first off when I say WS B or WR B I mean the same thing just to be clear, I'm trying to start using WR as the abbreviation
What I mean is, if you get hit by 2kB you will be hit into the air. However, if you block the first hit and get hit by the second hit, it will not hit you into the air. Also, if you are on the ground and get hit by the 2k part and try to stand up, the B will hit you, but in this case as well you will not be knocked down. It will put you into a crouching state and he has so much recovery that you can hit him for free with WR B even though he just hit you. Record mitsu 2kB > hold G in training mode and play the recording to test this stuff.
The way to do GS mixups is to do a GS, but wait till the GS ends, then go into a WR/FC mixup. WS B and throws are the usually the best moves to use for mixup here
example of using GS move by itself would be A+G throw > 236B. if they try to attack or crouch they will be hit. also if they try to sideroll they will be hit, though this will hit them far away and your pressure will end. make sure to mixup whether you are using GS B6 or GS . once they are blocking it a lot you should start doing 1[A] mixups
It is annoying trying to get people to stop ducking with nightmare but your best bets are 3B and 33B from standing. for a safe move you can try 11K. from crouch WS B is excellent for hitting crouching opponents because it is very fast and gives good combos. this is why GS (end) WS B/throw mixup is good
I'm glad you actually looked at my guide, sometimes I think it just gets ignored. About the frame trap section, I use the term loosely. All it is saying is that you have the advantage after those moves in those given situations.
examples:
block example- a:G+A slow input is +7 or more on guard, so many attacks will beat the opponent if they attack
normal hit example- WS K gives a lot of advantage on hit, +5 maybe. if you are pretty sure the opponent will attack you can 4KK for good damage. if unsure, just go for 1K
CH example- 1K is +2 on CH, this means that if you do another 1K or a WS K after it hits, you will beat nearly all attacks. only very fast highs can beat those moves, and if they start doing highs you can just do things like CH 1K > 66K6 or CH 1K > FC grab
based on the enemy's attack options changes your frametrap usefulness. for example, siegfried cannot hit nightmare for doing CH 1K > WS K, but sophitia can if she does her fast AA.
stance frametraps are also complicated, but hopefully this gives you some idea what I'm talking about. if you need more explanation on frametraps ask away