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As for the VPN, you should not play fighting games through a VPN. Fighting games are extremely sensitive to lag and putting an additional middle man will add a latency overhead.
Your port 80 should never be open to the internet unless you are willingly hosting an HTTP service.
@Amig0 I contacted them once and asked them for, but they said the only thing they could do for me was to give me a public IP, which didn't help me with anything. Frankly, I'm trying everything I can before jumping ship to make sure I'm not left on the bad side of the deal if I change for another ISP
With hole punching, what is done is that you connect to a server first so a temporal association is done, and then use that for the P2P communication. In CGNAT it should be the same, as the 2 layers of NAT will have to create a route from the most external NAT server up to your machine. So in that regard it should be working.
The Steam networking library is known to use NAT-punching as it is stated in the documentation.
What I don't know is whether or not every game uses it, but I assume they do because I have never forwarded a port for Steam games. Maybe there's some kind of configuration applied by your ISP preventing hole punching? I don't know. Sorry, love.
Hey do you have uPnP on by chance?
Most people I talked to didn't know what was going on with this NAT type either, and the closest I've ever got of playing my fighting games online was with VPN. Appreciate your help