IIRC the explanation says the title is obtained by obtaining the 3rd stage of escalation of the stage defeat H-scenes for all 7 stages.
Lose 3 times in each stage?
It's kinda like unlocking all the stage defeat scenes the hard way, I suppose.
Also, quick writedown of upgrades from top to bottom, massively colored by personal bias:
Status Upgrades:
>Red: Increases ATK
>Green: Increases max HP
>Green: Increases HP regen rate
>Yellow: Increases max Stamina (for dashing)
>Yellow: Increases Stamina regen rate
>White: Increases % of splash/'cleave' damage when hitting more than one enemy with normal attacks.
Skill Upgrades:
>Air Slash: basic 2-hit attack right in front of MC.
>Healing: heals MC's HP.
>Aerial Edge: dash-through and damage enemies. Has i-frames.
>Enchant Wind: temporarily increase movement speed, halve stamina cost for dashing, and increase normal attack damage.
>Whirlwind: create a multihit windball in front of MC. Knocks back.
>Princess Order: increase ATK and damage reduction for all elementals and soldiers.
>Tornado: create a multihit tornado about half a screen wide in front of MC. Knocks back, has i-frames.
>Sylpheed Storm: massive sword beam. Knocks back, has i-frames. Starts on cooldown. Level to max (3) to allow it to be used from the start.
Soldier Upgrades:
>Elf Knight: melee. Low stats overall, but comes out fast.
>Elf Archer: long range. Low damage, but is out of danger for the most part.
>Elf Mage: medium range. Decent damage in an AoE.
>Elf Fortress: melee. Longest lead time and doesn't attack, but really tough and further reduces damage taken from physical attacks by the power of a huge shield. Weak to magic.
>Elf Warrior: melee. Slow to move and attack, but fairly tough and inflicts large damage in an AoE. Would probably get outright better than Mages if not for the fact that taking damage tends to make units flinch.
>Elf Saber: melee. Long lead time and highest cost, but overall highest stats, really fast, can do splash damage after later upgrades, and immune to getting tempted by succubi.
Elemental Upgrades:
>Wind Spirit: low damage, but high rate of fire.
>Fire Spirit: inflicts damage in an AoE circle.
>Water Spirit: inflicts the slow ailment.
>Earth Spirit: inflicts knockback and has above-average damage.
>Thunder Spirit: long range. Slightly weaker and faster than Fire, Water and Earth.
>Light Spirit: heals in an AoE. Probably the only way MC can stay in the frontline for an extended amount of time later on.