That's how my game works.
...It really depends. Because it can potentially give the players a 2nd layer of failure that isn't dice dependent, by making completely wrong moves because they cannot anticipate what the opponent is about to do; Think
playing arcade fighting games and your opponent can pull super moves without any charging or delay or signs.
(On the flip side, it also makes the GM harder to pull punches if the GM did not plan their moves while listen to the players' choices... Though it also makes it easier if the GM did.)
It also causes some players additional stresses worrying about whether they're "guessing it right" too.
If you are also using grid maps and planning movement in the same way, this pretty much guarantees your melee guys will NEVER hit because they won't be able to ever get close. (3rd layer of potential failure.)
While its more "realistic", it's also much more harder to do right than your conventional rules, and its quite bad in terms of "ease of play".
Though with certain rule systems it can also make your fight a lot easier to deal with, if you have only a few simple choices, and hence less variables to mess up.