beating Projectiles
Blazing End will beat any projectile that does less than or equal to these numbers below, unless it is transcendent or has trample:
base damage | fresh damage (1v1 equivalent)
Melee hit: 17% | 17.4% (18.6% | 19.0%)
Linking hit: 10.5% | 10.5% (10.8% | 10.9%)
Spinning hit: Is transcendent, never clanks
All hits have fire properties and so will detonate bomb-like items and not hurt Red Pikmin.
When Melee hit beats a projectile, it will clank, allowing you to act much sooner then BE's normal endlag. Linking/Travel hit has trample, so will never lose clanks.