diff options
Diffstat (limited to 'data/contest_moves.inc')
-rw-r--r-- | data/contest_moves.inc | 2486 |
1 files changed, 2486 insertions, 0 deletions
diff --git a/data/contest_moves.inc b/data/contest_moves.inc new file mode 100644 index 000000000..aecea3a8d --- /dev/null +++ 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 |