Robo Fortune is a bit of a mix of both but she's more closely aligned towards a zoner while having the capability of getting close so you aren't wrong at any of those guesses, Robo Fortune does pretty average damage but because she is a zoner you usually aim to chip them down a bit with your beams or you will have to reset them about 3 times iirc more 4. (some assists may reduce how often you might have to reset)
Usually how you want to play robo will depend on what assists you use, more neutral oriented or defensive tools like a DP move or something like brass would be a more zoner oriented way to play as these will either push the opponent out of the way or it will get them off you when they manage to get close.
A more rushdown oriented version would also include a neutral oriented assist but will also include lockdown assists and maybe even resource acquisition assists such as a train or excellabella or salt grinder.
You can do both things (zone or go in) with whatever assist you want give or take. Usually your strategy is to be annoying and put your opponent in unfavorable situations by leading their approach with how you beam them. In a way you're setting a trap by limiting their approach options (this is a very open interpretation)
The heads also have dual roles, L ram is very good at helping your zoning but also very good at aiding an approach, M mine is a floor trap that can stop people from approaching you or at least delay their approach while also working like a pseudo dp up close (it doesn't always work) H missiles is very good at adding to your chip value as it's plently of chip and lock down in case you want to go in or even tag in a different character
Another use for her heads is that she can jump cancel 5HK on hit for the cost of one head which nets you very neat conversions or a semi reliable overhead that leads to combo.
I hope that helps.