I feel as though each Hitmon is at least worth mentioning for new toys it gets.
Hitmonchan Choice Band / Assault Vest
Ability: Iron Fist
EV's: 4 HP / 252 Atk / 252 Spe OR 252 HP / 252 Atk / 4 SpD
Jolly / Adamant / Impish Nature
- Mach Punch / Bullet Punch
- Drain Punch / Dynamic Punch / Power-Up Punch
- Comet Punch / [insert punch move here]
- Pursuit / [insert punch move here]
The weakest of the Hitmons doesn't get too much, but it loves every morsel it does get out of this meta. Powerful STAB in the forms of Drain Punch, Power-Up Punch, and Dynamic Punch... impressive coverage options ranging from Pursuit, as well as Comet Punch (60-150 power per use and decimates Subs) and the other punching move it gets (which all become 108 Base Power). Finally, Bullet Punch is, as always, an option to nail Fairies that might otherwise knock Hitmonchan out of the ring.
Hitmonlee @Salac Berry / Choice Scarf
Ability: Reckless
EV's: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Endure / Fake Out
- (High) Jump Kick
- Blaze Kick
- Pursuit / Mach Punch
The strongest of the Hitmons takes a MASSIVE hit because it cannot rely on the sheer power of High Jump Kick, but it also gains a few toys. Returning to the old-fashioned ways of raising his Speed (Endure Salac or Choice Scarf) allows him to run Reckless, which still boosts the weakened Jump Kicks to 108 base power, on par with Hitmonchan's Fighting STAB of choice. Unfortunately, this boost doesn't extend to his coverage options like it does for 'chan. Blaze Kick being strong and accurate is nice, as is the option of Pursuit for trapping or Mach Punch for priority.
Hitmontop Leftovers
Ability: Technician
EV's: 252 HP / 252 Atk / 4 SpD
Adamant / Careful Nature
- Fake Out / Bullet Punch
- Triple Kick
- Rapid Spin
- Pursuit / Bullet Punch
Arceus above, does Hitmontop ever get a boost! I'm assuming Triple Kick is at least 90 base power, spread across 3 hits (so 30 base power); and after STAB and Technician, that's immense power right there! It also gets a Rapid Spin that actually deals decent damage. The fourth slot is something to run for coverage; Pursuit traps things in, not to mention filling that nasty Ghost-type hole your main moves leave you with; Bullet Punch could be run over Fake Out or Pursuit if you don't like your damage output against Fairy-types, though.
Overall, not the best of 'mons, but they prove that this meta gives new toys to more than just everything that rolled their eyes at Mud-Slap.

Hitmonchan Choice Band / Assault Vest
Ability: Iron Fist
EV's: 4 HP / 252 Atk / 252 Spe OR 252 HP / 252 Atk / 4 SpD
Jolly / Adamant / Impish Nature
- Mach Punch / Bullet Punch
- Drain Punch / Dynamic Punch / Power-Up Punch
- Comet Punch / [insert punch move here]
- Pursuit / [insert punch move here]
The weakest of the Hitmons doesn't get too much, but it loves every morsel it does get out of this meta. Powerful STAB in the forms of Drain Punch, Power-Up Punch, and Dynamic Punch... impressive coverage options ranging from Pursuit, as well as Comet Punch (60-150 power per use and decimates Subs) and the other punching move it gets (which all become 108 Base Power). Finally, Bullet Punch is, as always, an option to nail Fairies that might otherwise knock Hitmonchan out of the ring.

Hitmonlee @Salac Berry / Choice Scarf
Ability: Reckless
EV's: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Endure / Fake Out
- (High) Jump Kick
- Blaze Kick
- Pursuit / Mach Punch
The strongest of the Hitmons takes a MASSIVE hit because it cannot rely on the sheer power of High Jump Kick, but it also gains a few toys. Returning to the old-fashioned ways of raising his Speed (Endure Salac or Choice Scarf) allows him to run Reckless, which still boosts the weakened Jump Kicks to 108 base power, on par with Hitmonchan's Fighting STAB of choice. Unfortunately, this boost doesn't extend to his coverage options like it does for 'chan. Blaze Kick being strong and accurate is nice, as is the option of Pursuit for trapping or Mach Punch for priority.

Hitmontop Leftovers
Ability: Technician
EV's: 252 HP / 252 Atk / 4 SpD
Adamant / Careful Nature
- Fake Out / Bullet Punch
- Triple Kick
- Rapid Spin
- Pursuit / Bullet Punch
Arceus above, does Hitmontop ever get a boost! I'm assuming Triple Kick is at least 90 base power, spread across 3 hits (so 30 base power); and after STAB and Technician, that's immense power right there! It also gets a Rapid Spin that actually deals decent damage. The fourth slot is something to run for coverage; Pursuit traps things in, not to mention filling that nasty Ghost-type hole your main moves leave you with; Bullet Punch could be run over Fake Out or Pursuit if you don't like your damage output against Fairy-types, though.
Overall, not the best of 'mons, but they prove that this meta gives new toys to more than just everything that rolled their eyes at Mud-Slap.