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As explained, many NAT hole-punching implementations use STUN (or a variation of it). There's a mediation server (master server) which handles & pairs incoming requests through a dynamic port range in order to figure out the public IP address of each end.
In a restricted or full cone NAT, the source ports for both peers are the same, the connection is met at both ends & communication is successful.
In a symmetric NAT, the ports on the symmetric end are randomised and the result will be that it will be listening to a different port than the remote peer, thus never establishing a connection.
From a network engineering perspective, unless all data is routed through a central server that is not behind a NAT - that is, most commercial grade dedicated servers, a symmetric NAT on one end cannot ever negotiate with any other type of NAT without some pre determined port forwarding set in place.
Capcom do not route all data through a dedicated server for each match. In a situation involving active data transfer between only two peers, a direct peer-to-peer connection will always result in the best possible gameplay.
If you can't change the ports your router is forwarding, your only option is to whine to your ISP and either let your connect bypass the symmetric NAT restriction or tell them to open the following ports (There may be more, this is what I saw from TCPView):
20002 (TCP)
30850 (TCP/UDP)
443 (TCP)
♥♥♥♥♥♥♥♥♥, did you play ESF!?