The build goes like this:
12 pool
13 Drone
14 Drone
14 Hatchery
13 Extractor
12 Extractor
11 6 Zerglings - rallied to the Protoss base. Unless there is cheese going on, ignore scouting probe and run to the opponent’s base.
Cancel both extractors, placing you at 16/14 supply
16 Hatchery
Micro lings to snipe pylons, surround a zealot and force probe pulls.
While this happens you macro at home, doing any build you want while the Protoss is stuck defending a 12 pool, leap frogging you forward economically.
Best case scenario, you flat out win because the Protoss loses their Zealot to kill 1 ling and their pylon powering the gateway, if you think this situation is happening, screw macro, just make slow lings and parade push the map.
Worst case scenario, the Protoss low ground walled before expanding and you can’t do anything but poke a Gateway. In this case you threaten with the 6 lings and take your 4th, then drone up and start queen production with 1 spore at every base. Don’t forget Overlord speed and to sacrifice an Overlord for scouting.
Any scenario in between is still auto win for you as the Z player, the Protoss player just hasn’t realized it yet since they can’t see your 3-4 bases behind the 12 pool.
Works until mid masters with zero issues (99% win rate for the last 3 seasons I played), might work higher than that but I don’t vs high masters too often, let alone in ZvP.
Now, you’re going to ask “what do I sacrifice for this opener?”
You sacrifice early queen and overlord production, instead opting for more hatcheries except for 1 Overlord you typically have to make during the early game while you’re rushing which enables smooth production of either more drones or lings. As such your creep spread will suck…which you can make up for with aggressive Overlord placement on the map in conjunction with pooping out creep at Lair tech.