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. Each hit deals 1% damage, but the move has very low knockback and hits 8 times per second, so it can easily rack up damage if the opponent does not SDI correctly.
While grounded, Pit cannot move after the initial dash forward, which leaves him vulnerable to options such as jumping over him to attack from behind and ranged grabs like Link's Clawshot. When used in mid-air, Pit initially moves forward, and then can move backwards and forwards freely. However, the move's relatively high ending lag can lead to self-destructing if it is used offstage.
There is a small push effect in front of Pit once the move is ended, making it harder to punish from the front. Combined with the move's ability to continuously reflect ranged attacks, Angel Ring can be useful for pressuring heavy projectile users, characters lacking good approach options, or opponents stuck in areas too tight to easily maneuver around the prolonged attack. One notable example would be using Angel Ring to pursue Samus, as Samus cannot simply stop Pit with her Charge Shot or pressure using missiles. Instead, the Samus player would have to rely more on grabs or dodge through the attack's startup in order to hit from behind.