I think that with swooshes it will look alright. Takam is going for a quick response time between when the player presses the attack button, and when the attack will connect with an enemy. It's necessary to cut the actual attack into more exaggerated frames in order to achieve that. I think that currently the player would be connecting with the enemy after two frames of animation have played, which is pretty quick response time. The animation after the connection actually serves a double-purpose here. One, it creates a specific window in which the player should press the attack button again to attack. And two, it allows for the sword swoosh to residually disappear, which creates a sort of gradation when combined with the initial attack. And it's that gradation the swooshes provide, that make me think it's alright. And actually, would work better than, say adding more frames to the initial attack and just speeding up the frame rate to correct for timing.