Pdive - Travels at a 15 degree angle. Combo tool with plenty of untech time. Can be canceled into an airdash or into specific special moves (more dives or note) after frame 9. If it hits low enough I-No will land and can link into 5H.
Kdive - Travels at a 30 degree angle. Knocks down with plenty of untech time. Prorates 85%. Hits overhead but can't be used as a starter even with RC when it's a ground hit. Damage nerfed to 30 from 35(AC value). Patch 1.1 added a little extra bounce on CH that pushes the opponent closer toward the corner, and you can now combo from ground CH if you spend 50% to RC. Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, but at least it's there. Now causes a floor bounce when fully charged that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.
Sdive - Travels at a 45 degree angle. Knocks down, but wallbounces on air hit in the corner. Scales RISC by 19 points, prorates by 70%, and can't be used as a starter on a ground hit outside of the corner even with RC. Given the proration and harsh scaling, it's not recommended to RC on air hit for a combo anyway, unless it'll kill. Damage was reduced from 40(AC) to 30. Probably I-No's most nerfed move. Patch 1.1 now causes an extra little bounce on CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce. You can RC to combo off of a CH at mid screen, but since this is even more prorated than Kdive and scales harder than Kdive you're going to get crap damage. Now causes tumble when fully charged, and it lasts long enough that you could combo into STBT-H if your timing is spot on. Damage is still ass, but at least there's a reason to charge K and S dive. When a fully charged version scores a CH, you get the charged properties instead of the CH properties.
Hdive - Travels horizontally along the screen. Low damage, but multi hit. Can be used in character specific combos that emphasize meter gain over damage. Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch them off guard and hit them you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing you can potentially combo into c.S for a more substantial combo. Usually though, you'll just get knockdown (or they'll tech). If they react too slow to AA you and block, you're safe if you spaced it just right. Great it certain matchups for dealing with certain tools, like SlideHead.