Of course it won't.
Let's analyze the Statedef 0:
type = S
physics = S
sprpriority = 0
this code omits the movetype; when it's omitted it means the state is idle and thus anything won't hit, whether or not you add an hitdef (and red collision boxes on the turning animation).
You would need to add movetype = A (it means the type of the move, in this case the stand state, is an attack).
Second, like I said, if you don't add the red collision boxes the hitdef won't do anything.
Third, the attack triggers at the 25th tick of time; the turning animation usually is very quick, so you would have a hard time having that condition met.
About the last two points, I don't know how your character is coded/animated. I'm just saying in general, usually it's like that.