One thing you might want to ask yourself is whether or not getting in is the problem in the first place. A lot of newer players’ perceived turtling comes from not mixing things up whatsoever. Assuming you get to the other player it shouldn’t be that hard to take damage from them.
I think one problem a lot of people have with the game is that they’re stumbled as to why their cross up mk, jab, jab, jab loops aren’t working, and why their throw always gets teched after one tick. Another thing is that players will learn a few combos in training mode and just expect to be able to land them without having to think about setups. “Goddamn: Fierce Punch, LK Tatsu, Fierce DP, I know how to do it but they only block! Let’s try another random focus, and if that doesn’t work I’ll do a risky jumpin” The truth is, most of your damage probably isn’t going to come from big Juicy punishes, but from all of those seemingly insignificant things you do, like opting for a delayed crouch mk instead of walking forward and throwing (counter hit their tech attempt), and alternating the spacing of your crossups, or using overheads (in other words being ambiguous). Once you have 2 bars of metre, your opponent has to basically guess between FADC Ultra and throw. Just food for thought.
If getting in is actually the problem though, you’re just going to have to work on counter poking, baiting, and depending on the character, sitting on the life lead.