pokeemerald/data/contest_moves.s
2015-10-14 10:40:52 -07:00

2488 lines
64 KiB
ArmAsm

.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