Ok, so we get a gimmick, two Pokemon named after martial arts actors and a baby, as well as quite possibly the most annoying method of evolution ever (this is basically the gimmick, but it gets far worse).
We'll start with the baby, Tyrogue, which is easy to comment on with regards to the stats: they're all 35... Yup, awful, but the gimmick requires balance here as the evolutions depend on the change in stats as they grow in level (see each one later). You've got here a fighting-type with guts (boosts attack when hit with a status problem, so probably pair this with facade), steadfast (raises speed every time you get flinched), and the hidden vital spirit (prevents this Pokemon from falling asleep). These are all OK, with guts actually being quite good, and vital spirit having its uses.
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Oh my God! Miley Cyrus? |
You only get four moves by level up, which you actually start with. These moves are tackle, helping hand, fake out (hits first and makes the foe flinch on the first turn, with a base 40 physical normal) and foresight (removes the immunity of an opposing ghost-type to fighting and normal moves). The TM spread is rather standard as well, if a bit limited. Brick break and low sweep are good physical STAB choices, whilst strength is a good shout, and earthquake is available. Sunny day and rain dance are available, so you could setup weather, frustration and return are good calls, protect is almost essential for something this weak, and facade is arguably the best move you can take as base 70 normal physical which doubles with a status problem (add in guts' 50% attack boost and then throw on a toxic orb, you get some very damaging turns before it's finally eaten your HP). Rest, thief, rock slide, bulldoze, round, sleep talk, toxic... Yeah, take your pick.
So if you've bred out from the other Hitmons, you can get bullet punch as a steel priority physical (base 40), counter, endure, feint, mach punch (basically bullet punch but fighting, not steel), hi jump kick (hugely powerful fighting physical at base 130, but if you miss, you get badly hurt), rapid spin, pursuit and vacuum wave (basically a fighting special priority base 40). The tutor offers covet, helping hand, low kick, role play (but don't give your foes one of your good abilities!), snore and uproar.
Now's where it gets annoying, this Pokemon becomes a choose your own adventure based on the distribution of attack and defence stats (don't confuse the stats with base stats, as EVs and IVs affect the final stats). If you wind up with higher attack than defence, you wind up with
Bruce Lee Hitmonlee. Base stats wise, you go to 50 HP, 120 attack, 53 defence, 35 special attack (seriously!), 110 special defence (really quite good, as a nice surprise), and 87 speed. The abilities have changed, too, bringing in limber (can't be paralysed), reckless (recoil moves hit harder) and the hidden unburden, which is totally worth it! Unburden doubles your speed when you lose your held item, whether by use (like eating a berry, or using a sash), and the doubling also includes the investments. Aside from the special attack, the only other stagnation is in the typing: fighting only.
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Yeah, this doesn't look all that much like Bruce Lee. Miley was the better look-a-like... |
You start off with reversal, which hits harder the more injured you are, so basically build attack and speed, focus sash, make sure you're fragile, get hit down to 1HP (saved by the sash), and then profit. If you actually want other moves, you can grab close combat, which lowers your defences when used but is base 120 physical fighting. Mega kick is a base 120 physical normal but lacks accuracy at only 75. Revenge is a move with reduced priority, base 60 physical fighting, which doubles in power when you've taken damage in that turn. Double kick's effect is rather obvious, hitting twice with base 30 as a physical fighting. Meditate boosts your attack by one stage, rolling kick is a fighting physical base 60 with 85 accuracy and a chance to flinch, whilst jump kick is just a weaker hi jump kick, as previously mentioned. You can also get brick break by level up, along with focus energy and feint, followed by hi jump kick in the level order.
Mind reader basically makes your next move hit regardless other than if they protect, foresight has been explained, wide guard defends the team from multi-damaging moves like earthquake (basically ones that hit the whole team), blaze kick has base 85 physical as a fire move, and endure means you will survive, so could setup reversal, and then you just get mega kick, reversal and close combat.
The TM list gains little, but what it does gain is rather good, with poison jab, retaliate and stone edge, and the tutor now introduces bounce and focus punch.
If you had higher defence than attack, you get a different result from evolution at level 20:
Jackie Chan Hitmonchan. Again base 50 HP and 35 special attack, with 110 special defence, but attack is only (I say only) 105, the defence is up to 79 and the speed is 76. In my book, the boost to defence isn't worth the loss of speed and attack, but you do get different moves and abilities. Oh, and hey, the abilities are again all different to make things really nice and easy (haha... brilliant): keen eye (prevents loss of accuracy), iron fist (punch moves gain 20% power) and the hidden inner focus, which prevents flinching.
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Again, not really Jackie Chan... |
You start with the familiar close combat, focus punch and revenge, along with counter (if the last damage incurred was from normal or fighting then counter will do twice as much damage to the foe as they did to you), and comet punch (base 18 normal physical hitting 2 to 5 times, averaging out at just over 3 times). Agility boosts speed by two stages, whilst pursuit, mach punch, bullet punch, feint and vacuum wave have already been discussed and bore me too much to rewrite. Quick guard defends against moves that have increased priority, and you can get the three elemental punches (fire, thunder, ice, all base 75 with the chance to inflict their status). Sky uppercut has 85 power as physical fighting and can hit flying, bouncing and sky dropping targets. Mega punch is less powerful than mega kick (80) but has higher accuracy (85) whilst remaining physical normal. Detect is basically protect, and the final three moves are counter, focus punch and close combat.
The TM list is identical to that of Hitmonlee, the egg move list the same as that of Tyrogue. The tutor list takes that of Tyrogue and adds in the elemental punches, as well as drain punch, which could be useful.
Here's where it gets REALLY stupid: to get the other Hitmon, Hitmontop (which represents capoeira), you need equal attack and defence, which is insanely hard to get. If you manage this, you get the 50HP, 35 special attack and 110 special defence, and a mere 70 speed. Even stupider, of course you get equal physical stats, but at 95, that's actually better defence than the one where you focused defence... Why? You get the cool abilities of intimidate (lowers the attack of the foe), technician (moves with power of 60 or less get a 50% boost, so keep that in mind when choosing from damage outputs) and the hidden ability of steadfast (increases speed when flinched). I cannot stress how cool technician is, since a lot of those weaker moves get nice secondary effects, like greater status affliction chances, or things like ancient and hidden power among others.
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Ok, so this may well be someone like Cristiano Ronaldo, since it's thrown itself over... |
Endeavour, close combat, rolling kick (base 60 and thus technician boosted, hereafter highlighted by *) and revenge appear at the start. Focus energy is still there as a waste of a move, along with pursuit* (doubles in power on a foe switching out, so hits base 80 as a dark physical, normally base 40, doesn't get boosted further than 80). Quick attack* is a nice way to cover for your poor speed, and triple kick has accuracy of 90 per kick, hitting up to three times, increasing from base 10 to 20 to 30 as physical fighting. Rapid spin* is a great niche move, allowing you to clear hazards and trapping things as well as being a weak normal physical move (base 20). Counter, feint and agility are all also on the list.
Gyro ball is a move that hits harder the slower you are, and base 70 speed isn't really slow enough for this to be great unless it gets a technician boost, and I'm not bothering with this too much: it's steel physical. Wide guard, quick guard, detect, close combat and endeavour complete the list.
We've seen the list of moves from TMs before, and the breed and tutor lists are identical to those of Tyrogue.
This list of Pokemon is exclusively male and can only be bred from Dittos, explaining the boring breed list. The movelists are boring (incredibly so) with a lack of variation other than the elemental punches, and with the really annoying evolutionary mechanic (as well as the absurd defence differences between Hitmonchan and Hitmontop (oh, and the odd naming) makes this a line I've pretty much ignored. Yes, there are some uses, especially with unburden or technician, but the lack of raw speed is depressing, and the lack of variety is awful. There are better alternatives, and pure fighting is decent enough but an added type could be great.
(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)