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-rw-r--r--data/contest_moves.s2487
-rw-r--r--data/data2.s4
2 files changed, 2489 insertions, 2 deletions
diff --git a/data/contest_moves.s b/data/contest_moves.s
new file mode 100644
index 000000000..d8ec9e0e3
--- /dev/null
+++ b/data/contest_moves.s
@@ -0,0 +1,2487 @@
+ .align 2, 0
+
+gContestMoves: ; 858C2B4
+; -
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Pound
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_POUND ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Karate Chop
+ .byte 0x25 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Double Slap
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_POUND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Comet Punch
+ .byte 0x23 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mega Punch
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Pay Day
+ .byte 0x2e ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fire Punch
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_FIRE_PUNCH ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Ice Punch
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_ICE_PUNCH ; combo starter ID
+ .byte COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_FIRE_PUNCH, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thunder Punch
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_THUNDER_PUNCH ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, COMBO_STARTER_FIRE_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Scratch
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_SCRATCH ; combo starter ID
+ .byte COMBO_STARTER_LEER, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Vice Grip
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_VICE_GRIP ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Guillotine
+ .byte 0x2d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Razor Wind
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Swords Dance
+ .byte 0x26 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_SWORDS_DANCE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Cut
+ .byte 0x2d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Gust
+ .byte 0x2b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Wing Attack
+ .byte 0x23 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Whirlwind
+ .byte 0x2b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fly
+ .byte 0x05 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bind
+ .byte 0x2f ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Slam
+ .byte 0x13 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_POUND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Vine Whip
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Stomp
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, COMBO_STARTER_LEER, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Double Kick
+ .byte 0x23 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mega Kick
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Jump Kick
+ .byte 0x01 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_MIND_READER, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rolling Kick
+ .byte 0x0d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sand-Attack
+ .byte 0x11 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_SAND_ATTACK ; combo starter ID
+ .byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_SANDSTORM, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Headbutt
+ .byte 0x0a ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Horn Attack
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_HORN_ATTACK ; combo starter ID
+ .byte COMBO_STARTER_LEER, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fury Attack
+ .byte 0x11 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_HORN_ATTACK, COMBO_STARTER_PECK, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Horn Drill
+ .byte 0x2d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_HORN_ATTACK, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Tackle
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_LEER, COMBO_STARTER_HARDEN, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Body Slam
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Wrap
+ .byte 0x2f ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Take Down
+ .byte 0x01 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thrash
+ .byte 0x12 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Double-Edge
+ .byte 0x01 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Tail Whip
+ .byte 0x1e ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Poison Sting
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Twineedle
+ .byte 0x0a ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Pin Missile
+ .byte 0x11 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Leer
+ .byte 0x2f ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_LEER ; combo starter ID
+ .byte COMBO_STARTER_RAGE, COMBO_STARTER_SCARY_FACE, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bite
+ .byte 0x0d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_LEER, COMBO_STARTER_SCARY_FACE, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Growl
+ .byte 0x1e ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Roar
+ .byte 0x2b ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sing
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_SING ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Supersonic
+ .byte 0x2b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sonic Boom
+ .byte 0x23 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Disable
+ .byte 0x1a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Acid
+ .byte 0x0c ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Ember
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Flamethrower
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mist
+ .byte 0x05 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Water Gun
+ .byte 0x00 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_WATER_SPORT, COMBO_STARTER_MUD_SPORT, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hydro Pump
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Surf
+ .byte 0x25 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_SURF ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_DIVE, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Ice Beam
+ .byte 0x13 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Blizzard
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_POWDER_SNOW, COMBO_STARTER_HAIL, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Psybeam
+ .byte 0x2b ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bubble Beam
+ .byte 0x0d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Aurora Beam
+ .byte 0x13 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hyper Beam
+ .byte 0x12 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Peck
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_PECK ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Drill Peck
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_PECK, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Submission
+ .byte 0x01 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_MIND_READER, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Low Kick
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Counter
+ .byte 0x04 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_TAUNT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Seismic Toss
+ .byte 0x13 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Strength
+ .byte 0x13 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Absorb
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mega Drain
+ .byte 0x0c ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Leech Seed
+ .byte 0x0b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Growth
+ .byte 0x26 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_GROWTH ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Razor Leaf
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Solar Beam
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_GROWTH, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Poison Powder
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Stun Spore
+ .byte 0x2d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sleep Powder
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Petal Dance
+ .byte 0x12 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; String Shot
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_STRING_SHOT ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dragon Rage
+ .byte 0x21 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_DRAGON_RAGE ; combo starter ID
+ .byte COMBO_STARTER_DRAGON_BREATH, COMBO_STARTER_DRAGON_DANCE, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fire Spin
+ .byte 0x2f ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thunder Shock
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thunderbolt
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thunder Wave
+ .byte 0x2d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thunder
+ .byte 0x0b ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_LOCK_ON, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rock Throw
+ .byte 0x23 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_ROCK_THROW ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Earthquake
+ .byte 0x0d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_EARTHQUAKE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fissure
+ .byte 0x2d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_EARTHQUAKE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dig
+ .byte 0x05 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Toxic
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Confusion
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_CONFUSION ; combo starter ID
+ .byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CALM_MIND, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Psychic
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_PSYCHIC ; combo starter ID
+ .byte COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION, COMBO_STARTER_CALM_MIND, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hypnosis
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_HYPNOSIS ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Meditate
+ .byte 0x26 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Agility
+ .byte 0x28 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_DOUBLE_TEAM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Quick Attack
+ .byte 0x28 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_DOUBLE_TEAM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rage
+ .byte 0x03 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_RAGE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Teleport
+ .byte 0x05 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_DOUBLE_TEAM, COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Night Shade
+ .byte 0x13 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mimic
+ .byte 0x20 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Screech
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Double Team
+ .byte 0x04 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_DOUBLE_TEAM ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Recover
+ .byte 0x13 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Harden
+ .byte 0x04 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_HARDEN ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Minimize
+ .byte 0x04 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Smokescreen
+ .byte 0x10 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SMOG, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Confuse Ray
+ .byte 0x2b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Withdraw
+ .byte 0x05 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Defense Curl
+ .byte 0x04 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_DEFENSE_CURL ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Barrier
+ .byte 0x05 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Light Screen
+ .byte 0x05 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Haze
+ .byte 0x1b ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Reflect
+ .byte 0x05 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Focus Energy
+ .byte 0x0d ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_FOCUS_ENERGY ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bide
+ .byte 0x05 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Metronome
+ .byte 0x03 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mirror Move
+ .byte 0x20 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Self-Destruct
+ .byte 0x02 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Egg Bomb
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SOFT_BOILED, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Lick
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Smog
+ .byte 0x0d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_SMOG ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sludge
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_SLUDGE ; combo starter ID
+ .byte COMBO_STARTER_SLUDGE_BOMB, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bone Club
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_BONE_CLUB ; combo starter ID
+ .byte COMBO_STARTER_BONEMERANG, COMBO_STARTER_BONE_RUSH, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fire Blast
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Waterfall
+ .byte 0x1e ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Clamp
+ .byte 0x2f ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Swift
+ .byte 0x1d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Skull Bash
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spike Cannon
+ .byte 0x11 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Constrict
+ .byte 0x0a ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Amnesia
+ .byte 0x26 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Kinesis
+ .byte 0x2f ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_KINESIS ; combo starter ID
+ .byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_CONFUSION, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Soft-Boiled
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_SOFT_BOILED ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hi Jump Kick
+ .byte 0x01 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_MIND_READER, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Glare
+ .byte 0x0d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_LEER, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dream Eater
+ .byte 0x0b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_HYPNOSIS, COMBO_STARTER_CALM_MIND, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Poison Gas
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Barrage
+ .byte 0x23 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Leech Life
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Lovely Kiss
+ .byte 0x0d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sky Attack
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Transform
+ .byte 0x03 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bubble
+ .byte 0x0b ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dizzy Punch
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spore
+ .byte 0x0d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Flash
+ .byte 0x10 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Psywave
+ .byte 0x2d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Splash
+ .byte 0x1e ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Acid Armor
+ .byte 0x26 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Crabhammer
+ .byte 0x25 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SWORDS_DANCE, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Explosion
+ .byte 0x02 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fury Swipes
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SCRATCH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bonemerang
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_BONEMERANG ; combo starter ID
+ .byte COMBO_STARTER_BONE_CLUB, COMBO_STARTER_BONE_RUSH, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rest
+ .byte 0x04 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_REST ; combo starter ID
+ .byte COMBO_STARTER_BELLY_DRUM, COMBO_STARTER_CHARM, COMBO_STARTER_YAWN, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rock Slide
+ .byte 0x0d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ROCK_THROW, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hyper Fang
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sharpen
+ .byte 0x26 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Conversion
+ .byte 0x23 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Tri Attack
+ .byte 0x0b ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_LOCK_ON, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Super Fang
+ .byte 0x2d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SCARY_FACE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Slash
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWORDS_DANCE, COMBO_STARTER_SCRATCH, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Substitute
+ .byte 0x04 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Struggle
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sketch
+ .byte 0x20 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Triple Kick
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Thief
+ .byte 0x1f ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spider Web
+ .byte 0x1a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_STRING_SHOT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mind Reader
+ .byte 0x2f ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_MIND_READER ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Nightmare
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_HYPNOSIS, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Flame Wheel
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Snore
+ .byte 0x00 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_REST, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Curse
+ .byte 0x29 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_CURSE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Flail
+ .byte 0x21 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Conversion 2
+ .byte 0x23 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Aeroblast
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Cotton Spore
+ .byte 0x11 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Reversal
+ .byte 0x1e ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spite
+ .byte 0x21 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CURSE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Powder Snow
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_POWDER_SNOW ; combo starter ID
+ .byte COMBO_STARTER_HAIL, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Protect
+ .byte 0x05 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_HARDEN, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mach Punch
+ .byte 0x28 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Scary Face
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_SCARY_FACE ; combo starter ID
+ .byte COMBO_STARTER_RAGE, COMBO_STARTER_LEER, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Faint Attack
+ .byte 0x1d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FAKE_OUT, COMBO_STARTER_LEER, COMBO_STARTER_POUND, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sweet Kiss
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Belly Drum
+ .byte 0x26 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_BELLY_DRUM ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sludge Bomb
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_SLUDGE_BOMB ; combo starter ID
+ .byte COMBO_STARTER_SLUDGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mud-Slap
+ .byte 0x11 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_MUD_SLAP ; combo starter ID
+ .byte COMBO_STARTER_SAND_ATTACK, COMBO_STARTER_MUD_SPORT, COMBO_STARTER_SANDSTORM, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Octazooka
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_LOCK_ON, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spikes
+ .byte 0x1a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Zap Cannon
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_LOCK_ON, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Foresight
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Destiny Bond
+ .byte 0x02 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_MEAN_LOOK, COMBO_STARTER_CURSE, COMBO_STARTER_ENDURE, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Perish Song
+ .byte 0x2d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_MEAN_LOOK, COMBO_STARTER_SING, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Icy Wind
+ .byte 0x0d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Detect
+ .byte 0x04 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_TAUNT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bone Rush
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_BONE_RUSH ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_BONE_CLUB, COMBO_STARTER_BONEMERANG, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Lock-On
+ .byte 0x2f ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_LOCK_ON ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Outrage
+ .byte 0x12 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sandstorm
+ .byte 0x2b ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_SANDSTORM ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Giga Drain
+ .byte 0x11 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Endure
+ .byte 0x04 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_ENDURE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Charm
+ .byte 0x13 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_CHARM ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rollout
+ .byte 0x2f ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_HARDEN, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; False Swipe
+ .byte 0x0d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Swagger
+ .byte 0x1d ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Milk Drink
+ .byte 0x23 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spark
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fury Cutter
+ .byte 0x03 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Steel Wing
+ .byte 0x23 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mean Look
+ .byte 0x1a ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_MEAN_LOOK ; combo starter ID
+ .byte COMBO_STARTER_CURSE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Attract
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sleep Talk
+ .byte 0x03 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_REST, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Heal Bell
+ .byte 0x1e ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Return
+ .byte 0x2c ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Present
+ .byte 0x03 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Frustration
+ .byte 0x2c ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Safeguard
+ .byte 0x05 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Pain Split
+ .byte 0x0c ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sacred Fire
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Magnitude
+ .byte 0x2e ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dynamic Punch
+ .byte 0x11 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Megahorn
+ .byte 0x23 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dragon Breath
+ .byte 0x0d ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_DRAGON_BREATH ; combo starter ID
+ .byte COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_DANCE, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Baton Pass
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Encore
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Pursuit
+ .byte 0x2d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rapid Spin
+ .byte 0x04 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sweet Scent
+ .byte 0x0d ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_SWEET_SCENT ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Iron Tail
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Metal Claw
+ .byte 0x00 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_METAL_SOUND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Vital Throw
+ .byte 0x29 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Morning Sun
+ .byte 0x22 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Synthesis
+ .byte 0x22 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Moonlight
+ .byte 0x22 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hidden Power
+ .byte 0x03 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Cross Chop
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Twister
+ .byte 0x2b ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rain Dance
+ .byte 0x2e ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_RAIN_DANCE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sunny Day
+ .byte 0x2e ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_SUNNY_DAY ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Crunch
+ .byte 0x0c ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SCARY_FACE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mirror Coat
+ .byte 0x04 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_TAUNT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Psych Up
+ .byte 0x23 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Extreme Speed
+ .byte 0x28 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Ancient Power
+ .byte 0x26 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Shadow Ball
+ .byte 0x10 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Future Sight
+ .byte 0x2f ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION, COMBO_STARTER_CALM_MIND ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rock Smash
+ .byte 0x27 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Whirlpool
+ .byte 0x2f ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Beat Up
+ .byte 0x2d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fake Out
+ .byte 0x13 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_FAKE_OUT ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Uproar
+ .byte 0x2b ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Stockpile
+ .byte 0x04 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte COMBO_STARTER_STOCKPILE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Spit Up
+ .byte 0x00 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_STOCKPILE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Swallow
+ .byte 0x26 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_STOCKPILE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Heat Wave
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hail
+ .byte 0x0d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_HAIL ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Torment
+ .byte 0x1a ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Flatter
+ .byte 0x1a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Will-O-Wisp
+ .byte 0x0c ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Memento
+ .byte 0x02 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Facade
+ .byte 0x1e ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Focus Punch
+ .byte 0x29 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Smelling Salt
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Follow Me
+ .byte 0x2f ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Nature Power
+ .byte 0x2e ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Charge
+ .byte 0x23 ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_CHARGE ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Taunt
+ .byte 0x1a ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_TAUNT ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Helping Hand
+ .byte 0x1a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Trick
+ .byte 0x23 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Role Play
+ .byte 0x1f ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Wish
+ .byte 0x2f ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Assist
+ .byte 0x22 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Ingrain
+ .byte 0x05 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Superpower
+ .byte 0x01 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_LOCK_ON, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Magic Coat
+ .byte 0x05 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Recycle
+ .byte 0x03 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Revenge
+ .byte 0x29 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Brick Break
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Yawn
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_YAWN ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Knock Off
+ .byte 0x0c ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Endeavor
+ .byte 0x1e ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ENDURE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Eruption
+ .byte 0x21 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ENDURE, COMBO_STARTER_EARTHQUAKE, COMBO_STARTER_SUNNY_DAY, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Skill Swap
+ .byte 0x1f ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Imprison
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Refresh
+ .byte 0x26 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_WATER_SPORT, COMBO_STARTER_SING, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Grudge
+ .byte 0x21 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CURSE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Snatch
+ .byte 0x2d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Secret Power
+ .byte 0x27 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dive
+ .byte 0x04 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte COMBO_STARTER_DIVE ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SURF, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Arm Thrust
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_FAKE_OUT, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Camouflage
+ .byte 0x25 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Tail Glow
+ .byte 0x26 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Luster Purge
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mist Ball
+ .byte 0x0c ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Feather Dance
+ .byte 0x1e ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Teeter Dance
+ .byte 0x12 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Blaze Kick
+ .byte 0x00 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mud Sport
+ .byte 0x00 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_MUD_SPORT ; combo starter ID
+ .byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_WATER_SPORT, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Ice Ball
+ .byte 0x2f ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Needle Arm
+ .byte 0x0c ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Slack Off
+ .byte 0x21 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_YAWN, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hyper Voice
+ .byte 0x0d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Poison Fang
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Crush Claw
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Blast Burn
+ .byte 0x12 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Hydro Cannon
+ .byte 0x12 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Meteor Mash
+ .byte 0x23 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Astonish
+ .byte 0x0a ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Weather Ball
+ .byte 0x00 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_HAIL, COMBO_STARTER_SANDSTORM ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Aromatherapy
+ .byte 0x1e ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Fake Tears
+ .byte 0x1e ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Air Cutter
+ .byte 0x13 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Overheat
+ .byte 0x01 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Odor Sleuth
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rock Tomb
+ .byte 0x2f ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_ROCK_THROW, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Silver Wind
+ .byte 0x26 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Metal Sound
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_METAL_SOUND ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Grass Whistle
+ .byte 0x0d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Tickle
+ .byte 0x1b ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Cosmic Power
+ .byte 0x26 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Water Spout
+ .byte 0x21 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Signal Beam
+ .byte 0x2b ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Shadow Punch
+ .byte 0x1d ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Extrasensory
+ .byte 0x0c ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sky Uppercut
+ .byte 0x13 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sand Tomb
+ .byte 0x2f ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_SANDSTORM, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Sheer Cold
+ .byte 0x2d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Muddy Water
+ .byte 0x11 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bullet Seed
+ .byte 0x2d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Aerial Ace
+ .byte 0x1d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Icicle Spear
+ .byte 0x13 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Iron Defense
+ .byte 0x05 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Block
+ .byte 0x1a ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Howl
+ .byte 0x26 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dragon Claw
+ .byte 0x13 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_DRAGON_BREATH, COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_DANCE, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Frenzy Plant
+ .byte 0x12 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bulk Up
+ .byte 0x26 ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Bounce
+ .byte 0x05 ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Mud Shot
+ .byte 0x0d ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Poison Tail
+ .byte 0x1b ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Covet
+ .byte 0x1f ; effect ID
+ .byte CONTEST_CUTE
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Volt Tackle
+ .byte 0x01 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Magical Leaf
+ .byte 0x1d ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_GROWTH, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Water Sport
+ .byte 0x00 ; effect ID
+ .byte CONTEST_CUTE
+ .byte COMBO_STARTER_WATER_SPORT ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_MUD_SPORT, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Calm Mind
+ .byte 0x04 ; effect ID
+ .byte CONTEST_SMART
+ .byte COMBO_STARTER_CALM_MIND ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Leaf Blade
+ .byte 0x25 ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Dragon Dance
+ .byte 0x26 ; effect ID
+ .byte CONTEST_COOL
+ .byte COMBO_STARTER_DRAGON_DANCE ; combo starter ID
+ .byte COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_BREATH, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Rock Blast
+ .byte 0x23 ; effect ID
+ .byte CONTEST_TOUGH
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Shock Wave
+ .byte 0x1d ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CHARGE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Water Pulse
+ .byte 0x2b ; effect ID
+ .byte CONTEST_BEAUTY
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Doom Desire
+ .byte 0x2f ; effect ID
+ .byte CONTEST_COOL
+ .byte 0 ; combo starter ID
+ .byte 0, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
+
+; Psycho Boost
+ .byte 0x01 ; effect ID
+ .byte CONTEST_SMART
+ .byte 0 ; combo starter ID
+ .byte COMBO_STARTER_CALM_MIND, 0, 0, 0 ; moves this move can follow to make a combo
+ .byte 0 ; padding
diff --git a/data/data2.s b/data/data2.s
index 493e36f31..80e59dc06 100644
--- a/data/data2.s
+++ b/data/data2.s
@@ -4478,8 +4478,8 @@ gUnknown_0858C2A4: ; 858C2A4
gUnknown_0858C2AC: ; 858C2AC
.incbin "base_emerald.gba", 0x58c2ac, 0x8
-gUnknown_0858C2B4: ; 858C2B4
- .incbin "base_emerald.gba", 0x58c2b4, 0xb18
+; 858C2B4
+ .include "data/contest_moves.s"
gUnknown_0858CDCC: ; 858CDCC
.incbin "base_emerald.gba", 0x58cdcc, 0xc0