VIVACE (236A/B)
Carl dashes around the opponent as an evasive, or mixup tool. Using A or B version changes the distance you dash. During pressure with Nirvana, you can cross up opponents guards by dashing around them mid pressure. You can also use this to escape pressure yourself, or do spacing specific combo's with Nirvana. But be careful about how you use it, if the opponent can predict where you will end up at the end of the dash, you are susceptible to being hit easily.
CANTABILE (623C)
Carl summons a toy soldier to trip an enemy, and fling them into the air. Since this is an attack throw, it can be blocked. But on hit, it can go into various combo possibilities, by yourself or with Nirvana.
ALLEGRETTO (214C, in air)
Carl summons a toy soldier with a lance to batter the enemy away. This is Carl's staple move to start combo's and keep them going. One of Carl's tricks is to cancel into this move using Cantabile (Aptly named "Allecan"),for higher level combo's. He can use it to either cancel quickly back onto the ground and continue combo's, or even cross up the opponent, and batter them towards, Nirvana, initiating damaging marionette combos!
LA CAMPANELLA (22D, while the marionette is active, mid-air also)
Carl calls out for Nirvana, and teleports her behind his position. Since Carl does not have very many options alone, he should always be near, or at least setting up to be near his marionette.
Con Brio (623D, while the marionette is active, mid-air also)
Carl commands Nirvana to stab the enemy with her extended nails in a diagonal direction to the air. It is hard to interrupt because Nirvana's upper body is in super armor state, and even if Carl is hit mid-attack, it doesn't cancel Nirvana's action! In Continuum Shift, this move no longer air unblockable.
Con Anima (63214D, while the marionette is active, mid-air also)
Nirvana marches toward the opponent, ready to grab them in range. On a successful grab, she picks the opponent up, and ground slams them behind her, bouncing the enemy into the air. Although it is not often you will land this, it can initiate damaging combos.
CON FUOCO (41236D, while the marionette is active, mid-air also)
Nirvana drills her arm forward in an extremely large horizontal hitbox. This is Carl's stape tactics for advancing on the enemy as it hits multiple times, has such big range, continues the counter hit status (If initially counterhit ), through all the hits, and it breaks one guard primer!
Volante (421D, while the marionette is active)
New to Continuum Shift, Carl commands Nirvana to summon a ball of energy, and launch it across the stage. The start up for this move is very long, but once the projectile is actually created it can't be interrupted. It is a decent move to get the opponent on the defensive and allow Carl to close in. One of Carl's tricks with this is to command Nirvana to execute this move while she is offscreen, and surprise the opponent with an energy ball from nowhere. The opponent can read this though because Carl has an audio cue with the move.
DISTORTION DRIVES
LAETABILIS CANTATA (632146C)
Carl commands a giant set of spinning gears to smash the opponent multiple time before hitting them away. It neutralizes projectiles and bursts, so punishing either is a good way to make this move effective. Beware though, its not a perfect reversal because Carl can be interrupted before the super flash.
RHAPSODY OF MEMORIES ([D]236236, mid-air also)
Carl commands Nirvana to barrage the opponent with a variety of handslaps, punches, and smackdowns. It can be a good reversal tool as it always comes out after the execution, but you are not invincible, so if you are low on life, you will at least trade hits with the opponent before they start being attacked by Nirvana, so beware. Nirvana has super armor during the entire, long attack, and cannot be interrupted. The final hit wall bounces, and is comboable. This attack breaks one guard primer.
Fermata ([D]214214, mid-air also)
Carl commands Nirvana to do a meaty uppercut and send the opponent into the heavens. This move takes an extremely long time to come out, but the hitbox for this move is tremendous. This move also is not interruptible, but is obviously not a viable reversal for its slow startup. Easy to combo into on hit, and on block, it removes two guard primers.
Astral Heat
Deus Ex Machina (?)
Nirvana is commanded to start a 10 second timed bomb, which creates a tremendous unblockable explosion that will instantly decimate the opponent on hit. If the explosion does not catch the opponent though, Carl will have to battle through the rest of the match without Nirvana.