This is going to be an interesting subject to explore as far as team dynamics go. Post here moves that become more useful using the team mechanics, and explain how and why.
Bob’s ff+1+2 throw
One of the nerfs to the juggle starter throw from T6 is that now it it flips the opponent, and gives you a really shitty juggle that does 43 damage max and no oki. But if you instead start with ff+2 into a tag assault that flips them over, you get overall 68 + oki. That’s a huge buff compared to most tag assaults, and makes Bob’s throw game dangerous again.
In Tekken 6 Zafina had to choose between a simple ws+2 (punishable on block, gives juggle) and ws+2~d+3+4 (doesn’t give juggle but safe on block because of the automatic back roll).
Now with the way tag launchers work, Zafina can option select and input ws+2~5~d+3+4. That way she gets the best of both worlds, and a safe ws launcher. If it hits, the other character will come and can proceed to juggle. If it gets blocked, Zafina will go into her safe back roll.
Anna’s FC d/f+2
Anna’s sweep doesn’t not give her much in solo mode. She can hit with FC d+3,2 but that’s about it. But in a tag team, since d+3,2 also happens to be a taggable launcher against a standing opponent, it can be tag cancelled into the partner. This Allows Anna to get a full juggle (that also removes red life) off of her sweep. For example: FC d/f+2 d+3,2~5 (tagging to zafina) 1+2 b! f+234 for 63 damage. (And more if you are going to use TA.)
Lee’s d/f+323 and ws+32
Both are taggable launchers against a standing opponent, and both can be used after a bound to produce a nice wall carry. If you use them to get the opponent to the wall at the end of the juggle, cancel them into a tag, and do the wall combo with the partner. That way not only you can do more damage (if the partner has a better wall combo that Lee’s) but you also remove red life.
Post more examples if you have any.