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Now that you've said it, I agree, I think 50% is a good spot.
If one want to stretch it, being able to GB and get three souls is a bit much for both lights and heavies, I'd say it'd be better to remove the light > light > light GB but keep the heavy > heavy > heavy GB.
Currently you can get all souls from three heavy parries (light punish) and three light parries (heavy punish) so it feels a bit like overkill when he can land two GBs in a row and just get everything he needs, doesn't really give him a reason to fight.
The damage changes are nice, if those would be made he wouldn't be forced to fish for souls constantly to get the big damage.
Considering we have Jorm that can go light > heavy (feintable) > zone (feintable) > down bash (feintable) > hammer slam now, is the same for Sohei really too much or just showing how very similar he is to Jorm?
I've prioritised his fighting capability, and made him less dependant on his feats.
Read 1, 2 & 3.
I like the idea that his GB's are more prioritised about Soul collecting than damage, it's unique to him, but I do agree that a lot of Sohei tend to GB a ridiculous amount just to get them 3 souls.
With the Jorm situation, I find the mid chain zone as a great option to continue the chain if you still have spare stamina. The main thing is that they are both different in play-style so I don't see this as too much of a problem.
At least we're not alone in having similar ideas on how to improve Sohei XD
He is literally just a worse shaman. Shaman is unique with her bite but she can still be viable without try harding to get a bite off.
Sohei on the other hand deals ♥♥♥♥ all damage with his mixups compared to other heroes and needs to try hard for his one shot move or else we will 8 out of 10 lose a 1 v 1.