By the way, I heard that Vectoring is gone and DI is back. So... Can someone explain what that means, exactly? And is this good or bad for Robin?
In the shortest of terms possible: Vectoring greatly increased your life-span against attacks that sent you upwards by holding down on your circle pad, and as well as improved your ability to get out of combos sooner by holding upwards. This, in theory, is no longer the case.
To go into depth:
In a DI situation, if you are knocked upwards, you should instead influence the trajectory of your character by holding left or right on the cpad/control stick. If you imagine the blastzones of the stage as literally being a box:
You can elongate the time it takes for you to reach the blastzones by altering the angle you are launched, thus giving you more time to regain control of your character and experiencing the maximum possible launch distance, thereby allowing you to live longer. To imagine this: if you travel 50 meters straight upwards from the bottom of the screen starting from the horizontal centre of the stage, you'd die much faster than if you were going diagonally. If you go diagonally, the net amount of knockback has a greater chance of being accumulated, and you are more likely to regain control before you die.
Vectoring had a most notable affect on attacks that kill vertically. Since Robin's LS uair is one of her better kill moves, the end of vectoring would most likely serve to benefit Robin. It also means Robin may be more succeptible to combos because you can't vector out of combo-oriented throws as easily, but that benefits Robin as well since we may now have combo options out of dthrow that we never had against player-controlled characters prior.
I don't think it'll mean too much for any character though, you'll just have to get used to holding in a different direction.
This is not necessarily the case.
It may be a bit early to say, but studies so far suggest the actual influence of directional influence is nowhere near as strong as the movement generated my vectoring. Vectoring a vertical launch in essence, to put it into crude terms, is "down minus up". That is to say if your character was travelling upwards at 100 units/s, and vectoring was 20 units/s downwards, you would have 80 units/s of upward momentum remaining. In the situation of DI, you are angling yourself sideways.
Even if DI had any level of notable potency (yet to be proven), there are numerable realistic situations where the maximum possible effect of DI can't come to fruition. For instance if you are knocked diagonally from the centre of the stage, at some point you either die because you travelled too far left, or you die because you travelled too far upwards. The mathematical constant of vectoring, with basically a subtractive nature, would mean you can just go "less diagonally upward" up to an even greater percentage until it no longer mattered.