say you had the oppourtunity to make a 6 strength teamwork attack then a fighting power card attack
even tho your opponent had more venture than you and had no way of defending anything you could've done
and those attacks still wouldnt give you the win
even tho a character wouldnt be ko'd and u had no attacks available afterwards
why not make the tw attack instead of only using the power card
and all this typing's making me hungry
well, there are a lot of other factors that would go into that decision.
how close to the Power Pack?
how many characters left for you and opponent?
how does Venture look (missions, not the battle)?
etc, etc, etc.
short answer, is if you know the Power card will land (or even to draw a placed EE), then you weigh the outcome you know (or likely), and determine if you'd rather land both or keep the TW for later. hypothetical situational play-calling is tough in this game. It's a lot like football that way (or any sport with play-calling, depending on your knowledge base)
like i said basically
2 undefendable attacks instead of 1
my basic point is that 2 straight attacks are better than 1 knowing full well that they're free hits
especially when i have only 2 character and my opponent 3 or all 4 character still
not to mention the possibility of a duplicate 6s tw next battle