According to an article on Kotaku, a small comment is made that the Power Blows will be allowed in the tag mode of the game. This is certainly interesting to hear, as the tag system has not really been talked about. I still would like to hear more about possible changes to the tag system from not only Dead or Alive 4 but also Dead or Alive Dimensions.
UPDATE: GameSpot has given further clarification on the subject. Not only will Power Blows be in Dead or Alive 5 Tag mode, but they will also be Tag Power Blows. This is a very interesting take on it and brings in a nice way to implement the power blows into its system.
Tag mode has typically been a very deep mode for the series, more than most players give it credit for. It requires synergy between two characters as well as an understanding of the stun, launcher, and juggle system for each character. Additionally, environmental spacing is required to allow for the right juggles, tag timing, and combo ender.
Tag stages have typically been on the low side in regards to stage interactivity. This is, in part, due to the higher RAM requirements to have double the characters available to be used at a moment's notice in the level. So it will be interesting to see how the stage reacts with the Power Blows, if at all.
Source: Kotaku, GameSpot
UPDATE: GameSpot has given further clarification on the subject. Not only will Power Blows be in Dead or Alive 5 Tag mode, but they will also be Tag Power Blows. This is a very interesting take on it and brings in a nice way to implement the power blows into its system.
GameSpot said:One fighter connects with a power blow, but instead of knocking the opponent into the environment, they knock them toward their partner. The partner performs a quick combo and then knocks the opponent into the environment, leading to an environmental attack.
Tag mode has typically been a very deep mode for the series, more than most players give it credit for. It requires synergy between two characters as well as an understanding of the stun, launcher, and juggle system for each character. Additionally, environmental spacing is required to allow for the right juggles, tag timing, and combo ender.
Tag stages have typically been on the low side in regards to stage interactivity. This is, in part, due to the higher RAM requirements to have double the characters available to be used at a moment's notice in the level. So it will be interesting to see how the stage reacts with the Power Blows, if at all.
Source: Kotaku, GameSpot