It's actually a really neat idea and you could definitely do something with it. I think the biggest problem is that it's a bit unforgiving - one hit and you're gone, and the difference between player attack range and enemy attack range feels very tight. That difference is definitely there, just hard to find that sweet spot... and in the process of trying to get there, you often end up with a gladius in the face - nevermind where the sun don't shine =)