the general idea is that when t. hawk commits, it’s to something that leaves him really opening to all you can do with vega.
abusing your walk speed, poke range, and jumping normals including air grab, you can beat t. hawk pretty easily because a lot of his stuff on whiff is a lot heavier than what your strongest pokes and techniques are against him. that’s the basic idea. vega can dominate with footsies and air grab, and you can run away because i can’t think of a way a good T. Hawk could reliably punish a run away EX FBA with. If T Hawk gets in he has to guess between the backdash and the flip in almost every situation because his stun is really low and he has few option selects to cover a backdash, which a flip beats anyway (though maybe not T. Hawk’s sweep. I just realized that =O )
either way, you can ‘lame’ it out pretty good. not necessarily abusing your defense or anything, because you still have to be diverse on defense (air grabs are really good against him though, cause of his floaty jump. otherwise his jump is so floaty if he tries to beat an air grab with an air to air it’s easy to react and punish).
i dunno, bottom line is you can basically run circles against him. when you’re knocked down, that is also a bad situation but defending yourself, at least against any T Hawk i’ve faced, is usually a lot SAFER than someone like zangief. flips and backdashes are smarter things to do, it seems.
it’s probably a 6-4 matchup. ipw says 5-5, eh says 7-3, i think it’s right there. vega is a pretty fierce dichotomy in that on your feet = domination and on your back = dominated, t. hawk is a grappler of course. if he gets in it can be lights out but you just gotta play safe