Key Facts
- ✓ Masahiro Sakurai, the creator of Super Smash Bros., has officially confirmed the logic behind food healing values in the series.
- ✓ The healing amount for each food item is directly tied to its real-world calorie content, with higher-calorie foods providing more recovery.
- ✓ Food items were first introduced to the franchise in Super Smash Bros. Melee, which was released 25 years ago.
- ✓ The latest title, Super Smash Bros. Ultimate, features 36 different food types, up from the 28 found in the original Melee.
- ✓ Low-calorie items like cherries heal for just 1% of a character's damage, while high-calorie items like turkey can heal for 12%.
- ✓ This design principle confirms a long-held fan theory about the game's internal mechanics.
A 25-Year Mystery Solved
For a quarter of a century, players of the Super Smash Bros. series have wondered about the specific logic governing food items. Why does a slice of pizza heal more than a single grape? The answer has finally been provided by the series' creator, Masahiro Sakurai.
This week, Sakurai took to social media to drop a simple yet profound detail that clarifies a core gameplay mechanic. The revelation connects in-game healing values directly to real-world nutritional concepts, providing a satisfying answer to a long-standing question within the gaming community.
The Calorie Connection
The core principle is straightforward: the more calories a piece of food is likely to have, the more it has been programmed to heal. This simple rule of thumb explains the entire spectrum of food items found across the franchise. It’s a design choice that grounds the game’s fantastical elements in a recognizable reality.
For instance, in the latest title, Super Smash Bros. Ultimate, a bunch of healthy grapes might heal your character by 4% of their total damage. In contrast, a pizza or a stack of pancakes will heal by 7%. This direct correlation between perceived caloric density and in-game recovery provides a consistent internal logic.
While some dedicated fans had theorized this connection previously, Sakurai’s statement serves as the first official confirmation. The Smash Bros. Wiki page on food items generally supports this theory, cataloging the various food types and their corresponding healing percentages.
A History of Healing
The food mechanic was first introduced in Super Smash Bros. Melee, which launched in 2001. That initial entry featured 28 different food types, establishing a new layer of strategy for players. The concept proved popular and has been a staple of the series ever since.
Over the years, the variety has expanded significantly. By the time Super Smash Bros. Ultimate was released, the roster of edible items had grown to 36 food types. This expansion provided more options for players and allowed for a more nuanced application of the calorie-based healing rule.
The actual range of food items has varied slightly across different games in the franchise, but the underlying principle has remained consistent. Sakurai’s recent confirmation ensures that this foundational design choice is now part of the series' official history.
The Healing Hierarchy
Examining the food items in Super Smash Bros. Ultimate reveals a clear tier system based on healing potential. Low-calorie items form the base, offering minimal recovery for players in a pinch.
These include:
- Cherries (1% damage healed)
- Kiwis, lemons, and tea (all 2%)
- A lollipop and cola (both 3%)
Mid-tier items provide more substantial recovery and are often more common. This category includes:
- Squash soup (4%)
- Cheese, chocolate, and dumplings (all 5%)
- A hot dog, corn dog, cherry pie, and popcorn (all 6%)
At the top of the healing hierarchy are the high-calorie powerhouses. These items are the most sought-after during a match. The list is led by:
- Hamburger, pancakes, and pizza (all 7%)
- Spaghetti (8%)
- Strawberry shortcake (10%)
- Steak (11%)
- Turkey (12%)
Curiously, a whole loaf of bread also falls into this high-tier category, healing for 10%. Another interesting case is the salad, which heals for 5% despite its healthy appearance, though its image shows it covered in a dressing that likely increases its caloric content.
Strategic Implications
This revelation has practical implications for competitive and casual players alike. The knowledge confirms that prioritizing the most visually substantial food items is a sound strategy for maximizing recovery. When food items spawn on-screen, the instinct to grab the pizza over the grapes is now officially validated by game design.
Understanding this mechanic adds a layer of depth to the game's resource management. Players must now weigh the value of a quick, small heal from a low-calorie item against the time it takes to secure a high-calorie, game-changing recovery item. This dynamic influences movement, positioning, and decision-making in the heat of battle.
While the system is simple, its consistency across decades of gameplay is a testament to thoughtful design. The logic is intuitive enough for new players to grasp quickly, yet deep enough for veterans to optimize their strategies around it.
A Legacy of Design
Masahiro Sakurai’s confirmation closes a chapter on one of gaming’s most enduring mysteries. The connection between real-world calories and in-game healing is a perfect example of the subtle, thoughtful design that has made Super Smash Bros. a global phenomenon for over two decades.
It reinforces the idea that even the smallest details in game development are often the result of careful consideration. For a series known for its chaotic, over-the-top action, this grounded, logical approach to a simple mechanic is a fascinating glimpse into its creative process.
As players continue to battle it out on stages across the globe, they can now do so with the full knowledge of why reaching for a turkey leg is often better than grabbing a handful of cherries.








