Now I ran a couple of test games with it with my clan buddy a few days ago to test it out. I believe from me results (sorry no replays forgot to save them) that this build can work but you have to make certain some things happen.
1. Try to delay the hatch first or hatch. I do this with the probe, and it seems like a no brainer but still it should be done. You can also make a pylon, and cancel it at the last second and come back with your probe.
2. Keep your scouting probe alive. You MUST be able to scout the fast third if the zerg does this. If he puts a 3rd down and your probe sees it, 4 gate and win.
3. Check for gas. This could lead to a speedling all in, but shoudln't be to hard to hold with a wall.
4. (optional) This is where I do something different from Nony. I try to scout with my first lot. This is risky, but if you scout a fast third you must do some type of pressure. At this point it is probably past the true balls to the wall four gate timing, but you could do a sentry heavy one with 2 gas.
OK now I feel like the next step is after you are sure he is staying 2 bases is to drop a forge and a robo at your nat to finish the wall in. I like to get +1 and an obs as soon as possible and a third gas around this time. Then you start your second immortal and put down gates 3 and 4 and a fourth gas. Your gates should finish with the 2nd immortal and you push. This will help deny an overly greedy z and you can always escape because you have 6 full energy sentries.
Now it comes down to scouting your opponent. I like to folllow up with a 3rd and start collusus and blink, and move out with 2 collusus and blink.
By this point it is a normal game, and the best player wins.
What do you guys think. Is this a viable strat that nony is using or is the ffe just way better?