360 + PUNCH
T. Hawks command grab inflicts massive damage and even the threat of the attack can be used to make the opponent do certain things, such as jumping which you can punish. You can use this to punish attack or set it up after a a Crouching Light Kick or Punch.
FORWARD, DOWN, DOWN-FORWARD + PUNCH
This is T. Hawks go-to anti-air special attack, allowing him to knock the opponent out of the air. The EX version is useful on wake up to get the opponent off you. Follow up with an EX Condor Dive by pressing three punches in mid air after the EX Tomahawk Buster. This attack breaks Armor too, punishing opponents who are charging up a Focus Attack.
IN AIR, THREE PUNCHES
Useful for closing space and punishing opponents who have not recovered from throwing a projectile. You can also land short of the opponent and us eit to set up his command grab or Ultra 1.
BACK, DOWN, DOWN-BACK + PUNCH
This attack is primarily used to close the distance between T. Hawk and the other player. The EX version can go through fireballs as well.
SUPER - DOUBLE TYPHOON
720 + PUNCH
Although T. Hawks EX special moves are good, this Super can be a great attack to finish the round when the opportunity arises.
ULTRA 1 - RAGING TYPHOON
720 + THREE PUNCHES
This will be the preferred Ultra for many players considering it inflicts massive damage and is a great all purpose punisher.
ULTRA 2 - RAGING SLASH
HALF CIRCLE BACK X2 + THREE PUNCHES
This Ultra is useful for opponents who jump away from T. Hawks close range pressure. It can be effective in the corner as well for players why are jumping away from T. Hawks mix up game.
-Works as a set up option if you don't Tomahawk Buster much and do empty jumps. Hits ANY DP clean on wake from close range, so if you're low on life or something and a shoto character is trying to chip you to death with an EX DP it will hit them out of it close range. Also works pretty well on wake up if you can anticipate somebody jumping in on you. (The ultra must be activated right as they leave the ground or you will wiff)