You don't even need to design it three different ways. You ever thought about actually having each difficulty level reduce the damage dealt to players by a certain percentage dependent on what difficulty level is chosen?
Having the fight be easier on One-Star for the Hyper fight, would provide for a LEARNING CURVE of the fight for people who are not as quick-witted as those who were able to beat Ifrit in the first month.
Basically, it gives them a chance to learn Ifrit's behaviors without being so excessively punished for not being quick enough on the uptake when Ifrit uses certain moves. The punishment at the end of the fight would be no Ifrit weapon drops.
How hard is that? The ENTIRE POINT OF A SCALING DIFFICULTY OPTION IS TO PROVIDE PLAYERS WITH THE ABILITY TO DICTATE THEIR OWN LEARNING CURVE.