Most common hit confirm with most characters is their :d: + :snka: + :snkb:. It only lets you combo after it when it hits. On block it wont cancel into anything. The only exception would be Grant since he can cancel his :d: + :snka: + :snkb: on the first hit only on hit/block.
I’ll list the most common mornals used for each character as far as confirming things into go.
Marco:
-close :d: + :snkb: = from here you can go into either his :dp: + :snka:/:snkc: depending on how close you hit them. The :snkc: version goes in further but if you are in the corner the :dp: + :snka: is the better choice. In the corner this leads to one of his better combos in the corner. :d: + :snkb:, :dp: + :snka:, break, :qcf: + :snkb:, land, :qcf:x2 + :snkb:/:snkd:. You can also just combo/link into his :qcf:x2 + :snkb:/:snkd: super or even his :qcf:x3 + :snkc: using the motion storing method.
-close stand :snka: = similar to :d: + :snkb: you can combo/link into his :dp: + :snka:/:snkc:. You can also combo into his fireball with the close :snka: pretty easy. The far stand :snka: requires the kara techniquie I talked about before recently. Same goes for linking into his :qcf:x2 + :snkb:/:snkd: super or :qcf:x3 + :snkc:.
-:d: + :snkc: = This is rarely used but it actually lets you combo into a lot of things pretty easy. Similar hit to how :d: + :snka: + :snkb: hits. It gives you enough time to combo into all his specials and supers pretty much. Even his :qcf:x2 + :snka: super. It works as a decent anti air.
-:f: + :snka: = This is a pretty common used command normal. It’s an overhead and gives you plenty of time to combo into whatever you want pretty much.
Gato:
-close/far stand :snka: = This links into his punch super easy. If you do the close version you can combo into his :dp: + :snkb:/:snkd: then break into etc as well as his :qcf: + :snka:, :f:x2 + :snka:.
-close/far :d: + :snkb: = This links into his punch super easy just make sure you are close enough so the punch super doesn’t whiff. It’s possible to also link his :dp: + :snkb:/:snkd: but it has to hit close.
-close stand :snkd: = Gives you plenty of time to link into his punch supers. Can also link stand :snka: into his :dp: + :snkd: if you are close enough. Also good for beating out GCs.
Terry:
-close/far stand :snka: = Close version leads to combo into his (:f:x2 + :snka:)x3 or :dp: + :snkb:/:snkd:, break into etc. Can also combo into both of his supers from it. Also combos into his fireball. Can also link into his close :snkc: if you are close enough.
-close/far :d: + :snkb: = Pretty much can combo into everything mentioned before.
-close stand :snkc: = Combos into everything pretty much or leads to another FC into :d: + :snkc:, etc. It can stuff or trade with certain wake up specials/supers. Also the :f: + :snkc: follow up links into his :qcf:3 + :snkc: or just use a far stand :snka: to continue pressure. It puts Terry at an advantage.
Freeman:
-far stand :snka: = This is Freeman’s primary hit confirm into his punch super. You would need to use the motion storing technique to land it consistent in matches. It also lets you continue pressure after you FC it.
-close/far stand :snkb: = You can combo into his punch supers from both versions. Can also be used to combo into his :qcb: + :snka:, :qcb: + :snka:, :qcb: + :snkc:.
-:d: + :snkb: = Good range and combos into his punch supers as well. Aslo combos into his :qcb: + :snka:, :qcb: + :snka:, :qcb: + :snkc: as well.
-:d: + :snkc: = Good hit stun. Gives you time to combo into his punch supers or into his :qcb: + :snka:, :qcb: + :snka:, :qcb: + :snkc: combo.
-close stand :snkd: = Similar to Gato’s but doens’t stun as long and it doesn’t recover as fast. You can cancel the first hit into his specials/supers. It’s also a good anti air when close. It also beats out GCs.