I love Lancers. My first few times playing through FFT, I pretty much found them, and stuck with them. The one thing that I've never completely figured out is how to perfect the timing using their Jump skill.
With spell casters, it's easy. You look at the target's "go number," and then make sure your spell goes before the target does. In some cases, you can gamble and match the target's "go number," and your spell will manage to fire off first. You can also press one of the arrow buttons on your spell sheet to see the map of what charges will be done when.
But, how long does a Jump have to charge?
I've tested and tested, and seen various results. If you give your Jump a wide CT berth on your intended "Jumpie," you'll have success most of the time. However, on battles such as the notorious 1-on-1 with Wiegraff, the "go numbers" are essentially 1 and 2. There's a far bit of CT count between 1 and 2, but it makes it difficult to judge whether or not a Jump will hit Wiegraff. Nontheless, you CAN hit Wiegraff on a jump occasionally. I'm just not sure how to forcast when I have enough time to charge the Jump, and when I don't.
What would be great is if you could use the lateral arrows to see when your Jump will happen, but it seems that you can only do that when you're picking a spell.
So, veteran Lancers (or BG), what's your rule of thumb on "to Jump, or not to Jump?"