Fate is honestly pretty easy. Most conflicts will act the same, as said above. And sometimes as a GM, you just have to make a call on what makes for better story. AN EXAMPLE:
In the Dresden Files Noir game I'm running, we have two social characters. One is a White Court Virgin who operates a Speakeasy, while the other is a Man of Faith Pianist. Their combat skills...suck. And their stealth skills...suck. Luckily there's a Warden character for combat and a Werehawk for stealth. Anywho, they tend to rely on each other for social conflicts since they tend to be the distraction a lot, using an act they have of being an actor and actress too dumb to know any better who stumbled across one of Capone's warehouses and accidentally bumped into the guards. One would initiate the social combat, while the other would either make their own "attack" if the target had a pretty low chance of winning, or would do a supportive maneuver to play off what they're doing. And I'd let them invoke the aspect they shared from chargen, since DFChargen involves you having at least one aspect backstory shared with another in the group.
They managed to convince two of Capone's thugs that they'd be great in pictures. But yeah, just treat conflict as normal, and use your intuition when they want to do something you're not sure they can. After all, as GM you technically don't have to follow any of the rules given. You can use them at your discretion.