.align 2, 0 gContestMoves: ; 858C2B4 ; - .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Pound .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_POUND ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Karate Chop .byte 0x25 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Double Slap .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_POUND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Comet Punch .byte 0x23 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mega Punch .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Pay Day .byte 0x2e ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fire Punch .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_FIRE_PUNCH ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Ice Punch .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_ICE_PUNCH ; combo starter ID .byte COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_FIRE_PUNCH, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thunder Punch .byte 0x00 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_THUNDER_PUNCH ; combo starter ID .byte COMBO_STARTER_CHARGE, COMBO_STARTER_FIRE_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Scratch .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_SCRATCH ; combo starter ID .byte COMBO_STARTER_LEER, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Vice Grip .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_VICE_GRIP ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Guillotine .byte 0x2d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Razor Wind .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Swords Dance .byte 0x26 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_SWORDS_DANCE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Cut .byte 0x2d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Gust .byte 0x2b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Wing Attack .byte 0x23 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Whirlwind .byte 0x2b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fly .byte 0x05 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bind .byte 0x2f ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Slam .byte 0x13 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_POUND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Vine Whip .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Stomp .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, COMBO_STARTER_LEER, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Double Kick .byte 0x23 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mega Kick .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Jump Kick .byte 0x01 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_MIND_READER, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rolling Kick .byte 0x0d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sand-Attack .byte 0x11 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_SAND_ATTACK ; combo starter ID .byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_SANDSTORM, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Headbutt .byte 0x0a ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Horn Attack .byte 0x00 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_HORN_ATTACK ; combo starter ID .byte COMBO_STARTER_LEER, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fury Attack .byte 0x11 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_HORN_ATTACK, COMBO_STARTER_PECK, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Horn Drill .byte 0x2d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_HORN_ATTACK, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Tackle .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_LEER, COMBO_STARTER_HARDEN, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Body Slam .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Wrap .byte 0x2f ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Take Down .byte 0x01 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thrash .byte 0x12 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_RAGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Double-Edge .byte 0x01 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Tail Whip .byte 0x1e ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Poison Sting .byte 0x0a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Twineedle .byte 0x0a ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Pin Missile .byte 0x11 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Leer .byte 0x2f ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_LEER ; combo starter ID .byte COMBO_STARTER_RAGE, COMBO_STARTER_SCARY_FACE, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bite .byte 0x0d ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_LEER, COMBO_STARTER_SCARY_FACE, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Growl .byte 0x1e ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Roar .byte 0x2b ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sing .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_SING ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Supersonic .byte 0x2b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sonic Boom .byte 0x23 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Disable .byte 0x1a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Acid .byte 0x0c ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Ember .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Flamethrower .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mist .byte 0x05 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Water Gun .byte 0x00 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_WATER_SPORT, COMBO_STARTER_MUD_SPORT, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hydro Pump .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Surf .byte 0x25 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_SURF ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_DIVE, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Ice Beam .byte 0x13 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Blizzard .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_POWDER_SNOW, COMBO_STARTER_HAIL, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Psybeam .byte 0x2b ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bubble Beam .byte 0x0d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Aurora Beam .byte 0x13 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hyper Beam .byte 0x12 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Peck .byte 0x00 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_PECK ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Drill Peck .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_PECK, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Submission .byte 0x01 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_MIND_READER, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Low Kick .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Counter .byte 0x04 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_TAUNT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Seismic Toss .byte 0x13 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Strength .byte 0x13 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Absorb .byte 0x0a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mega Drain .byte 0x0c ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Leech Seed .byte 0x0b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Growth .byte 0x26 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_GROWTH ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Razor Leaf .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Solar Beam .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_GROWTH, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Poison Powder .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Stun Spore .byte 0x2d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sleep Powder .byte 0x0d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Petal Dance .byte 0x12 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; String Shot .byte 0x0a ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_STRING_SHOT ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dragon Rage .byte 0x21 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_DRAGON_RAGE ; combo starter ID .byte COMBO_STARTER_DRAGON_BREATH, COMBO_STARTER_DRAGON_DANCE, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fire Spin .byte 0x2f ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thunder Shock .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thunderbolt .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thunder Wave .byte 0x2d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thunder .byte 0x0b ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_LOCK_ON, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rock Throw .byte 0x23 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_ROCK_THROW ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Earthquake .byte 0x0d ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_EARTHQUAKE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fissure .byte 0x2d ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_EARTHQUAKE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dig .byte 0x05 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Toxic .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Confusion .byte 0x0a ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_CONFUSION ; combo starter ID .byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CALM_MIND, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Psychic .byte 0x0d ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_PSYCHIC ; combo starter ID .byte COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION, COMBO_STARTER_CALM_MIND, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hypnosis .byte 0x0d ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_HYPNOSIS ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Meditate .byte 0x26 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Agility .byte 0x28 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_DOUBLE_TEAM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Quick Attack .byte 0x28 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_DOUBLE_TEAM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rage .byte 0x03 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_RAGE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Teleport .byte 0x05 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_DOUBLE_TEAM, COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION ; moves this move can follow to make a combo .byte 0 ; padding ; Night Shade .byte 0x13 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mimic .byte 0x20 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Screech .byte 0x0d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Double Team .byte 0x04 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_DOUBLE_TEAM ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Recover .byte 0x13 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Harden .byte 0x04 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_HARDEN ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Minimize .byte 0x04 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Smokescreen .byte 0x10 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_SMOG, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Confuse Ray .byte 0x2b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Withdraw .byte 0x05 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Defense Curl .byte 0x04 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_DEFENSE_CURL ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Barrier .byte 0x05 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Light Screen .byte 0x05 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Haze .byte 0x1b ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Reflect .byte 0x05 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Focus Energy .byte 0x0d ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_FOCUS_ENERGY ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bide .byte 0x05 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Metronome .byte 0x03 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mirror Move .byte 0x20 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Self-Destruct .byte 0x02 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Egg Bomb .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_SOFT_BOILED, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Lick .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Smog .byte 0x0d ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_SMOG ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sludge .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_SLUDGE ; combo starter ID .byte COMBO_STARTER_SLUDGE_BOMB, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bone Club .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_BONE_CLUB ; combo starter ID .byte COMBO_STARTER_BONEMERANG, COMBO_STARTER_BONE_RUSH, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fire Blast .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Waterfall .byte 0x1e ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Clamp .byte 0x2f ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Swift .byte 0x1d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Skull Bash .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spike Cannon .byte 0x11 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Constrict .byte 0x0a ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Amnesia .byte 0x26 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Kinesis .byte 0x2f ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_KINESIS ; combo starter ID .byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_CONFUSION, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Soft-Boiled .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_SOFT_BOILED ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hi Jump Kick .byte 0x01 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_MIND_READER, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Glare .byte 0x0d ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_LEER, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dream Eater .byte 0x0b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_HYPNOSIS, COMBO_STARTER_CALM_MIND, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Poison Gas .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Barrage .byte 0x23 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Leech Life .byte 0x0a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Lovely Kiss .byte 0x0d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sky Attack .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Transform .byte 0x03 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bubble .byte 0x0b ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dizzy Punch .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spore .byte 0x0d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Flash .byte 0x10 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Psywave .byte 0x2d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Splash .byte 0x1e ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Acid Armor .byte 0x26 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Crabhammer .byte 0x25 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SWORDS_DANCE, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Explosion .byte 0x02 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fury Swipes .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_SCRATCH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bonemerang .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_BONEMERANG ; combo starter ID .byte COMBO_STARTER_BONE_CLUB, COMBO_STARTER_BONE_RUSH, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rest .byte 0x04 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_REST ; combo starter ID .byte COMBO_STARTER_BELLY_DRUM, COMBO_STARTER_CHARM, COMBO_STARTER_YAWN, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rock Slide .byte 0x0d ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_ROCK_THROW, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hyper Fang .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sharpen .byte 0x26 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Conversion .byte 0x23 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Tri Attack .byte 0x0b ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_LOCK_ON, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Super Fang .byte 0x2d ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_SCARY_FACE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Slash .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_SWORDS_DANCE, COMBO_STARTER_SCRATCH, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Substitute .byte 0x04 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Struggle .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sketch .byte 0x20 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Triple Kick .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Thief .byte 0x1f ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spider Web .byte 0x1a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_STRING_SHOT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mind Reader .byte 0x2f ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_MIND_READER ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Nightmare .byte 0x0d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_HYPNOSIS, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Flame Wheel .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Snore .byte 0x00 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_REST, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Curse .byte 0x29 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_CURSE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Flail .byte 0x21 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Conversion 2 .byte 0x23 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Aeroblast .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Cotton Spore .byte 0x11 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Reversal .byte 0x1e ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spite .byte 0x21 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_CURSE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Powder Snow .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_POWDER_SNOW ; combo starter ID .byte COMBO_STARTER_HAIL, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Protect .byte 0x05 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_HARDEN, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mach Punch .byte 0x28 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Scary Face .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_SCARY_FACE ; combo starter ID .byte COMBO_STARTER_RAGE, COMBO_STARTER_LEER, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Faint Attack .byte 0x1d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_FAKE_OUT, COMBO_STARTER_LEER, COMBO_STARTER_POUND, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sweet Kiss .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Belly Drum .byte 0x26 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_BELLY_DRUM ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sludge Bomb .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_SLUDGE_BOMB ; combo starter ID .byte COMBO_STARTER_SLUDGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mud-Slap .byte 0x11 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_MUD_SLAP ; combo starter ID .byte COMBO_STARTER_SAND_ATTACK, COMBO_STARTER_MUD_SPORT, COMBO_STARTER_SANDSTORM, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Octazooka .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_LOCK_ON, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spikes .byte 0x1a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Zap Cannon .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_LOCK_ON, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Foresight .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Destiny Bond .byte 0x02 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_MEAN_LOOK, COMBO_STARTER_CURSE, COMBO_STARTER_ENDURE, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Perish Song .byte 0x2d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_MEAN_LOOK, COMBO_STARTER_SING, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Icy Wind .byte 0x0d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Detect .byte 0x04 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_TAUNT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bone Rush .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_BONE_RUSH ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_BONE_CLUB, COMBO_STARTER_BONEMERANG, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Lock-On .byte 0x2f ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_LOCK_ON ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Outrage .byte 0x12 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sandstorm .byte 0x2b ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_SANDSTORM ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Giga Drain .byte 0x11 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Endure .byte 0x04 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_ENDURE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Charm .byte 0x13 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_CHARM ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rollout .byte 0x2f ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_HARDEN, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; False Swipe .byte 0x0d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Swagger .byte 0x1d ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Milk Drink .byte 0x23 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spark .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fury Cutter .byte 0x03 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Steel Wing .byte 0x23 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mean Look .byte 0x1a ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_MEAN_LOOK ; combo starter ID .byte COMBO_STARTER_CURSE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Attract .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sleep Talk .byte 0x03 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_REST, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Heal Bell .byte 0x1e ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Return .byte 0x2c ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Present .byte 0x03 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Frustration .byte 0x2c ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Safeguard .byte 0x05 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Pain Split .byte 0x0c ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sacred Fire .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Magnitude .byte 0x2e ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dynamic Punch .byte 0x11 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Megahorn .byte 0x23 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dragon Breath .byte 0x0d ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_DRAGON_BREATH ; combo starter ID .byte COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_DANCE, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Baton Pass .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Encore .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Pursuit .byte 0x2d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rapid Spin .byte 0x04 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sweet Scent .byte 0x0d ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_SWEET_SCENT ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Iron Tail .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Metal Claw .byte 0x00 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_METAL_SOUND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Vital Throw .byte 0x29 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Morning Sun .byte 0x22 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Synthesis .byte 0x22 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Moonlight .byte 0x22 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hidden Power .byte 0x03 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Cross Chop .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Twister .byte 0x2b ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rain Dance .byte 0x2e ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_RAIN_DANCE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sunny Day .byte 0x2e ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_SUNNY_DAY ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Crunch .byte 0x0c ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_SCARY_FACE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mirror Coat .byte 0x04 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_TAUNT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Psych Up .byte 0x23 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Extreme Speed .byte 0x28 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Ancient Power .byte 0x26 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Shadow Ball .byte 0x10 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Future Sight .byte 0x2f ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION, COMBO_STARTER_CALM_MIND ; moves this move can follow to make a combo .byte 0 ; padding ; Rock Smash .byte 0x27 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Whirlpool .byte 0x2f ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Beat Up .byte 0x2d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fake Out .byte 0x13 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_FAKE_OUT ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Uproar .byte 0x2b ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Stockpile .byte 0x04 ; effect ID .byte CONTEST_TOUGH .byte COMBO_STARTER_STOCKPILE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Spit Up .byte 0x00 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_STOCKPILE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Swallow .byte 0x26 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_STOCKPILE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Heat Wave .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hail .byte 0x0d ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_HAIL ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Torment .byte 0x1a ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Flatter .byte 0x1a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Will-O-Wisp .byte 0x0c ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Memento .byte 0x02 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Facade .byte 0x1e ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Focus Punch .byte 0x29 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Smelling Salt .byte 0x0a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Follow Me .byte 0x2f ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Nature Power .byte 0x2e ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Charge .byte 0x23 ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_CHARGE ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Taunt .byte 0x1a ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_TAUNT ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Helping Hand .byte 0x1a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Trick .byte 0x23 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Role Play .byte 0x1f ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Wish .byte 0x2f ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Assist .byte 0x22 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Ingrain .byte 0x05 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Superpower .byte 0x01 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_LOCK_ON, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Magic Coat .byte 0x05 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Recycle .byte 0x03 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Revenge .byte 0x29 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Brick Break .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Yawn .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_YAWN ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Knock Off .byte 0x0c ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Endeavor .byte 0x1e ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Eruption .byte 0x21 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_ENDURE, COMBO_STARTER_EARTHQUAKE, COMBO_STARTER_SUNNY_DAY, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Skill Swap .byte 0x1f ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Imprison .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Refresh .byte 0x26 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_WATER_SPORT, COMBO_STARTER_SING, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Grudge .byte 0x21 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_CURSE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Snatch .byte 0x2d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Secret Power .byte 0x27 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dive .byte 0x04 ; effect ID .byte CONTEST_BEAUTY .byte COMBO_STARTER_DIVE ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SURF, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Arm Thrust .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_FAKE_OUT, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Camouflage .byte 0x25 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Tail Glow .byte 0x26 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Luster Purge .byte 0x0a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mist Ball .byte 0x0c ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Feather Dance .byte 0x1e ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Teeter Dance .byte 0x12 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Blaze Kick .byte 0x00 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mud Sport .byte 0x00 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_MUD_SPORT ; combo starter ID .byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_WATER_SPORT, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Ice Ball .byte 0x2f ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Needle Arm .byte 0x0c ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Slack Off .byte 0x21 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte COMBO_STARTER_YAWN, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hyper Voice .byte 0x0d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Poison Fang .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Crush Claw .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Blast Burn .byte 0x12 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Hydro Cannon .byte 0x12 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Meteor Mash .byte 0x23 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Astonish .byte 0x0a ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Weather Ball .byte 0x00 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_HAIL, COMBO_STARTER_SANDSTORM ; moves this move can follow to make a combo .byte 0 ; padding ; Aromatherapy .byte 0x1e ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Fake Tears .byte 0x1e ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Air Cutter .byte 0x13 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Overheat .byte 0x01 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Odor Sleuth .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rock Tomb .byte 0x2f ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_ROCK_THROW, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Silver Wind .byte 0x26 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Metal Sound .byte 0x0d ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_METAL_SOUND ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Grass Whistle .byte 0x0d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Tickle .byte 0x1b ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Cosmic Power .byte 0x26 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Water Spout .byte 0x21 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Signal Beam .byte 0x2b ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Shadow Punch .byte 0x1d ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Extrasensory .byte 0x0c ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sky Uppercut .byte 0x13 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sand Tomb .byte 0x2f ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_SANDSTORM, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Sheer Cold .byte 0x2d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Muddy Water .byte 0x11 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bullet Seed .byte 0x2d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Aerial Ace .byte 0x1d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Icicle Spear .byte 0x13 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Iron Defense .byte 0x05 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Block .byte 0x1a ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Howl .byte 0x26 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dragon Claw .byte 0x13 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_DRAGON_BREATH, COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_DANCE, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Frenzy Plant .byte 0x12 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bulk Up .byte 0x26 ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Bounce .byte 0x05 ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Mud Shot .byte 0x0d ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Poison Tail .byte 0x1b ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Covet .byte 0x1f ; effect ID .byte CONTEST_CUTE .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Volt Tackle .byte 0x01 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Magical Leaf .byte 0x1d ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Water Sport .byte 0x00 ; effect ID .byte CONTEST_CUTE .byte COMBO_STARTER_WATER_SPORT ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_MUD_SPORT, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Calm Mind .byte 0x04 ; effect ID .byte CONTEST_SMART .byte COMBO_STARTER_CALM_MIND ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Leaf Blade .byte 0x25 ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Dragon Dance .byte 0x26 ; effect ID .byte CONTEST_COOL .byte COMBO_STARTER_DRAGON_DANCE ; combo starter ID .byte COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_BREATH, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Rock Blast .byte 0x23 ; effect ID .byte CONTEST_TOUGH .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Shock Wave .byte 0x1d ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Water Pulse .byte 0x2b ; effect ID .byte CONTEST_BEAUTY .byte 0 ; combo starter ID .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Doom Desire .byte 0x2f ; effect ID .byte CONTEST_COOL .byte 0 ; combo starter ID .byte 0, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding ; Psycho Boost .byte 0x01 ; effect ID .byte CONTEST_SMART .byte 0 ; combo starter ID .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo .byte 0 ; padding