Haha there's a replay of me winning a game here!
@Leath
I know you were directing those towards Valio but since I'm here I'll try to help answer as well.
In regards to your first question.. Hannibal is a PZ paradise, TZ graveyard. Because of the low mineral count and ability to get an extremely fast second gas AND having a ramp (unlike vampire), Protoss is able to dominate all. Without the ramp, corsairs wouldn't be possible.
Here is why the corsair/ling build is the best option in PZ PZ:
Lets say Team1 Protoss makes Corsairs, Team1 Zerg lings.
If Team2 Protoss makes no corsairs and Team2's Zerg makes mutalisks..
Team1 has complete air control. Team2 Zerg (who does not have corsair support) takes massive overlord losses throughout the game. Team2 Zerg's mutalisks have no effect what so ever because they are eaten in seconds against a massive corsair fleet. Scourges can't even get close to the corsairs. So now Team2 Zerg is rendered useless and has no supply to make anything. Using only corsairs, Team1 Protoss manages to keep Team2 Zerg completely controlled.
Now we have Team2 Protoss and Team1 Zerg. Knowing that Team2 Zerg is useless, Team1 Zerg can pretty much do whatever he wants, including muta. Muta + Corsair would ultimately finish the helpless Team2 Zerg. Because Hannibal mains have ramp entrances, it is very easy to defend and tech. Not only that, but the creep from a starting hatchery alone enables one to place a sunken which can reach your ramp.
When both Protoss make corsairs (which they should), both Zergs must make zerglings to counter the other and stay alive.
I hope that helps answer your first question. Now for the second question about cannon contain in TZ PZ..
Team1 Terran going marine/medic, Team2 protoss 2 gate-> cannon contain T, Team2 Zerg 9 pool speed->2nd hatch.
The build described for Team2 is a commonly used cannon contain build. The Protoss uses 2 gate with Team2 Zerg's 9 pool in order to ensure map control. After neutralizing any roaming lings(usually only when Team1 Zerg uses 9pool or overpool), Team2 will move to zealot block Team1 Zerg's ramp/entrance. As this is happening, the Protoss will begin to cannon at Team1's natural.
Here are methods to counter cannon contain:
A. Prevention1.) If Team1 Zerg uses 9pool.
This is best when Team1's Zerg is particularly good with zergling control. 9 pool is ultimately a risk vs reward strategy. If it fails to do any damage or does not create any openings for Terran to attack you will most likely lose the game. However, a well maneuvered 9 pool can force Team2 to play defensively, not offensively. In that case you don't have to worry about cannon containment at all and continue to play the game normally. If they do attempt to cannon though, it is possible that Team1 Zerg, with some deception, may escape Team2 Zerg's coverage and gets to the cannons with enough time to neutralize them with the help of his ally's marines (a few SCVs if needed). By now it is likely that Team1 Zerg is zealot contained which means Team2 still has map control.
2.) If they do not defend the warping cannons or do not do so sufficiently and Team1 Zerg is 12pool.
If the TZ team is good they will know a PZ team is cannoning. If there are not enough units from Team2 (usually zerglings and possibly left over zealots) defending the cannons while they are warping in, Team1 Terran will be able to come out with his first few marines/some SCVS (if needed). If the Terran is able to do this, Team1 has gained an advantage. No matter what Team2 does next, they must push their tech back or risk defeat.
Some things Team2 may try after situations 1.) and 2.) and Team1's counters to them:
a. Team2 continues massing zerglings to keep Team1 Terran in his base longer (they do not rebuild cannons so Team2 Protoss does not have any slower tech timing). This is buying Team2 time for templar tech or to mass dragoons/get dragoon range. This is beneficial for Team1 Zerg in the race to mutalisks because Team2 Zerg is investing in zerglings. In this case, Team1 Terran needs to only build up enough m&m force before he can move out. The cannon contain problem was prevented and the game progresses as normal.
b. Team2 replaces cannons, continues teching (no additional basic units). This pushes Team2 Protoss's tech timing back especially if he was unable to cancel the original cannons. Keep in mind that Team2 Protoss already has delayed timing because of his original cannon containment. Even with Team2 Protoss having even further slowed timing, Team1 Terran is still cannon contained.
B. Cannons are up, Team1 Terran is contained.1.) Breaking cannon contain with basic units.
This is the fastest method for getting rid of the cannon menace, though it will not be possible, or rather worthwhile if the PZ team is strong and covers all their bases. Now there are two ways to do this: Terran goes alone or he goes with his Zerg ally. Team1 Terran should be using 4 barracks and no tech for this to work best. In order for the Team1 Zerg to help with this method he would have had to of at least 12 pooled. Team1 Zerg would have to break out from his zealot contain which should be possible with 12 pool 2 hatch. Using either only zerglings, a good drone drill, or a sunken, Team1 Zerg can break out. That alone is help for Team1 Terran. With Team1 Zerg's zerglings now roaming the map, any units from Team2 assisting the cannons will be pulled back. With a few firebat shields leading the way and a drugged up mob of marines close behind, Team1 Terran should be able to roll over 3-5 cannons on his own but may take some heavy losses. To reduce losses or to deal with more cannons with only bionic, Team1 Zerg's zergling assistance is required. If he is out massing Team2 Zerg at this point he should be able to go straight to the cannons with little trouble. If that is not the case then some deception may be required to slip by Team2's units and race them to the cannons. Even if Team1 Zerg loses most zerglings to the cannons, its not a problem. The bionic force that has now been freed will melt any zergling force that gets in its way. From here here the game can either be ended (if one player of Team2 is not sufficiently defended they will fall to a swift counter) or the game can continue more conservatively if Team2's defenses are in check.
2.) .. so much more to write, I'll get to it
edit: and I noticed how detailed I'm getting with this when this thread is about 2:2 for "dummies".Maybe I should move it to another thread