I'll explain it this way then.
Buffering:
Before learning how to cancel, you should know how to buffer first. Buffering simply means storing motions from the previous move so that you'll have an easier time to input your next move. For example, if you're gonna cancel Ash's Nivose (d_u+K) to Pluviose (qcf,qcf+K), you can charge d,qcf,uf+K > qcf+K. In this case, you added a few extra motions to buffer for Pluviose.
Drive Cancel:
This is basically canceling one Special Move to another Special Move at a cost of half a Drive Gauge. There will be specific frames in some special move where you can Drive Cancel. This is easier to learn if you watched SNKp's Technical References for each character. Not all specials can be Drive Canceled (projectiles, for example) but you can drive cancel into almost everything (just not all of them will connect). Also, you cannot Drive Cancel special attacks on block.
Super Cancel:
This is basically similar to Drive Canceling but you're going to cancel into Super Special Moves instead. Also, unlike Drive Canceling, projectile moves can be Super Canceled. I'm not sure if you can still Super Cancel on block, however.
Hyperdrive Cancel:
Basically like Drive Canceling and Super Canceling while on Hyperdrive Mode. The only difference is, it only uses up a small amount of Drive Gauge as opposed to using 50% (but HD depletes over time). Also, you can HD Cancel even on block.
Max Cancel:
Only works while on Hyperdrive Mode, this is basically like Super Canceling into NeoMAXes. However, it also works while you're in the middle of a Super Special Move. It also depletes the Drive Gauge immediately upon usage.
Really, watching any of the Technical References will help you understand more about these.