When people are talking about hitconfirms, they are almost never referring to visually confirming of a single attack and cancelling into a special attack.
Hitconfirming refers almost always to multiple attacks being used to see if they are hitting or getting blocked, and then they cancel or add another normal. Though the term means exactly what it says regardless.
With Guy i do cr.lp, lk, this is a chain, so it cannot be mashed through by a reversal. If it hits i go into his target combo mp>hp. If it gets blocked i do a throw or something else.
Cody his basic hitconfirm is cr.lp, cr.lp, if it hits i do cr.mp xx special.
With E.Ryu you do cr.mk xx fireball…always because it is almost always a true blockstring which cannot be mashed through, except from the absolute furthest ranges. If it hits you have enough time to still do the FADC and expand the combo. On block you don’t FADC and thus won’t waste meter.
You can use jump-in attacks for hitconfirms, the medium and light jump-in usually do not give enough hit or blockstun to visually see if they hit or get blocked and decide your next attack on the ground, you are usually commited to the 2nd attack. However Heavy attacks do allow for visually confirming if they hit and basd on that alter your attack sequence. So you can use a more damaging normal after a jump-in. What i do, and alot of others is go into a light or medium attacks anyway after a jump-in anyway. Because the jump-in was the first hiconfirm you only need 1 light or medium attack on theground and you can go immediatey into a more damagig option. On block you gain enough frameadvantageto continue pressure and it is often a true blockstring anyway.
Generally hitconfirms are just multiple attacks to see if they hit so you can go into a bigger combo. Often the best way is to use only two normals for hitconfirming and based on that go into more damaging options. Any more and you’ll be too far away for any additional pressure on block or to get a damaging option, however in the beginning you might need 3 normals. You want to hitconfirm with true blockstrings and chains as much as possible, or single attacks which give you ALOT of time to visually confirm(Cody cl.hp and f.mp for example)
Ryu his cr.mk xx hadouken is not something you are confirming as his hadouken is too slow to delay the cancel.
K-Brad says he can visially confirm Cammy her cr.mk xx spiral, i have not tested it myself but i’ll take is word on it. Anyway i apply buffering of normals into specials and i do not confirm single attacks into cancels. I use these normals outside of their range and they’ll ONLY hit if they walk forward or press a normal themselves.
TLDR;
Don’t use a single attack as a hitconfirm to cancel into a special. Use multiple light attacks, preferably a chain and 2 hits at most as a hitconfirm. On hit you can link into other normals which you’ll then cancel into special.