Dark Man 3

the third of the four Dark Man robots created by Dr. Wily to assassinate Mega Man in Mega Man 5. Dark Man 3 is a sniper type model, his right arm being a cannon able of rapid-firing energy projectiles at any angle. He lacks the electromagnetic barrier from Dark Man 2 and 4, but in exchange he can perform high jumps and his chest can fire ring shaped beams able to paralyze his enemies.

Overview
At a first glance, Dark Man 3 seems like a below-average buster class. Sure, his primary fire does 12 damage, and his altfire stuns people, but you lack movement options. From an average movespeed and jump, it seems like he has a lot lacking. That is, until you press item, and discover, that Dark Man 3 is the only character in this entire game to have access to a railgun. If you can see someone, you can shoot them. The world is your playground, but it's up to you to take advantage of it.

Main
Dark SMG/Dark Sniper

Dark SMG is Dark Man 3's intial form of attack upon spawning in. Characterized by DM3's silver railgun, this is a spread of buster shots that come out in bursts of five. Upon using item, it becomes a high powered sniper shot that deals more damage the longer it travels.

Alt
Stunner Rings/Sniper Rings

Dark Man 3's alt fire has him project 3 Stunner Rings from his chest. These are slow moving projectiles that deal 5 damage and stun any enemy they contact. Upon scoping in, it becomes a single projectile that moves extremely quickly.

Item
Iron Sights

Dark Man 3 will Scope in, decreasing your field of view, but zooming in on where you're currently looking. This helps to make more precise shots, oh, and did we mentiom it changes your SMG into a railgun yet?

Basic Tips & Strategy
General strategy

Gondola V1.8

 * Using item spawns a small laser sight that follows where you are aiming
 * Dark Cannon and Dark Rings no longer have rightwards offsets

Gondola V2.4.1

 * Ported from classes-v9fh.pk3, following are edits made to CBM base
 * All shots now have FX on death
 * SMG damage 6 > 5
 * Uncharged snipe shot damage 25 > 15
 * Fully charged snipe shot 40 > 25
 * Scales up to 45 damage at a distance

Gondola V2.4.1H

 * Jump frames edited and added by Greg.EXE

Gondola V2.5

 * Health 85 > 100
 * All shots are now suckable by Saturn
 * Fully charged ping sound reverted to core sound
 * Scoped Dark Ring now takes 1/2 ammo bar from 1/3
 * Scoped Uncharged mainfire speed 100 > 120, now matches scoped Dark Ring

Gondola V2.6

 * Health 100 > 85
 * Time required to get max charge doubled
 * Max charge scaling shot replaced with 25 damage hitscan shot
 * Charging creates UEC aimpointer
 * Railgun pointer appears at 75% charge at 10% translucency, gains full transparency at full charge
 * Scoped Dark shot damage now scales with chargetime (min 12, max 24)
 * Scoped Ring now requires/consumed full clip instead of half
 * Zooming reworked
 * Pressing item once gives the user 1.5x zoom, pressing it again activates 2.0x zoom
 * Removed slowdown/jumpheight reduction while zoomed in

Gondola V2.6.1

 * Health 85 > 100
 * Double zoom removed, only goes up to 1.5x Zoom instead of 2.0x

Trivia

 * Add some trivia and lore! Try to stick to lore about the character's move-set or the community (like how NeedleMan plays like TF2 Heavy), and not about the character itself.