After some thought, I've created a 10 step program for them. Note that I may use unique terminology for things.
Pushing Someone Out of Scrubdom
1. Have them each pick a character (at this stage, it should be someone they’re comfortable with, or really like as a character. You can give them advice on characters you think would be well suited to their play styles).
2. Explain basic mechanics: blocking correctly (airborne: block high, grounded: block low. They can learn/you can explain character specific overheads as they play), basic yomi/mix-up (guessing, reading, and using high attacks, low attacks, and throws), ex-cancelable/canceling moves, damage reduction (press in time~) and relevant character specific inputs (for example, if they chose Hisui, then controlling Hisui’s pot output, and if they chose Nero, then controlling Nero’s A snake, and his double snake glitch, etc.).
3. Have them examine their character’s move set. Have them learn their character’s basic mix-ups, combos, etc.
4. Have them play games against each other to see what works, and what doesn’t work. Have them rotate after every few matches. They may start to develop some strategies against specific players/play styles. Discuss problems/frustrations (possibly as a group) they come across when playing against specific characters, players, or play styles, as well as strategies they’ve developed.
5. Explain intermediate mechanics: IADing, TKing moves, block strings (how to use them, staggering moves, etc.), teching (when they should tech and in which direction), shielding/ex-shielding (when they should be used, attacks that are 'low/high shieldable only'), maintaining pressure (tightening block strings, resetting pressure using throws, okizeme, etc), escaping pressure (circuit sparking, shield bunkers, dodging, jumping out, clashing, anti-airs, wake-up moves, etc.), basic yomi/mind games (tick throws, jump -> land -> 2a, etc) and cross-ups (2nd player glitch, Satsuki cross-up, etc).
6. Have them each learn their character’s intermediate/essential combos and basic block strings, and re-examine their move set (for clash moves, anti-airs, etc.). Have them refine general techniques (IAD) as well as those relevant to their character (ex. Akiha’s instant j.2c, TK motions, etc.) and play more games.
7. Advanced mechanics: whiff canceling, intermediate yomi/mind games (tech/heat/circuit spark traps, avoiding traps, etc), fuzzy guarding and damage maximization (reverse beat, proration, and counter hits).
8. Have them learn their character’s advanced/situational combos (ex. Akiha’s pit setup), block strings, techniques (ex. Aoko's roman cancel), etc. (if they exist), refine what they've learned up until this point and play more games.
9. Assorted strategy & other stuff: field presence (controlling the field using your projectiles, summons, orbs, bentos, and active hit boxes), damage maximization vs. knockdown (full damage combo vs. options/field control), advanced movement (efficiently using your super jump, dash, back dash, jumps and air dash/es), zoning and positioning (recognizing, making use of, and staying within your character’s ideal range/zone, while staying out of and taking advantage of your opponent’s), recognizing and abusing characters’ strengths and weaknesses, meta-gaming, recognizing/correcting bad habits and advanced mind games/yomi (training and punishing your opponent’s instinctive reactions during a match, making use of frame traps, etc.).
10. Bara canceling
Notes
They should be free at any point to switch their character, but in doing so, they should recognize that they
will have to start all over again, and may find themselves "behind" the other players. However, sometimes it is necessary, as some people can only go so far with certain characters, and may find their play style more suited to another character.
Also, before starting, you should make sure that they can input all the basic motions consistently, 236/214(quarter circles), 623/421 (dp), 41236/63214 (half circles). If they're on pad, and having trouble with the dp motion, have them think of it as forward (or backward) followed by a quarter circle motion in the appropriate direction (ex. 6 -> 236). That motion might also help them get down IADing later on if they're on pad, as they can think of it as something like 6 -> 96.
I may add/adjust more later.