- Do not get stuck between Carl and Nirvana
Generally a bad idea as any hit from Carl leads to a ground loop and potentially the clap trap. Don't make it easy for Carl!
- Oh, no! I'm stuck in the ground loop!
If you have meter, use her dead angle--counter assault (6A+B while blocking). Ground loop lasts for about 13-14 hits which translates into 3 repetitions or so. After that, everything is reset, and Carl gets to mix you up with high/low hits. Keep in mind, you are not knocked down at the end of the ground loop, so now's your chance to get out!!! Remember, any hit leads to another 3 reps of the ground loop, or a knockdown into the clap trap. The last thing to watch out for is that Carl can choose to reset to mixups any time he wants by waiting until your current hit stun is over then going into high/low.
- Drive juggle is hard to connect on Carl!
Because of Carl's small hit box, he needs to be very close and very low for 5D 6B 5C 6B 5C 236D juggle to successfully connect. If Carl is not close and low enough, he can tech before the first 6B connects. If you're not confident, ending the juggle early with 236D/28D or doing an air combo is probably a better idea as Carl has the least life among the cast, so relatively speaking, you're not killing him any slower by doing lower damage combos.
- Oh, no! Clap trap!
If your opponent has perfect execution, go get a drink; this round is over. Alternatively, you can grab break the first grab and immediately burst. If you know your opponent can't execute the loop perfectly for whatever reason (heh, lag), then just wait until Carl messes up and tech! If Carl grabs you too low (about level with nirvana), grab break because the Nirvana will whiff. If this is done in the corner, and you're on the outside (Carl in the corner), then grab break because the break will push you out of Nirvana's range.
- Apply pressure!
Well, this is really a given.