Sounds good, I could do that with little labels.
The attack only comes out at the end of the animation, so in theory the ideal way to play is to start your attack early but not so early that it triggers before the opponent is infront of you, as well as moving backward out of the opponents reach (though I think with forward and backward movement being the same and no movement penalty for attacking the opponent may be able to just follow you and land the attack anyway).
So maybe I could add a little flash at the end of the animation to show that's the dangerous part and make movement slower as well as making dodging backward out of range more viable.