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path: root/data/contest_moves.inc
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diff --git a/data/contest_moves.inc b/data/contest_moves.inc
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+++ b/data/contest_moves.inc
@@ -0,0 +1,2486 @@
+ .align 2
+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