Ken’s Tatsus are pretty bad against T.Hawk most of the time, that’s true. And Hawk does have some great pokes to counter some of Ken’s tricks, like jab SRKs. Good Kens don’t spam SRKs or throw out Tatsus to close space against Hawk, though. They may bait your limbs into SRKs, but they’re really just trying to get you knocked back to start a zone game. His jab fireball recovers pretty fast, and is sloooooooow…he loves using it to get you to attempt a jump-in or dive so he can punish you; don’t for a minute think that is not what he was expecting. Couple that with his amazing assorted SRK properties (range, first-frame, invincibility, wide hitbox, fast, great recovery), and he can knock you out of the air on reaction on his terms most of the time. You can’t effectively safe jump or cross him up either if he’s competent; even neutral jump baiting him is difficult compared to other matches. It’s just a much harder grind to get in against him.
To add to the madness, staying in on Ken for effective damage is much more difficult than the rest of the cast overall…once again due to his amazing SRK flexibility. He can beat everything with the strong one, catch you off-guard in his face or out of the air with the fierce one, and whack your limbs with the jab version. He’s pretty much tied with Cammy and Akuma, and just a step below Honda for the Hawk lopsided match factor. It’s also tricky to get in on good Ryus, Sagats, Guiles, and DeeJays…but once you’re there, your options are much better, since your risks are minimized in comparison. For example, really good Ryu/Guile players will typically wait for the tick to follow through, then will attempt to reversal your throw attempt. If you know they are prone to doing this, you can tick into Rising Hawk instead, and it will beat their attempt clean if you were both tight with your execution. You simply cannot risk this against Ken unless he is braindead, since he has such good options.
Your best bet is to threaten pokes and stay on the ground as much as possible; if he goes for crouching strong, forward, or roundhouse you have your standing strong, fierce, and roundhouse primarily, and if he has a tendency to use higher pokes or (the much more likely) fireball from midrange, always be ready to Rising Hawk his ass. If you sense he’s getting psyched out, you can threaten walk-up throw more, so it’s very important to draw his moves out by hovering around his favorite ranges (sweep, jab SRK). It’s funny how effective walking back and forth there can be to bait him and set him up for a command throw; it’s probably your best bet in landing them on him (though this is much more difficult online). Remember that he can get desperate or creative by tossing fierce SRKs, Tatsus, and even walk-up throws of his own if you’re unwary or too passive. He can also reverse TK Tatsu to get the hell away from you in a hurry if he has the space available behind him. If he does widen the distance, you have to be patient and do what it takes to get back in range without setting yourself up to get knocked right back out, like openly jumping after him. (If you can read him doing something like this fast enough, though, a quick jump into dive is good as a short distance closer; just don’t rely on it to get you all the way there against Ken.)
7-3? Can’t say for sure from a stats POV, but it’s definitely one of his rougher matchups. Hope this helps!