Aside from the hair particle distribution issue (which is part of the particle system setup specs), you need to set your Soft Body simulation up differently for your hair particles. Currently you have Soft Body set up for both the emitter mesh and the hair particle system – usually only the hair is made Soft Body (unless a character has a kind of squishy head )
Soft Body (SB) for a hair system is different in some ways than for a mesh object. The Goal for SB hair is the entire hair particle system – its arrangement (combing, etc.) before baking the sim is the Goal “shape.” The keypoints for each particle strand (which can be edited in Particle Mode) are sort of like control points on a curve, and can be given a weight in Particle Mode. That weight is used by the SB sim to determine how much the strands match the Goal shape and how much they act like a soft body when the sim is baked. A weight of 1.0 means that part of the strand will completely match the Goal shape. A zero weight means that part is completely free to act as a soft body.
All the SB values that can be set determine how the strands react to forces like Gravity and acceleration when an object moves. In the Goal section, they affect how much the Goal shape is preserved in certain ways. You can even scale the painted weight using Goal Min and Max. Best way to figure how all these various specs actually work is by plugging in different values and seeing the results. Only change one at a time though, since the effects interact a lot.
Suggestion: Edit your hair in Particles Mode to give it a specific shape, then paint the keypoints with some weight values. Apply the SB to only the hair system, and plug in some starting values (like Gravity = 9.8 rather than 0), then bake the sim and check the results. Free the bake and change a value in the sim specs and bake it again to see the difference it makes. Change the Goal section values to see how much of the shape can be kept, or how much it can be over-ridden by the SB sim. After some playing around with the values you’ll get a better idea of how to control the hair reactions.
And then, you can start to learn about Collision…