I would also point out that cancelling a dp into air shadow laser isn’t safe - if your opponent is trying to punish your dp, it’ll hit them. If they’re waiting to bait the laser, they can block it and punish it.
Also, because of the long recovery on throw whiffs, I would recommend backdashing (Fulgore has a great backdash) on wakeup rather than throw teching if you think they’ll try to throw you. This will allow you to punish with fHP and get a combo, and isn’t as vulnerable to meaty attacks (attacks which hit you at the exact same time you get up). Throw techs are still good for when your opponent walks up to throw you in the neutral and you don’t react fast enough to jump or backdash.
Opponents with multi-hitting moves will be able to both meaty you and catch you when you’re backdashing (as there is a vulnerable period after the invincibility) simultaneously, so keep that in mind - when you don’t have meter to shadow counter, your opponent will be able to abuse these on your wakeup as only your dp will outright beat them. See Jago’s fHK.
And against aggressive players, knowing the frame data on their opener specials is key. A lot of characters have openers which leave them close and slightly negative on block (you can attack before they can) - don’t let players try and keep attacking after these, make sure to put in a jab and take your turn to be on offence. Same with TJ’s heavy powerline punch. Especially if they don’t have the meter for an invincible reversal. When they start blocking your jab, you can start doing some mixups with throws and overheads.
Even if a character’s special leaves them negative but outside of jab range, you might want to often put in your fastest normal that reaches them in case they try a projectile or jumping or something.
Same with punishes - work on punishing TJ’s flying knee and tremor specials, and also on punishing Rash’s wicked tongue with jab and his wrecking ball with a dp as it leaves him airborne. For instance, Riptor’s predator stance MK (3-hitting overhead) is -3 on block, so can actually be dp punished if close enough. If you keep punishing well, you’ll do more damage, get more time on offence, and your opponent will be scared to use some of their options.
I would say Fulgore has a more difficult time on defence than some others, all down to his difficulty in gaining meter. If he doesn’t have the meter, he can’t use his projectile invincible shadow move, or shadow counter, and will miss out on some guaranteed punishes as well as have to take multi-hitting moves in their entirety. His dp and backdash are risky but vital ways to avoid pressure, so make sure you really make the most of your own offence when you get the chance to avoid having to go on the defence again.
Also, you don’t have to always be in your opponent’s face; if they’re backing you towards a wall, you can backdash then throw some fireballs and teleport away, or throw out some pokes to catch them walking forward, or dash up grab, or walk up and jump over them, or be patient and see if they jump or make a mistake.