If the special button is pressed once, Pit will perform a short dash forward while spinning his bow, then stop. To keep the bow spinning, the player must press the special button repeatedly, like Sonic's Spin Charge. Pit cannot move after the initial movement forward, which can leave him vulnerable to things such as to opponents that jump over Pit to attack from behind, as well as to any ranged grabs like Link's Clawshot. It does 1% damage, has very low knockback, and hits 8 times per second, easily racking up damage if the opponent does not SDI correctly.
When Angel Ring is used in mid-air, Pit initially moves forwards, and then can move backwards and forwards freely. Due to the move's relatively high ending lag, Pit could self-destruct if it is used offstage.
Being able to reflect projectiles as well also puts the opponent in a very pressuring situation if they are not very good at approach options, if the stage space is rather tight to get around the Angel Ring through other means or if the opponent is a heavy projectile user. One notable example of the latter would be Pit using Angel Ring to pursue Samus, as Samus can not simply stop Pit with her Charge Shot due to Angel Ring deflecting it, nor can she Missile very often. Instead, the Samus player would have to rely more on grabs or simply dodging around it during its initial startup, making sure to dodge the opposite direction it is coming from, in order to pursue from behind.