Userfriendly = Noob-easy.
That's hard to do with advanced fighting games who are sequels of sequels, the goal with most is the improve on the last installment.
There's a limit to what you can do with RCs/FRCs before the game becomes ridiculous, that's why some moves in BlazBlue can't be rapid cancelled.
What's more, there's a limit to how simple a character is allowed to play before you tread into 'broken' territory. Ease of use usually involves moves that get the job done...it's very rare that a character is easy to use initially, but doesn't have the advantages that having easy to use moves normally has.
In my 10+ years experience with fighting games, the best things to learn are the most basic things, stuff like blocking techniques, jumping techniques, your options in various states, and overall motion inputs. Combos can be learned anytime. I've met people who don't even bother learning combos, they just play intuitively.
And half the time...the best stuff I've learned is stuff I learned on Forums, so there you go. By fans, for fans.
If there was something that could be improved, I'd say an input demonstration for universal sample combos and being able to jump in any time and try them till you learn your own, like the Tekken games.