Learn frames. Honestly that's the best advice I can give you.
But If You Refuse To Learn Frames Like Say Catman Or MightyOmega...
Rugi is a rushdown character. Make your opponent scared to move by using your step kill (3A, 2KB, 6A, 4A, 22A) then start your mix ups (2KB, 3B, Grabs, 1B) and if you start to get in a jam either back off or 4B like slade said.
Your main pokes are 33K, 2A, 1B, any 6B and 6A. Best whiff punish is 33B or B6 if range is an issue. If you see a high in a string duck it and punish with 236B hold.
If you can upload a match or two I can better your situation with an in-depth analysis.
Unfortunately my video making equipment cannot be set up right now.
I'm still new and learning this game.
I tend to have the same problem with Natsu, Leixia & Maxi players. I have to play keep-away to the best of my ability, but if they get close I get eviscerated. I can't even stand up most of the time. I'm at the point where I can see how to defend against their moves but I can't react fast enough. If I block normally, they knock me down eventually with a low executed in their combos. If I block downwards, well that just leaves me open to everything else except lows and grabs. I don't understand their moves well. Natsu uses that unblockable ground stab when I'm on the floor and I don't even know how to get out of that either.
I have been learning frames lately, so now I am working on getting out of the habit of using silly moves like 8A+B and such. I've been using using moves within a -1 to -8 block range. I only use the fancy moves when I'm 100% sure it will connect after a counter.
Generally as far as getting rushed goes, they seem to block or dodge+punish even my fastest moves such as 1B. I notice a lot of step kills are horizontal moves and one kick, so I'm going to try and use those more when they're closing in.
I have no excuse why, but I NEVER back up. I tend to try and sidestep and avoid an attack or just wait for an opening and go straight in. I will definitely start applying it. Maybe that is my problem. I guess I'm just afraid of getting caught with a long range move or getting stuck in a corner.
I apply these step kill moves and usually these moves are timed wrong. I have an especially hard time using 22A. either it whiffs or they block or hit me before it has a chance to connect.
4B at slight negative frames (e.g. just got hit, or had 1B/33K/6A/66A+B/236(B)/etc blocked) will beat the vast majority of pokes and even things like Pat 66B. However the threat of 4B is far more important, since the only way to effectively punish it is to not attack, and if they're not attacking against Mitsu they should be getting poked to death.
Also if they're just up in your face mashing at disadvantage just 1B/2A/6B8/whatever. Pressing buttons against Mitsu while he has advantage is still riskier than doing so when you have slight advantage, despite 4B.
Some characters, like Natsu and Pyrrha, are exceptions, but for the most part you should be forcing your opponent to respect Mitsu's offensive options by poking them into submission before attempting heavy 50/50 options.
Good point with the 4B.
I tend to be more of a defensive player. Going on the offense tends to get me killed. I guess what I need to work on at this point is playing the offensive game while respecting the frames.