I would suggest you take the time to also make sure that the routes shown and used are the most recent things, and properly labeled.
For example, Oatsngoats's is technically a 100% Unrestricted run, and was done just prior to Camera Lock being published, and so the route has changed quite a bit.
It is a very nice thing you have here though, allowing folks to be able to see about when they should be getting items, and a general order of them as well. It'll certainly help out folks as it is if you can keep up with it.
Invincibility, which is what you're thinking here, has been patched out, and along with it the Axis Skew that required it too. These have been confirmed already.
@Wormano That is true, except for the fact that major items DO NOT count towards the item collection percentage. The 2 hour low% that got all the major items would -STILL- be the record over the 4 hour low% that skipped one or two of the major items. This is why we have 0% INSTEAD OF low%.
I even went and tested it myself, getting both Charge Beam and Phantom Cloak, and then saving after each. Both times the Item percentage DID NOT change.
Because Low% is, more or less, just Any% right now. As evidenced by the fact 0% is viable, there is legit no difference between Low% and Any%.
Low% is normally basically the bare minimum you -must- get to get through the game. Given that the game only tracks Energy Tanks, Energy Parts, Missile Tanks, Missile+ Tanks, and Power Bomb Tanks in terms of item collection percentage, this basically means you just go through and get all (or most of) the major suit upgrades and beat the game.
Right now 0% doesn't have a lot of activity most likely because Any% is the BIG category that everyone runs. Even 100% is kind of on the back burner while everyone is busy developing Any% or running that. Further more, 0%, much like the purpose of Low%, is to showcase off the runner's skill and almost mastery of the game and the fights in it.
The other issue, now that I think about it, is that the game DOES NOT give you a final item collection rate at the end. It also doesn't save your game after the final battle, so you would have to make a specific save prior to the final boss so that way people could easily check your collection rate without having to sit there and watch the run in full, adding or subtracting from the total as necessary. And given the Energy Parts and Missile+ tanks, you can't do like you would with 100% or 0% and just look at the stats during the final boss fight.
Reading through the GameFAQs posts and yeah... I kind of suspect that this might be a bit of a hoax.
The only proof we have of this being a thing is the videos they've made of them beating bosses. They don't even show any of the step they take to even try to replicate the glitch as it is.
The supposed steps to do it (aside from having already been kind of debunked) are kind of tedious to do and would almost require you have a Switch dedicated to just playing Metroid Dread and for it to never lose power. As it is now, it just doesn't FEEL like it would be worth it.
Like, I would love to have the ability to just machine gun missiles like they're shown there. Even with all the tricks to help with mashing beams out, it can still take a bit of a toll on your arm. Having an option, superior or otherwise, that could take such wear and tear off would certainly be nice and help out.
Not to mention there's no way to Cataris on the initial visit without the Phantom Cloak, barring some kind of massive skip being found.
The Burenia path requires Grapple Beam, while the Dairon needs a Speed Booster. Teleportals aren't possible either, as the Red one needs a Morph Ball while Blue is basically on the Burenia path. You would basically need some kind of clip that wouldn't end up with you insta-killed for being out of bounds.
You'd also have to find new routes through EMMI Areas, as I know there's at least one Phantom Gate that you have to get through there, though its not at a Central Unit entrance.