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Just one man's thoughts.
No worries about wierd interactions of collision objects then.
As you tweak the gameplay, you may want to be able to increase or decrease the actual range of the sword, or add a gusting wind effect or some such that has a small amount of area splash damage. You probably wouldn't want to rely on the swords exact position to do this - probably just the player origin.
If I was going to do this, I would create a very fast attack animation and simply place a collision rectangle in front of the player. During the enemy step, if any enemies are within the rectangle, damage and push them back, relative to the player position.
This would be easy to extend to a charge-up attack like Link's standard charge attack in the Zelda Series. Instead of a static rectangle, I'd create two or four rectangles on a timer around the player, and perform the same check.